Monday, March 3, 2014

CYBER-PULP FANTASY CORE-Adventure Overview

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)


Adventure Overview
This game is, by and large, one of little thieves (the characters) raiding bigger thieves (wealthy, powerful Corporations, individuals, the government, and even foreign entities).  The characters may be bounty hunting data, equipment, and even individuals.  The characters are going to be a bit amoral.  The players will have their own ethics, so their motivations for taking a job may include altruism, justice, and vengeance.

Adventures are not about making DC rolls to see if you’ve hacked the Corporate computer and stolen the money.  Rather, it’s about making contacts, gathering info, gaining physical access, getting the right passwords, making deals with fences to move stolen funds, bio-spoofing security, bribes, threats, and, most importantly, a getaway plan.  Every job needs an exit strategy. 

No adventure should ever come to halt because of a failed skill roll.  It should make the job harder, but not end any chance of success.  Breaking and entering or bluffing your way into businesses, posh homes, getting physical access to the internal network, stolen codes, bio-metric info to login for transactions, and other actions should always be more complicated than just a roll.

While the Jianghu setting was one set up as a game of “Hard choices,” this Cyber-Pulp setting is one of “Unintended Consequences.”  New technologies, new forms of government, random acts of terrorism for a cause, assassinations out of petty vengeance, benevolent charity programs, and massive civic projects aren’t the adventure hooks.  It is the unforeseen out-of-control events that followed that has forced the instigator to hire your disreputable characters to clean things up quickly, before they have to take the blame.

One thing this type of game will let you do is start in media res, that is in the middle of the action.  The characters may be getting shot at (or someone who’s with them is), in the middle of a “milk run” job that suddenly goes wrong, or even captured.  Given the characters’ lifestyle and status, it’s quite probable that these things happen to them.  Obviously, don’t freaking kill anybody on the first roll of the game or stick them in an inescapable situation.  Just use some dramatic license (my favorite Ref’ing term) to get the players’ attention.  In contrast to what I just said, the sample adventure will start in a fairly conventional matter.

Since this is an introductory adventure to the whole setting, there will be several asides to give to the players that are common knowledge that their characters know.  Several entities mentioned here are fairly famous, while this may be the first time that the characters have ever heard of others.  The characters are experienced, so this will also introduce the players to some of their contacts that their characters already have a relationship with and how to use and deal with them.

One particular game-playing note here that the players need to be reminded of.  Walking around most civil areas wearing armor with exposed automatic weapons in broad daylight, will bring highly unwanted (like police) attention.  At night in mostly deserted areas, it’s okay, with some discretion.  In certain slum areas, which the Ref should point out, being obviously armed is actually the best way to avoid being harassed. 

Don’t think of this like a D&D adventure.  Run it like a movie or a TV show.  Try to get the players into that mindset as well.  Confident, capable villains will fight smart and hard and know when to retreat.  Toadies and thugs will run or surrender if faced with determined opposition.  Machines only basically do what they’re programmed to do.  And to quote from the RPG Paranoia, “Put on a good show and fate will smile.”  Words to play and Ref by. 

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