Campaign Revisions (Rules and Focus)

I've been keeping my neice and nephew for the last two weeks and haven't had the chance to write or game much. However, during this break from gaming, I've been spending some time thinking about how the Spectrum Shock campaign is developing and I think I need to make some changes.

  • First of all, combat encounters have dominated the game so far and while that isn't all that unusual for my group, I want the players interact with the world outside of gunfights a little more. This is entirely my own fault. I have been so caught up on the miniatures and terrain that I've been fast forwarding through some situations that could turn out to be interesting roleplaying opportunities just to get to use the new battle mat. Although the miniature wargaming elements definitely have the cool factor, I'd like my players to get more involved in the setting. In order to do that, I need to slow down and let them get involved instead of pushing toward the fights.
  • Secondly, I would like to introduce the multigenre aspects of the setting. As of right now, the PCs rely strictly on technology and aside from the occasional monster, all of their opponents have relied on technology as well. I intend to add some magic and/or psionic opponents soon. Unfortunately, especially at low levels, magic is insanely weak compared to technology. Why bother doing 1d4+1 with a magic missile when you could be blasting with a sniper rifle for 2d12? And the worst part is that you might be able to purchase a sniper rifle at first level, but in D20 Modern you can't cast that magic missile until 4th. I might need to convert some actual D&D classes in order to even the playing field a bit. I just need to make sure I don't tip the scales too much and make magic too appealing.
  • Third, the party is progressing much more quickly than I intended. In standard D&D/D20 Modern rules, progression generally slows down a bit after 4th level anyway, but I think I'm going to switch to something similar to the Rifts experience rules. They'll save me some time (no more fiddling around with xp based on CR and EL), and they'll also reward good ideas and skill usage outside of combat.
  • Last, I want to increase the number of combatants in each fight without lengthening them. I think I'll borrow a bit from 4E and experiment with some minion-like rules.

And those are my goals for the next week or two. Check back to see how I've implemented each of these updates.
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