Showing posts with label campaigns. Show all posts
Showing posts with label campaigns. Show all posts

Tuesday, August 2, 2011

and then.....1953: Project Prometheus and Operation Fleaflicker

The war has been stalemated since the soviet thrust across the Rhine was cut off and destroyed in 1950. Vast air attacks on the UK have consistently kept it unusable as a base for long range strikes on the Soviet homeland.  Mass B-29/50 raids from south France or Iceland have been consistently unable to penetrate past Poland  or the east Baltic sea without destruction. Leningrad was damaged by Atomic weaponry at the cost of 70% of the strike aircraft in the most successful such raid. The Mig-15 has proven to be a terrifying air defense fighter against unescorted bombers, even the new B-36 - of which half were lost in the Leningrad raid. By 1952 the Soviet R-1 (the "super v-2") is deployed in a nuclear air defense variant effectively sealing off Pact airspace from large formation attacks.

On the ground, Germany and Poland have absorbed dozens, perhaps a hundred nuclear strikes from small dirty tactical strikes up thru the 50kt Nagasaki busters. East and west line up on opposite sides of the Rhine, keeping dispersed and dug in against tactical strikes.  R-1 and the new R-2 rockets occasionally bombard eastern France and Southwest UK with Diebner bombs and radiological weapons. Both sides are locked into fortress economies, currently safe from attack, surrounded by devastated allies.

Nov 7, 1953, Cold Lake USAFB, Alberta, Canada: Project Prometheus.

Seven orbital Bombers designed by Eugene Sanger from his original Silbervogel Antipodal bomber scream into the air at the end of  10,000 foot long rail tracks. Launched in three waves, the bombers carry seven Atomic bombs, three of the now all-too-common fat man design, four carrying Super Oralloy Weapons estimated at a half megaton each - an order of magnitude more the the fat man bombs.

One of the rail boosters of the second wave explodes at separation, destroying Prometheus 5 and it's launch track; the remaining two rails launch the final bombers successfully.  Two of the remaining six break up and are destroyed as they begin skipping off of the atmosphere.  All will be destroyed during final re-entry, but four will deliver their bombs first: two superbombs on Moscow and two fat man bombs on command and control sites in the heartland of Russia. The capital and command bunkers are pulverized.  Amidst the hundreds of thousands of casualties, two key ones are included: Stalin and Beria; as well as Molotov, Malenkov,  Bulganin,  most of Presidium and Stavka command including Marshal Zhukov. The Soviet military and government is effectively decapitated; even more, news of Stalin and Beria's death creates an instant power struggle among the few survivors, paralyzing the response.

Operation Fleaflicker
As the strikes in Russia are confirmed, the remaining long-range bomber and Ficon squadrons launch from the newly built Frobishers bay AFB, passing over the ruins of Thule on their way to Russia.  However, Soviet air defense is hampered but not crippled; few bombers make it to targets past suicidal fighter attacks and massed air detonations of nuclear weapons.It is the effective destruction of both the NATO's  strategic air forces, and  the soviet fighter command.  The survivors will land, ditch or bail out across northern Canada, Greenland and Scandinavia.

That night, as the bombers and their fighters are attacking  soviet airspace, NATO  commits  all remaining ground force reserves in what is to be the last, desperate offensive of WWIII. Widely dispersed NATO forces cross the Rhine; winter slows down the attacking forces and burdens supply, but gives tactical surprise and removes the specter of nuclear air attacks from the equation.

Within three weeks, NATO forces are at the Wesser, Main, and Danube and the uneasy alliance that currently rules the USSR (Nikita Kruschev, and the only surviving Marshals Ivan Konev and Vasily Sokolosky) requests a cease-fire. With logistical support failing across the blasted German battlefield,  NATO, quite literally on its last legs desperately grabs the olive branch and accepts an indefinite armistice.  Germany between the Wesser and the Elbe becomes the northern region of a DMZ that will stretch to the Adriatic. The troops remain on the lines, and will for the next thirty years; at least the wounded will be home by Christmas.

Next....so how does this get us into space ?

 

Saturday, July 16, 2011

Phew. That was a lot of work for a hobby project. What next ?

So, Adventurer is mainly done.  My plan for the future  is to just drop the skyship rules and have the sorcery book as a standalone for campaigns that want to add magic to the characters in book one.  I'll probably add the skyship rules to a quick airship combat system and some chargen and careers specific to make a supplement for campaigns with flying ships: working title "Skyships and Swordsmen " or something like that.  But, I'm taking a break from Adventurer for a bit.

In the meantime.......I'm tossing around some ideas for some campaign settings specific to the Mongoose Traveller rules.  Previously, I've been writing up "Retro Rockets Red Glare" (new working title) the setting exploring the undeclared hot war beyond lunar orbit in an alternate 1980's cold war.  Some of the setting ideas are here and here.  Space travel with Orion spacecraft carrying Gemini or Soyuz interceptors. Early 1980's tech in weapons and computers, missiles and kinetic weapons, that kind o' stuff.  read "Blind mans Bluff" and substitute "spaceship" for "submarine". 

Another idea is a more classic retro space patrol type setting,  in the much cooler future science of the 1940's/50's. Tentatively called "Space rangers of Saturn"; set, unsurprisingly, in the raw frontier colonies of the outer gas giants, operating from the 53rd state, Titan. Yeah, space western.  Sue me. No...actually, don't.

The first is an unusual take on retro, but is likely to be more specialized in its appeal; the latter, more fun, but less original.  Not sure which way to go. 

Let me know what you think.  Likely I'll do whatever my whim suggests, but hey, suggestions are always helpful.

Thursday, July 8, 2010

Don’t railroad, flashback!

