As far as I know none of my players is here, but I'll try to keep things fairly generic even so. I run games that are mostly fairly small-scale. Generally I have some idea of the Big Stuff that's going on, but I have trouble working it into the games, particularly in a way that PCs can interact with. So I keep running small-scale games, and eventually the campaign comes to a break point more or less where it started. I'll use I-Cops as an example; this is the GURPS alternate worlds setting, where some of the major players are Homeline (for which the PCs work), Centrum (the "bad guys"), and the Cabal (magical rather than technological world-jumpers). In this campaign, I'd like to introduce the idea that, while the great powers are opposed in principle, the _real_ difference is between the field agents of all sides (who are prepared to collaborate when necessary, but don't tell their bosses about it) and the guys who sit at home writing policy directives. I've introduced a couple of "enemy" agent teams who've turned out to be fairly reasonable people. For the next session I plan to set up some unreasonable-sounding orders from the PCs' superiors (along the lines of "no fraternisation with enemy agents, shoot on sight"). But how can I push this idea further? (There's a writeup of the campaign so far on tekeli.li should people be interested.) -- Roger, gaming grognard Lots of role-playing stuff: http://tekeli.li/ ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/


