1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Multiplayer RPG Crawl style Narrative campaign ideas

Discussion in '[Archived]: N3 Rules' started by Mi7even, Jul 18, 2018.

Tags:
  1. Mi7even

    Mi7even New Member

    Joined:
    Jan 16, 2018
    Messages:
    13
    Likes Received:
    4
    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
     
    Robock likes this.
  2. Robock

    Robock Well-Known Member

    Joined:
    Nov 24, 2017
    Messages:
    1,234
    Likes Received:
    852
    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.
     
  3. Mi7even

    Mi7even New Member

    Joined:
    Jan 16, 2018
    Messages:
    13
    Likes Received:
    4
    Wow any chance that could be shared would like to see their ideas on the xp stuff

    Cheers
     
  4. Rey

    Rey Crabbots lead the way

    Joined:
    Feb 26, 2018
    Messages:
    108
    Likes Received:
    125
    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.
     
  5. WiT?

    WiT? Well-Known Member

    Joined:
    Dec 28, 2017
    Messages:
    1,025
    Likes Received:
    1,408
    +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.
     
  • About Us

    We are a company founded in 2001 in Cangas (Spain), and devoted to design and manufacture games and figures. Our main product, Infinity the Game, was born with the ambition to satisfy the most demanding audience, offering the best quality.

     

    Why are we here?

     

    Because we are, first and foremost, players.

  • Quick Navigation

    Open the Quick Navigation