Hi sorry wasn't sure where would be correct to post this? Our group of mates meet everyone once in awhile and game for a weekend, we are all moving into infinity but are looking to try and run a kind of RPG infinity weekend, but we don't want to try the Infinity RPG system by morphius, we'd like to use the actual tabletop game system to help the newer players pick up the mechanics. My friend and I are thinking something like this... 1 player is the GM and writes out a free linked missions with an overall narrative, they also control all the "bad guys" from 1 faction or more depending on the narrative. The player charters (between 4 and 7 players depending on who can come) would each choose a Spec Op from a faction and kit them out to 30 xp. Game wise we think that all PC's would get the following rule changes All become irregular Gain Valor 1 Courage Gain +1 Wound The PC's team would gain 4 Command points as if they were a team (this could be in/decreased depending on choices made prior to a mission) If a PC becomes ARM 4 during creation they gain the Hackable trait Haven't worked out all the GM special rules (e.g sentries and awareness, as we want the spec ops to have the option to complete the missions in a stealthy way) Just wondered if anything like this had been done before? O also we would allow PC progression via the spec ops XPS also Cheers Mal
our warcor in ottawa did something similar, it is a lot of work on the GM side of thing. XP was gained for primary/secondary objective, and also XP gain for personal goal (open and/or private). the first campaign we used specop xp chart, but we found the price not well balanced and he made a revised price list for the various weapons and skills.
We did it slightly differently, but you might still be interested. 1 player is a GM, controlling all the NPCs, designing "maps" and preparing "scripts" and scenario. Each player has a small strike team that needs to be ready to handle any situation and has primary and secondary objectives (of course, many objectives are conflicting, so not only NPCs can be "bad guys"). Troopers in the strike team generate orders as usual, command tokens are replenished at the beginning of every controlling player's turn and have a massive amount of uses. For example, they can be spent on an attempt to contact another player on the radio, use a UAV to mark a target and nullify Poor Visibility Zone penalties (because, you know, those storms on Paradiso...) and so on. In non-combat situations Orders are not used, so team movement is restricted only by the GM that stops the "turn" when a player has made enough progress or initiated a combat scene walking into an ambush. Terrain is used just like in normal Infinity games, to make things cinematic. In some cases we used "fog of war", it's especially cool on spaceship-boarding corridor maps - you set up your team to breach the door but have no idea what's behind it. Sometimes players will even start on different tables because their infil points are in different places, but all of them have to make their way to the main objective. As for XP, we use Mordheim-style system with cubevac/medevac conditions. 1 XP for participation if survived, XP for the whole group if objectives are accomplished, XP for kills etc. Almost anything can be looted.
+1 for Spec Ops as a poor way to kit out characters. If your doing that, would recommend far less XP to start with so the characters have paths for growth. Another +1 for making players control teams as so to actually utilize the orders mechanic. An alternative would be for the players to all be in one combat group, generating an irregular order for themselves *and* a regular order to spend on any character. For the campaign system I was working on, models picked up EXP whenever they made a face to face roll against an enermy, or whenever they do certain actions like tap an objective. As they ranked up they essentially moved up the scale of the Valor ability - courage, dogged, NWI - and sixth sense. But used on a tiny number of characters, you could flesh that out quite a bit.