Author Topic: Dieron + Jihad + Red Dawn = campaign  (Read 2953 times)

Ropelinen

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Dieron + Jihad + Red Dawn = campaign
« on: 29 October 2011, 10:24:16 »
So heres the story.

My GM is going to place our next campaign in Dieron. It's going to take place at the beginning of Jihad around the time Dieron was taken over. The campaign is going to be something "Red Dawnish". In another words our characters should be basic civilians with no real combat experience who have to start a guerrilla group.

So my guestion is, do you have any ideas about characters that would be fun to play and at least somewhat useful in this kind of situation.

Marwynn

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Re: Dieron + Jihad + Red Dawn = campaign
« Reply #1 on: 29 October 2011, 15:31:34 »
Dieron's a very rocky place. Perhaps a mountaineer or a tour guide would be useful? He's out leading some tourists when the Blakists and their mercs decide to visit.

GhostCat

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Re: Dieron + Jihad + Red Dawn = campaign
« Reply #2 on: 29 October 2011, 17:08:16 »
It'd be pretty easy to generate a few "Farm Boy" mech jocks and re-arm a few agro and construction mechs until they can ambush and steal some real mechs to fight with.

Any experience in personal weapons and wilderness survival would also be important.  Just about anything you normally call a secondary side skill can be made useful, too.

Just be creative and have fun.

GC
"Spirit Cats are just pirates basically." --- Quote from Herb


Khymerion

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Re: Dieron + Jihad + Red Dawn = campaign
« Reply #3 on: 29 October 2011, 19:13:31 »
Definitely want to have one young boy who's father is a retired soldier, perhaps from the pre-invasion days who taught the kid a few things that will come in handy in the coming days.   Doesn't even have to be a mechwarrior, just someone who's dad has been around the block a few times and taught the kid enough to give him a leg up.
"Any sufficiently rigorously defined magic is indistinguishable from technology."  - Larry Niven... far too appropriate at times here.

...but sometimes making sure you turn their ace into red paste is more important than friends.

Do not offend the chair leg of truth.  It is wise and terrible.

The GM is only right for as long as the facts back him up.

wyphy

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Re: Dieron + Jihad + Red Dawn = campaign
« Reply #4 on: 30 October 2011, 02:12:44 »
Red Dawn was a documentary...

(+1000 C-Bills if you know where that comes from)

Martius

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Re: Dieron + Jihad + Red Dawn = campaign
« Reply #5 on: 31 October 2011, 10:47:24 »
I once went for a campaign with all non combat PCs.

A Journalist, a Bus Driver, a future Plastic Surgeon and a Kindergarden Nanny became involved in an attack. At first they did not even know who fights whom, nor what is used in that battle.

Hehe- the Scorpion Tank rolling over a few cars and shattering a wall while cutting down the local Police left and right with its 'Autocannons' (only described what they saw, avoided any 'technical terms' like MG, AC5, ect) seemed to them like the hammer of god.

It was a fun yet unusual game of MW3rd ed. as there were few combat encounters and instead they used whatever skills they had. I remember that Nanny was a rather gifted diplomat...

Anyway- if you have chars without combat skills try to keep them out of battles. If they choose to fight let them but be not afraid to show them why it is a bad idea.

It can be an exciting campaign that encourages both players and GM to think outside the box.

Colt Ward

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Re: Dieron + Jihad + Red Dawn = campaign
« Reply #6 on: 07 November 2011, 12:36:48 »
A college chemistry teacher.

A practical engineer.

Electronics repairmen.

Those 3 make an excellent action cell for a rebel group.
Colt Ward
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