
Since Karen has mentioned that people other than her don't tend to start threads, I'll try to get some life into this one I started in February. Clear! >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.) Things have progressed a bit, but I still don't have a feel for how to accomplish the transition from "doing small jobs" to "saving the world"... -- Roger, gaming grognard Lots of role-playing stuff: http://tekeli.li/