Page 1 of 1
newbie gm need ssome serios help
Posted: Mon Apr 30, 2007 5:19 pm
by Ziggurat the Eternal
i am currently runing a campaign high powered beyond your wildest dreams, we're talkin artificial cosmo knights created by the united earth directorate-long story- i need an idea for an adventure because the game is REALLY fun and i dont want to have to stop.if it helps i can give details on just how highpowered it is.
Posted: Tue May 01, 2007 12:07 pm
by Scrud
Bring out the GIGA Damage
Posted: Wed May 02, 2007 10:27 am
by Greyaxe
You could always play the allignment card. Introduce morally difficult things to deal with and see how it goes. Great fun if you have a diverse set of allignments. You can set the players against each other.
Posted: Wed May 02, 2007 3:24 pm
by Ziggurat the Eternal
thanx guys thats all great advice. problem is, my character can take out alein intelligenceces. dont get wrong, im no monty haul, but after 2 years with the same people they get good. just last month they took out the kreegor emperor. its kindof a long story but humans took over earth again and combined magic and technology to the max and started to go out and F* poeple up.the human alliance broke with the ccw tyo join the earthlings and 300 years later the campaign takes place. they all started as mortals but 2 died and one became a godling the other a dragon. i agreed and beefed up the other characters a little cuz they need more challenge anyways.
eventually the united earth directorate got some alien tech and experimented. cosmic and phase energy DO NOT MIX. one character was turned into a cosmic being, the other a phase beiong. one character is an immortal megahero w/ nuclear abilities. another is basically a rift entity in regards to power. the last 2 are ancient nightbane and neohumans powered to the max. its very ballanced but hard to find enemies that present a challenge.
i know its too high powered to keep up for long, but its just so damn fun when the players can go around depopulating planets. not that i would let them, the point is they have to think about consequences. if you fly around taking out fleets, you attract attention, and fire. while on this tangent i would like to mention that munchkins are awsome. high powered games present so much more thought and intrigue and possibilties.
Posted: Fri May 04, 2007 5:30 am
by King Chopper
Could throw an army agenst them. I'm not talking about two or three hundred, I mean the ENTIRE U.S. Marine Corps or sum such. So what if they can do 3D6x100 to someone and have 50,000 M.D.C., have a few THOUSAND solders armed with HI-Lasers and 80 M.D.C. armor and they are going to have a bad day. Sometimes it is quantity that winds over quality.
Posted: Sat May 05, 2007 8:41 pm
by Ziggurat the Eternal
thanx guys your ideas helped. ill just use therm all so i dont haveto decide. esspecially the sdc game next. that'll mess with their heads
and everyone is already jealous of the cosmic guy. they dont stop to think about his weaknesses. full dmg from physical and double damage from psychic. triple from magic. too bad hes not supernatural or i would dessicate him.
Posted: Fri May 11, 2007 12:30 pm
by KillWatch
Alien intelligence invades galaxy and begins actively infecting members of the human federation and even the faux cosmo knights. They are either vampires, symbiotic zombies, simply possessed by the alien intelligence or they are coerced and promised power through devotion and minionship planning planet/genocide sacrifices planned to release an old one in which the Alien Intelligence worships
Posted: Fri May 11, 2007 3:22 pm
by Ziggurat the Eternal
Posted: Mon May 14, 2007 12:57 am
by KillWatch
any time I can spout genius just let me know
Posted: Mon May 14, 2007 11:10 pm
by Ziggurat the Eternal
DogBoyDetroit wrote:Evil Twins!
Copy the character's sheets and have them pass through any variety of mystic portals/mysts/whatever. When the characters begin hearing reports, or even better getting arrested or attacked, based on atroctities that 'they' commited, they'll have to hunt down the cosmo-doppelgangers and take care of business.
They could very well beg you for a lower powered game after being smacked around by themselves
once again, genius spouting awsomeness of all holy get out.
this will probably be the last idea i use in this campaign but i can use other ones later. thnx for all your help guys.
I have done this before...
Posted: Tue May 15, 2007 1:04 pm
by Crash187
well obviously if you are dealing with extra dimensional super beings and the like then the antagonists will be equally beefy this does not have to become the focus of the game itself. many many times I have taken basic encounters and adventure plots and simply framed them against a larger context thereby creating a facinating adventure that my young god-being pcs can explore their unholiness in quite effectively while keeping the amount of work necesary to support my game to a minumum: boils down to applying larger numbers to everything and renaming a couple key elements
they never notice....