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Orginization of the Rodent Cartel

Posted: Thu Feb 10, 2005 3:54 pm
by Rali
Hey Erick, if your out there, could you drop us some hints/tips on how you see the Rodent Cartel in your vision of the game?

Are they a highly organized group, do they have a main boss who contoles the show, are there several different factions/bosses running thier own little operations (gun running, information brokering, espionage, black market goods, etc.)...

I'm not looking for anything set in stone, just some good hints as how to run these rats so they don't come off like some half-arsed furry mafia.

Also, if there are anyone out there who uses the Cartel in the games they run/play, let me know how your group uses them.

Posted: Mon Feb 14, 2005 10:20 pm
by gordyzx9r
Have you ever played Twilight:2000? If so, there was a module called Free City of Krakow...where anything can be bought or sold, along with the theme of the old D&D module Keep on the Borderlands is kinda how I played out Filly.

Instead of a single leader, I went with groups of families that coexist through treaties, contracts, business deals, pacts, etc. I also made it the home of an organization similiar to Rift's Golden Age Weaponsmiths...a company that refurbishes pre-Death technology. It's a city of intrigue as New Kennel & EoH both have agents scouring for whatever information they can.

With the addition of AtB2...it gives new possibilities for the rodents...the Chameleon mouse makes for a great assassin, the Shifter mice would be indispensible body guards, assassins, &/or spies. There is even a mention of Techno Mice under the mutant rodent description that are blamed for the death. Makes for interesting scenario ideas.