{"id":61,"date":"2011-04-25T18:18:57","date_gmt":"2011-04-26T01:18:57","guid":{"rendered":"http:\/\/arcdream.com\/home\/?p=61"},"modified":"2011-05-04T13:26:25","modified_gmt":"2011-05-04T20:26:25","slug":"aces-high","status":"publish","type":"post","link":"https:\/\/arcdream.com\/home\/2011\/04\/aces-high\/","title":{"rendered":"Aces High"},"content":{"rendered":"<p><em>A campaign framework for GODLIKE. <\/em><em>By Greg Stolze, (c) 2002.<\/em><\/p>\n<p>One of the things every World of Darkness game has is a &#8220;prologue&#8221; where you start as a<br \/>\nnormal, baseline human being and play through the experience that turned<br \/>\nyou into a vampire, made you realize you were a werewolf, killed you into a<br \/>\nghost or whatever. With that rattling around in my brain, I formed an idea<br \/>\nfor how you could start out a REALLY, REALLY LONG campaign for GODLIKE.<br \/>\nHere&#8217;s how it works.<\/p>\n<p>You start out by having your players all stat up non-Talent pilots in the<br \/>\nRAF. You run them through a perilous dogfight during the Battle of<br \/>\nBritain. While it&#8217;s going on, every time you make a player roll, you deal<br \/>\nhim a card from a standard 52 card deck. Feel free to make this scenario<br \/>\nas VICIOUS AS YOU WANT. PCs should be in tremendous peril of dying<br \/>\n(especially since they&#8217;re all fairly weak, starting characters). Scare the<br \/>\ncrap out of &#8217;em &#8212; and, in the process, teach them the dogfighting rules<br \/>\nwithout the complications of Talent powers. Let things get grim until one<br \/>\nof the players turns up the Ace of Spades.<\/p>\n<p>That character has just become a Talent. (You may want to stack the deck<br \/>\nso that the Ace shows up at a climactic moment. Or you could simply put<br \/>\nthe Ace in with three red cards if you have four players, and have them all<br \/>\ndraw at the climax.)<\/p>\n<p>Take a break. Generate the power that the player thinks would (1) save his<br \/>\ncharacter, (2) help save the others or (3) otherwise be appropriate. Stat<br \/>\nit up and finish the game. (Or, if you don&#8217;t mind doing things a little<br \/>\nfree-form, just narrate it out to the end.)<\/p>\n<p>Next session, have them all stat up non-Talent British soldiers fighting<br \/>\nwith a tank corps in Africa. Same deal &#8212; no characters from the previous<br \/>\nadventure are in this one. The only difference is that the player whose<br \/>\ncharacter got Talented last time doesn&#8217;t get to draw cards this time.<br \/>\nAnother high-fatality adventure yields another Talent.<\/p>\n<p>Next session, you&#8217;re doing gurerilla fighting against the Japanese in Burma.<\/p>\n<p>The session after that, naval engagement in the North Sea.<\/p>\n<p>Keep coming up with these &#8220;ordinary dogface&#8221; missions until each player has<br \/>\na surviving Talent. Those Talents enter the Commando school in Scotland,<br \/>\nwhere they meet each other for the first time. They get a couple sessions<br \/>\nof their grueling training and then are ready to go to the front lines.<\/p>\n<p>The advantages of doing it this way, as I see it&#8230;<\/p>\n<p>1) The players start out focussed on the war, not the funky powers &#8212; an<br \/>\nattitude that will really help them survive GODLIKE&#8217;s rules assumptions and<br \/>\nget them in what We The Authors consider to be &#8220;the right mood.&#8221;<\/p>\n<p>2) Each character starts out with some experience points to use, even<br \/>\nbefore Commando training.<\/p>\n<p>3) Each character has a background. &#8220;Yeah, poor Spanish Joe&#8230; that<br \/>\nbastard Die Flieger took him down over London. I&#8217;ll make that goddamn<br \/>\nJerry pay if it&#8217;s the last thing I do!&#8221;<\/p>\n<p>4) The players get to learn the rules unencumbered by the modifications of<br \/>\nfunky powers. By the time they&#8217;re an actual Commando group, the players<br \/>\nare confident that they understand multiple actions, called shots, Spray<br \/>\nratings and such.<\/p>\n<p>5) They get experience with character generation and get used to the idea<br \/>\nof adapting to new characters quickly (something the troupe style GODLIKE<br \/>\ndefault encourages).<\/p>\n<p>6) If characters from the prologues survive, the GM has a set of handy GMCs.<\/p>\n<p>Now, the drawbacks&#8230;<\/p>\n<p>1) The instantly high mortality rate may turn some players off.<\/p>\n<p>2) Breaking in the middle to generate powers may derail the intensity of<br \/>\nthe experience.<\/p>\n<p>3) The last player to get talented knows he&#8217;s destined for it, so that snap<br \/>\nsome disbelief suspenders.<\/p>\n<p>Anyone else got thoughts and comments?<\/p>\n<p>(You could do this just as easily for US Talents, who also train in<br \/>\nScotland, but with Brits you can play through more of the war. Plus it<br \/>\nseems like half the list is &#8220;Britisher&#8221; anyhow.)<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A campaign framework for GODLIKE. By Greg Stolze, (c) 2002. One of the things every World of Darkness game has is a<\/p>\n<p class=\"link-more\"><a class=\"myButt \" href=\"https:\/\/arcdream.com\/home\/2011\/04\/aces-high\/\">Read More<\/a><\/p>\n","protected":false},"author":1,"featured_media":582,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[6],"tags":[17,11],"class_list":["post-61","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-godlike","tag-campaign","tag-greg-stolze"],"jetpack_featured_media_url":"https:\/\/arcdream.com\/home\/wp-content\/uploads\/2011\/04\/ww2-raf.jpg","jetpack_shortlink":"https:\/\/wp.me\/p1wrNI-Z","jetpack_sharing_enabled":true,"jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/posts\/61","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/comments?post=61"}],"version-history":[{"count":5,"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/posts\/61\/revisions"}],"predecessor-version":[{"id":583,"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/posts\/61\/revisions\/583"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/media\/582"}],"wp:attachment":[{"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/media?parent=61"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/categories?post=61"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/arcdream.com\/home\/wp-json\/wp\/v2\/tags?post=61"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}