FoxPhoenix135 wrote:... Seriously? Sgt. JOHNSON? That character needs a new name, stat, because anybody who has played any games from the Halo franchise will recognize it immediately.
I must be two... I saw Sgt. Johnson and laughed... cause of penis jokes... anyway....
In other news... H.B.M.C. has a bunch of good points... however, you have a lot of good information. Your player are going to derail, derange, destroy, and deviate from your plans as fast as possible. The trick is building a world (or bigger) with working political and economic structures that will continue to function like a tireless machine even if and when your hopes for the story fall apart.
An example: My last Rifts game centered around a Galaxy Spanning Empire that was held together by endless war and political maneuvering. A bit of EVE meets Warhammer
40k. I ran my first few games completely off the cuff to see what the players were going to do, before I introduced the major story-arc. In this case I had a secret branch of the Empire abducting children under the age of 15 to experiment on them in order to make super-soldiers, however the experiments were going bad and creating mutations, zombies, were-creatures, and all sorts of other horrid things for every 2-3 soldiers crafted.
My players decided to look into it, as I had hoped, but immediately realized they could make a profit by baiting the mutations they found on one planet to attack the surrounding towns. Basically the players would move in, spread rumors, then capture and release a mutant to see it cause panic and fear, before riding in and offering their services in hunting it down, at a small fee of course.
This changed my goals for the game, but as the players went about making money and not dealing with the "threat" in any real way to political and economic machine behind the experiments still functioned and became more powerful, so by the time they did decide they had to deal with it, it was a much bigger issue.
I normally set things up this way. It is good to know your major
NPCs and their motivation, but it can be more useful to know that a town relies on fishing the lake/rivers in the area for food and trade. That way when a cult starts to poison the water, the world changes around the
PCs even if they decide to ignore the issue and have fun instead.