Could Use some Input on a Campaign
Posted: Sun Apr 27, 2014 12:05 am
I'm currently running a Rifts campaign. After going through the first portion of it, I'm a little torn on what to do. I'll start with the overview of planned out portion.
"A Gathering Menace"
There is an alien intelligence that is gathering power and working its way into the Rifts Earth dimension. It's direct subordinates are alien creatures from its home dimension. The overall number of these aliens (which will be humanoid, specifics are not determined yet, I'm considering basing them off of Splicers) will be reasonably small. They have built, and subsequently control, a number of androids. These androids are designed to infiltrate human society and gather power using their human-like appearance. The "foot soldiers" are Crazies, Headhunters and 'Borgs. The common link there is the army is completely cybernetic. The androids insert a mind control chip into the unsuspecting victims' heads which they use to control their army. The catch is that the chips eliminate any psychic abilities in their victims. The "Achilles' Heel" of the army is they have no magical or psychic abilities; they're strictly firepower.
Act 1 was the discovery. The androids used Zombie Juicers (along the lines of the Juicer Uprising book) as an experiment. The androids lost control over a small group of the juicers which then went on a rampage. The group followed the track of destruction and eliminated the juicers. The invaders deemed the experiment a failure. Act 2 is that they discovered the androids controlling the enemy army, but know nothing about them. They found a robotics expert who can help them pending the rescue of his son from the Androids. Act 3 is shutting down/destroying the android factory on Rifts Earth. Act 4 is tracing the aliens back to their home base on Rifts Earth where they will discover an open Rift. Depending on how long it takes them to go through the first 3 acts, the Alien Intelligence will either be in the dimension or on its way in. Assuming its in and the PCs do enough to knock it down to the point of likely defeat, it will escape back to its home dimension.
Here is where I'm torn. *IF* the PCs elect to follow it to its home dimension, I'm not sure if I should make it a straight forward "seek & destroy" act to eliminate the threat once and for all or if I should add a plot twist. Example: maybe the alien intelligence wasn't really invading Rifts Earth. Maybe it was coming to get something that could only be found on Rifts Earth to fight off a force invading its own home dimension. If that's the case, I could make another multi-act campaign out of this.
Again, that's a big "if." If the players elect to say that sending the Alien Intelligence back to its home dimension was good enough, I will move onto another, unrelated series of adventures, maybe bringing back this particular adversary later.
I'm not married to any idea involving the Alien Intelligence's home dimension and anything going on in there. So any ideas, input, etc is very welcome.
"A Gathering Menace"
There is an alien intelligence that is gathering power and working its way into the Rifts Earth dimension. It's direct subordinates are alien creatures from its home dimension. The overall number of these aliens (which will be humanoid, specifics are not determined yet, I'm considering basing them off of Splicers) will be reasonably small. They have built, and subsequently control, a number of androids. These androids are designed to infiltrate human society and gather power using their human-like appearance. The "foot soldiers" are Crazies, Headhunters and 'Borgs. The common link there is the army is completely cybernetic. The androids insert a mind control chip into the unsuspecting victims' heads which they use to control their army. The catch is that the chips eliminate any psychic abilities in their victims. The "Achilles' Heel" of the army is they have no magical or psychic abilities; they're strictly firepower.
Act 1 was the discovery. The androids used Zombie Juicers (along the lines of the Juicer Uprising book) as an experiment. The androids lost control over a small group of the juicers which then went on a rampage. The group followed the track of destruction and eliminated the juicers. The invaders deemed the experiment a failure. Act 2 is that they discovered the androids controlling the enemy army, but know nothing about them. They found a robotics expert who can help them pending the rescue of his son from the Androids. Act 3 is shutting down/destroying the android factory on Rifts Earth. Act 4 is tracing the aliens back to their home base on Rifts Earth where they will discover an open Rift. Depending on how long it takes them to go through the first 3 acts, the Alien Intelligence will either be in the dimension or on its way in. Assuming its in and the PCs do enough to knock it down to the point of likely defeat, it will escape back to its home dimension.
Here is where I'm torn. *IF* the PCs elect to follow it to its home dimension, I'm not sure if I should make it a straight forward "seek & destroy" act to eliminate the threat once and for all or if I should add a plot twist. Example: maybe the alien intelligence wasn't really invading Rifts Earth. Maybe it was coming to get something that could only be found on Rifts Earth to fight off a force invading its own home dimension. If that's the case, I could make another multi-act campaign out of this.
Again, that's a big "if." If the players elect to say that sending the Alien Intelligence back to its home dimension was good enough, I will move onto another, unrelated series of adventures, maybe bringing back this particular adversary later.
I'm not married to any idea involving the Alien Intelligence's home dimension and anything going on in there. So any ideas, input, etc is very welcome.