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RogerBurtonWest
Roger Burton West

Mon

May 15
2006

19:50

Advice wanted: small to large scale

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/

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