Post by fauxcyclops on Sept 20, 2005 7:03:50 GMT -5
This is a game concept I came up with that I put into action with my gaming group. It ran really well and the characters developed in it so well that the ending of this game spawned a Power & Responsibility adventure in the aftermath.
It should be noted that only people intending to GM the adventure should read past the basic concept, as much of the adventure should remain in mystery. Don't worry-- this whole post is just the concept.
--
I gave the players 15-20 creation stones and told them to make a regular teenager-- no superpowers. I told them to write their backgrounds and tell me about their character's personality and lifestyle.
At the beginning of the adventure, the players wake up in high-tech prison cells. They've never met each other before and they can't all see each other-- only two of the players are aware of each other's presence.
The players have been taken prisoner by a mysterious organization known as DMAR, and are being held in a high-security compound of some kind, where they are being tested on and generally abused by the heavily armoured DMAR guards (lovingly nicknamed HUNKs by my player group).
What the characters do not know is that they are in this compound because they are mutants, and their mutant powers will manifest during the course of the adventure-- the powers are of the GM's choosing and are kept a secret from the players until the point that they are revealed, one by one.
Using their strange and confusing new abilities, the players must somehow learn to cooperate with each other in the face of fear and adversity and escape from the compound.
--
When I ran this campaign there was a lot of in-fighting between the player characters which made for good development, and it's advisable to pick people who tend to play characters of conflicting personalities.
The concept of a game where the mutant players manifest lucky-draw powers can be adapted by anyone for anything, but if anyone is particularly interested in adapting this campaign for their own group, let me know here.
It should be noted that only people intending to GM the adventure should read past the basic concept, as much of the adventure should remain in mystery. Don't worry-- this whole post is just the concept.
--
I gave the players 15-20 creation stones and told them to make a regular teenager-- no superpowers. I told them to write their backgrounds and tell me about their character's personality and lifestyle.
At the beginning of the adventure, the players wake up in high-tech prison cells. They've never met each other before and they can't all see each other-- only two of the players are aware of each other's presence.
The players have been taken prisoner by a mysterious organization known as DMAR, and are being held in a high-security compound of some kind, where they are being tested on and generally abused by the heavily armoured DMAR guards (lovingly nicknamed HUNKs by my player group).
What the characters do not know is that they are in this compound because they are mutants, and their mutant powers will manifest during the course of the adventure-- the powers are of the GM's choosing and are kept a secret from the players until the point that they are revealed, one by one.
Using their strange and confusing new abilities, the players must somehow learn to cooperate with each other in the face of fear and adversity and escape from the compound.
--
When I ran this campaign there was a lot of in-fighting between the player characters which made for good development, and it's advisable to pick people who tend to play characters of conflicting personalities.
The concept of a game where the mutant players manifest lucky-draw powers can be adapted by anyone for anything, but if anyone is particularly interested in adapting this campaign for their own group, let me know here.