The below is part of a campaign/ blathery bit being developed for Adventurer.
Arc, Episode or Anthology
A primary decision to be made before running a campaign is the literary metaform. Specifically, and less pompously, are play sessions a story arc, an episode, or part of an anthology of stories on a topic?
The temptation is always to go for a story arc, with complex background and offstage consequences, elaborate histories and synthetic languages...but consider that most S&S is written as short stories or novellas at best. Robert E Howard wrote, as far as I can find, exactly one novel of Conan –all the rest are short stories. Interesting, most of the often derided pastiches and continuations by later authors, tend to be novels or expand into novels; and while the quality or verisimilitude of the stories is very much a matter of taste, I do think that they have a very different feel, lacking some of the sparseness, punch and speed of the original stories. (Of course, REH may just be a damned better author than most or many of them.)What this suggests is that the form of the story is relevant to the genre, and can possibly inform the play style of the campaign. I’d suggest that Adventurer, unlike Traveller and most of the myriad adventure sim games works best as an Anthology set in a specific world. I’ll elaborate.
As discussed earlier, an Arc campaign has a plot, a beginning and an end, and lots of things happen offstage. Conversely, lots of things also happen on stage, as part of the exposition. Travel, imprisonment, planning; all are generally played out. Further, it is almost invariably played in linear time –each game session happens after the last one, and the players (and characters) learn about the world in start to finish order.
An episodic campaign is very similar to the current sandbox definition. One has characters that are mostly consistent, in a world with the details, history and story very lightly sketched in. The story is written as it is played, and can veer off in very odd ways. In television, this is the classic sitcom – imagine MASH Frasier or Friends (or any soap opera) as a fantasy campaign –things happen in order, mostly, and the characters are the same ones, but who lives next door, or even what year they are in is unknown until it becomes important.

The next type (and these aren’t exhaustive) I like to consider is the anthology. Conan stories tend to be presented in a linear order, and the background is often very consistent; but the key is, they were written in whatever order the author thought of the stories. Specifically, there is a world that is more designed and planned than an episode/sandbox, but less than that of an Arc; many of the same characters show up in many of the stories, but not always the same ones. Original Star trek teetered between episode and anthology; a better example may be Gunsmoke or mission impossible. The play sessions have little effect on one another beyond the characters, but the world is fairly well defined. Additionally, and this is important, the actual episodes may jump back and forth across time, occasionally having very different characters –one can argue that the Hyboria corpus of REH is such a story structure including Conan, Kull, and IIRC, some later adventurers, if one reads it’s stories in the order written, not in the order they occur. Try it sometime; it’s very different from reading Conan from starting as a callow youth and ending up as a king.

So, what does this suggest for Adventurer? Simply this: AVOID arc structures. It telegraphs the plot and the events, and foreshadows the end –a big part of S&S for me is the twist and surprise, and the feeling of experiencing a foreign culture because you don't know the history inside-out.
Sandboxes, too are great, and can do S&S –except that it is hard to convey the effect of unearthly situations when there is no expected set of rules. In other words, why is a giant snake a big deal, and a mind numbing horror? Because it breaks the rules, and is impossible, incomprehensible, even sanity shattering !

So when one has a world where it isn't clear if there is a badger over the hill or a pair of clockwork Canadian Octopuses wearing tartan leather jockstraps and holding ray guns made out of cheese, one loses the essential sense of surprise and wonder (and horror) at encountering a dude with an elephants head in violation of all rational experience.
A good set of rules (not Tolkeinesque detail) about the world, a map at a high level, a few axioms (humans are everywhere, kingdoms are renaissance level , non-humans are only a rumor, silver is good, copper is common, gold is rare) all allow one to set up the campaign for surprises, without bogging down in detail, or jading the characters.
Finally, the freedom to skip around in the campaign is not to be dismissed. Screw up the characters with a deathtrap or an insane amount of wealth? Jump back to when they were all comrades in arms on the Whoknowswherian frontier for a good old punch up ; then come back with some new insights as to whether or not that was the last game. Maybe it is, and the rest is the early history of how they got there –or the story of just why it is that this mage had such a hate on for them in the past.
Plus, all DMs know that its always fun to actually pass on the detail and history that you have loch so cleverly and laboriously developed to the players, but hard to do it without pontificating (“ you see an old man, who starts taking at you, despite all your best efforts. He says ‘many centuries have my eyes seen of this temple, blah, blah, blah’ “) or have them ignore it:
"You find an ancient book"
"Is it a spell book?"
“No"
"Cool, I'll stick it in the mules pack until I can sell it"
fade out to sound of GM's teeth grinding

Instead, have them play out the centuries old events that left the anteroom full of skeleton parts. Hell, do it in the middle of the current adventure, right after they find the ‘Red Room of bronzed Femurs” and before they go on.
“As you open the door you have a vivid flash of memory of a story you heard as a terrified child one dark night". Break out the secondary characters, kids, cut story time.....

This suggests one way to prep for this is simply to have several characters per player - with the Adventurer generation format, this is quick and easy, and you don't have to tell the players why. In fact, if they have heard about the game, they'll likely assume that it's simply to have quick replacements when the current ones snuff it.

It’s difficult, but the anthology it really gets around the inertia that a linear campaign can often generate. Plus, linking two good story ideas is often the most painful and contrived part of any Arc style campaign planning. This way, you just dump them in it. The progression is somewhat linear but need not be. In fact, if one plays without experience rules, as per CT, this is very, very easy to accomplish. Players can cope with not having stuff that they will have later much better than having to lose skills they rely on. Otherwise, either bookkeeping, or willful suspension of disbelief is needed. Your call......