Motley Crews: Fitting it all together

This is a place for G.M.s and GM wannabes to share ideas and their own methods of play. It is not a locked forum so be aware your players may be watching!

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Natasha
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Comment: Doomed to crumble unless we grow, and strengthen our communication.

Unread post by Natasha »

The flier can recon.

He can be used to face a like-powered (flying) foe while the others are in the trenches.

He could be tactical air support for the guys on the ground.
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Spectre
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Unread post by Spectre »

I have not run much RIFTS, sticking mainly to Heroes or PF. I did have one short and sucessful game.

The protaganists:

Jack Hare: Mutant rabbit TW- Heavy Weapons Specialist. Rough, crude, womanizer with a soft spot for kids. He would put himself in outrageous danger to possibly save a kid.

Spaz: Jucier assassin who loved sports and would find an event wherever he went.

Sindred: Hybrid magic class- trying to find a reason, something greater than herself.

Archeon- Run away CS Borg, stand and deliver type, makes sure he is the first one in and the last one out.

White Fairy- Hack Rat, traumatized through tortue on a job and now has a OCD

I had to find a common link between them. They all hated the CS. I then built the campaign around the reasons they hated the CS, some were easier than others. The sessions and campign was focused at getting back at and sabotage of CS installations. They last session ended with them breaking their second characters out of a prison and running with a death's head which had been severely damaged in an earlier battle with Tolkeein forces.

Another idea is to ask the players what they enjoy. I prefer puzzles with a small amount of combat, my people are the exact opposite. By knowing what they wanted, you have an easier time in planning.

You have to remember that all classes possess built in strengths and weaknesses. The Rogue Scholar is not going to be as good at combat as the mecha pilot whereas the Mecha pilot is not going to identify the alien plant that will help cure a local disease. Within each game I try plan something each character can shine at (combat, sneakyness, lore, magic manipulation, etc). I also try to plan sessions built around one character, these tend to be heavy in one area.
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Spinachcat
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Unread post by Spinachcat »

In any campaign where disparate individuals have chosen to band together, I ask the players to explain how their characters met each other and why they are friends. Ribbing, mild frustration and minor rivalry is fine within the party, but I don't tolerate much more than that.

Put the onus on the players to figure it out. Chances are they will come up with something cool.
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