Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Edge of Tomorrow-styled RPG campaign
- Structure of Play
- 1st session: Character creation and 1st run, ending in acute TPK (via set piece if needed). Possibly have combat before the run that starts the loop?
- 2nd session: All players are passed notes that they must scream in terror as loud as they can once they wake up. They find themselves back at the start of S1. Go through a couple runs, slowly figuring things out.
- 3rd session: Continue, with the addition that between each session, player are told that they went on more runs, and their Mind stats fluctuate slightly (representing these runs). At first this is just a couple more, then it's dozens, then they lose track.
- Note: At the end of every session, set aside time for dedicated RP/character building activities; maybe they play a drinking game of "Never Have I Ever", "Two Truths and a Lie", or cards, or whatever.
- Overall game should have a SET TIMELINE/SESH LIMIT. Possibly 8 biweekly sessions (so, 4 months total). Explained by some detrimental effect of resetting, or the enemy scheming through the time loops. However, do not tell (or at least do not emphasize) this to the players; they should feel, to some degree, like the battle is hopeless and everlasting.
- Time resets when all PCs are dead or dying. Mental state upon waking up depends on state when dying.
- NPCs
- Advisor: GM's stand-in for end-of-session social events and main resource for directing players.
- Squad: Several NPCs who are immediately and frequently around the PCs should be fleshed out
- Fallen Champion: Super badass NPC who gets brutally killed in front of PC's, to impress upon them the danger the enemies pose.
- preventable or not? occurs before the loop begins or not?
- Make some NPCs who the PCs actually like and feel the need to protect, too, to get them invested in the game.
- Player Stats:
- Body - permanent physical capabilities
- Endurance - stamina, toughness, etc
- Strength - raw power
- Agility - flexibility, reaction times
- Mind - mental state; changes with every run
- Faith - drive to survive and improve
- Nerve - ability to handle danger and stress
- Insight - knowledge, intuition, intelligence, and awareness
- Saves - mix of body/mind; growth tapers off as Mind stats go to extremes
- Will - Endurance + Hope
- Grit - Strength + Nerve
- Reflex - Insight + Agility
- Vitals - health/wellness during a run
- BP - health points (physical damage, ie broken bones, is also measured separately)
- Adrenaline - high adrenaline keeps you alive, but tapers off quickly when not under stress.
- (also track ammo and such of course)
- Stress Response
- Fight,
- Flight, or
- Freeze
- Specialist role
- Explosives? Flamers? etc
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement