Getting them there
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- Dungeon Crawler
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Re: Getting them there
Boat is a good way, either as bought passage or with their own boat. There are a lot of requirement, such as having some experienced or knowledgable in ocean crossings. Also a great way of creating idle time, time that the PC's get to perform things they don't usually have time to do e.g. craft new spells, learn new skills, etc.
The other favourite is a magic construct such as a Circle of Travel or Astral Passage. An aspiring mage might have had interests in both continents. He might or might not be alive, but his/her towers containig these portals might.
The other favourite is a magic construct such as a Circle of Travel or Astral Passage. An aspiring mage might have had interests in both continents. He might or might not be alive, but his/her towers containig these portals might.
Re: Getting them there
What's stopping you from just saying they are there, at the interesting place you have in mind? Just give a by line to how they got there?
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- Kalidor
- Dungeon Crawler
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Re: Getting them there
Sheeeeat... as crazy and wild and unpredictable as ley lines and environments are on land.. you'd have a hard time ever convince ME to get on something as crazy as a trans-atlantic voyage on a boat.
Navigation would be a nightmare... I image the entire ocean is what the bermuda triangle is today (considering the triangle is 1000 times that now). Can you imagine the godless sea monsters that would love an easy meal like that?
Navigation would be a nightmare... I image the entire ocean is what the bermuda triangle is today (considering the triangle is 1000 times that now). Can you imagine the godless sea monsters that would love an easy meal like that?
Re: Getting them there
Boat sounds like a fun and sound option for a mini-adventure along the way, depending on how you view things (as pointed out by Kalidor). Stowaway on a pirate vessel (or disused as pirates, perhaps Slavers, depending on the party makeup / power / skill setup). However, depending on where they are going, you might want a pacific route, rather then Atlantic (avoid that whole, Atlantis bit).
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
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viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- Shorty Lickens
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Re: Getting them there
We long ago agreed that transportation in Rifts is more important than firepower, cash, and sometimes even allies.
If you start off the PC's with limited mobility and you make them earn their modes of transport they will appreciate them much more. Cars and boats are fine for a little while, but they should want to get flight and magical means at some point. Also, such means will simplify the story a bit when you wanna get to the important plot points. As such, I only role-play journeys when it adds to the story. If it didnt matter I would just say "your hire a boat and arrive in 3 days" and leave it at that.
If they wanna have their own tool, I'd let them buy a boat or hovercraft of their choice and navigate around on their own. As with most things, even if they had the money I'd make them start off simple and earn the big toys. Just some simple speed boats with limited to no weapons at the beginning, then move on to heavy assault craft or maybe even a sub.
If you start off the PC's with limited mobility and you make them earn their modes of transport they will appreciate them much more. Cars and boats are fine for a little while, but they should want to get flight and magical means at some point. Also, such means will simplify the story a bit when you wanna get to the important plot points. As such, I only role-play journeys when it adds to the story. If it didnt matter I would just say "your hire a boat and arrive in 3 days" and leave it at that.
If they wanna have their own tool, I'd let them buy a boat or hovercraft of their choice and navigate around on their own. As with most things, even if they had the money I'd make them start off simple and earn the big toys. Just some simple speed boats with limited to no weapons at the beginning, then move on to heavy assault craft or maybe even a sub.
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- pestigor
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Re: Getting them there
evildarthbastard wrote:Boats are fine. Due to the fact that piracy would be quite frequent, the party could be hired as mercs on protection duty as payment for passage.
Unless of course the front fell off...
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- The Dark Elf
- Rifter® Contributer
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Re: Getting them there
Lucky wrote:I am going through my old RIFTS books, coming up with some wonderful campaign ideas and adventures all over the world.
What I seem to be drawing a blank on, is how exactly to get the players across the oceans. By boat seems to be my favorite option, and I am rather tired of the random rift. I am looking for ideas.
How do you get your groups across the wild and dangerous seas? What methods of transportation have you used, and how did the opportunities come about?
Um, maybe, a RIFT!!
Remember, when Erin Tarn wanted to cross Mexico the shifter caused her to end up in Wormwood....
Re: Getting them there
Inside a whale.
On the back of a giant turtle.
Mobile island
variant phade town that changes continents
Temporary ice bridge
in the hull of a TMNT: Mutants in orbit landing craft (it can't leave, is surely damaged but may be able to perform Mach flights)
Temporaryly transformed into birds/drangonlings
Inside a dragon (?!?)
Carried by a water elemental (or air elemental)
et cet era
Batts
On the back of a giant turtle.
Mobile island
variant phade town that changes continents
Temporary ice bridge
in the hull of a TMNT: Mutants in orbit landing craft (it can't leave, is surely damaged but may be able to perform Mach flights)
Temporaryly transformed into birds/drangonlings
Inside a dragon (?!?)
Carried by a water elemental (or air elemental)
et cet era
Batts
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- TiekoSora
- Explorer
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Re: Getting them there
I like to make getting there a complete gaming session. My first Rifts campaign I ran after joining the Army, I had everybody start on Atlantis in the slave market as newly purchased slaves. As they were being escorted off their transport on the plantation in the souther portion of the island, one of the NPCs in the bunch attacked a guard. The players took the hint and scrapped their elaborate escape plan, and jumped on the remaining guards. One was a pilot and they all climbed back aboard the transport and took off west at top speed.
I had them pursued by a pair of Kittani who finally caught them as they were crossing the western edge of the Appalachan Mountains. As they were attacked they managed to figure out how to operate the weapons they took from the guards, and fired at the lead fighter from the lowered rear cargo ramp, knocking out one engine forcing it to break off. The second fighter took out both engines on the transport though, and they managed to barely crash. They tried hard to do a fighting withdrawal but the Kittani managed to take out half the slave party before I "saved" them with a CS skycycle patrol. After shooting down the fighter they landed, killed all the easily recognizeable D-Bees and called in a Death's Head to pick up the rest including the players.
I had them pursued by a pair of Kittani who finally caught them as they were crossing the western edge of the Appalachan Mountains. As they were attacked they managed to figure out how to operate the weapons they took from the guards, and fired at the lead fighter from the lowered rear cargo ramp, knocking out one engine forcing it to break off. The second fighter took out both engines on the transport though, and they managed to barely crash. They tried hard to do a fighting withdrawal but the Kittani managed to take out half the slave party before I "saved" them with a CS skycycle patrol. After shooting down the fighter they landed, killed all the easily recognizeable D-Bees and called in a Death's Head to pick up the rest including the players.
They make a wondrous mess of things. Brave amateurs, they do their part.