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> Help save my group, d20 might be causing cancer
Malachi
post Dec 1 2008, 03:11 PM
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My runs are once a month, on average. Runs will happen closer together when the actions gets hot. Also, I should specify, once a (game) month are the "paid job" kind of adventures. If I have a run/adventure that centers around the player acquiring new gear, a new skill, or helping out a contact those will often run in between.
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Fuchs
post Dec 1 2008, 03:17 PM
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It depends. We play out downtime, so any "fast forward" is announced specially.
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TheGothfather
post Dec 1 2008, 05:57 PM
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In our games, runs occur either when the PC's go looking for work, or when a run would be a useful bang.
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Jimson
post Dec 1 2008, 06:34 PM
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Well, I decided to go out and buy Ghost Cartels. I figured this should keep my players busy for awhile and also provide the campaign/story arc fix they are needing. I will take all your advice to the game, especially about the NPC's and taking notes. Thank you all!

By the way, is anyone currently running with Ghost Cartels yet? If so, how is it so far?
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MaxMahem
post Dec 1 2008, 11:58 PM
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QUOTE (Jimson @ Dec 1 2008, 10:47 AM) *
When running in campaign mode, how far apart your runs? A few days, one week, 2-3 weeks? Or do you just roll a d6 for how many days before the next fixer calls?


I run with modified healing rules, so recovery time is very much a factor in my setting. (You get a body test to recover from lethal wounds once a week with medical care, not every day, under the standard rules recovery is unrealistically fast IMO).

Given that I tend to schedule runs about every other week. Or about two a lifestyle increment. Though depending upon the current developments runs may get moved up (giving runners less time to recover) or moved back (especially if they have all taken a beating and need to lay low for a while).

But as a general rule I find a run every other week is a good standard to go buy. Its what SR missions uses as well IIRC. If the runners do well it brings enough cred in to keep them aflot (with some left over for advancement) but if things don't go well it keeps them hungry for new jobs. It's also a nice measured pace to advance the plot at (not to fast, not to slow).

If you wanted to roll dice for it (not a terrible idea IMO), I would roll 3d6.
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pbangarth
post Dec 2 2008, 02:36 AM
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QUOTE (MaxMahem @ Dec 1 2008, 04:58 PM) *
I run with modified healing rules, so recovery time is very much a factor in my setting. (You get a body test to recover from lethal wounds once a week with medical care, not every day, under the standard rules recovery is unrealistically fast IMO).


It used to seem pretty fast healing to me, too. Finally I rationalized it by seeing how much medicine has advanced in the last 60 years. Another 60 years at the accelerating pace of advancements, and who knows what kind of quick fixes they will have. A rationalization ,I know, but it works for me.

Peter
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Platinum Dragon
post Dec 2 2008, 02:43 AM
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QUOTE (pbangarth @ Dec 2 2008, 01:36 PM) *
It used to seem pretty fast healing to me, too. Finally I rationalized it by seeing how much medicine has advanced in the last 60 years. Another 60 years at the accelerating pace of advancements, and who knows what kind of quick fixes they will have. A rationalization ,I know, but it works for me.

Peter

Yeah, considering we now live in an age where it's going to be possible to make spray-on skin from the stem cells in your own bone marrow, I'd say it's not entirely out of the realm of possibility that in 2070 we'll only take a couple of weeks to recover from massive trauma.
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Method
post Dec 2 2008, 03:28 AM
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Another time-tested way to develop a campaign is to read some of the published source material that deals with world events and then think about how those events trickle down to your group or setting. Ghost Cartels is a good example of this approach, but you can take any published material and use it the same way. Usually the initial effects of world events are subtle, so your runners might not realize what they are getting into. Then as the over arching plot develops they will start to see a common thread, choosing sides, making enemies, making mistakes... all these loose ends generate more adventures.
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