[Necropolis] What are you doing with it?

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burningcrow
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[Necropolis] What are you doing with it?

#1 Postby burningcrow » Wed Oct 29, 2008 4:07 pm

Hello!

I just got my my copy. Very shiny indeed.

I heaven't read half of it so maybe my outlook will change in the next few days ... but ... it seems to me Necropolis is rather a tabletop CoSim instead of a "real" role playing game. Sure, it has some background ... but most of it looks more like WH40k than like CthulhuTech (sorry for the indecent comparisons).

Don't get me wrong, I like what I've seen so far, but I'm not yet sure how to use it.

So what are you doing with it? Using it as a RPG? A tabletop with miniatures?

I'm really looking for options to play it as a RPG ... so help me out with some ideas, please ...

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#2 Postby burningcrow » Wed Oct 29, 2008 4:11 pm

Okay, maybe this is the wrong forum ... :1eek13:

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#3 Postby DaRealJudas » Wed Oct 29, 2008 4:16 pm

Yeah, SW General Chat & Game Stories would have been more appropriate. But don't worry: Clint is a teddy bear and won't bite you... :wink:





Coming to think of it Wiggy IS the teddy… what was Clint again?!? :1eek13:
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#4 Postby Jordan Peacock » Wed Oct 29, 2008 6:41 pm

This is on hold, since my group seems to be in more of a pulp mood (1930s heroes vs. Nazis & undead ... or undead Nazis, for that matter), but one of the ideas I floated for our new campaign was to run one in Necropolis. One player promptly responded by writing up several quick blurbs of character concepts, and for Necropolis he envisioned playing a Corporate character with a begrudging alliance-of-necessity with the Church "for the greater good."

That definitely wouldn't fit into the usual Necropolis plot plan, as written, but I think, whenever I manage to fit in a Necropolis campaign, I'm likely to play with the premise a bit. I think there's a lot of potential for exploring some of the different Corporations and their motivations - and playing characters who may be fighting the Rephaim, though not necessarily sworn to the Church. (Now, if only I could settle on a good premise to allow for my players to play a mix of Church, Corporate and "freelancer" heroes taking on the Darkness. ;) All apocryphal, of course.)
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#5 Postby Control » Thu Oct 30, 2008 12:23 am

You could place the game in a region that is cut off from the church and corporations. With a group of survivors scavenging for supplies and fighting a guerrilla campaign against the Rephaim. With the occasional communication or supply drop from the Church and Corporations to interject some conflicts of interest. If the party survives they become the Legendary irregulars that weakened the Rephaim hold over the area. Which allowed for a successful liberation of the region. They all are given positions of power in the region as it is rebuilt, and the war goes on.

Just my thoughts on the matter...
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Re: [Necropolis] What are you doing with it?

#6 Postby Wiggy » Thu Oct 30, 2008 5:29 am

burningcrow wrote:I'm really looking for options to play it as a RPG ... so help me out with some ideas, please ...


The core book is indeed very military in focus, and deliberately so (since that's the focus of the game). But that isn't the only option.

One of the forthcoming freebies looks at Inquisitorial campaigns (hunting down heretics, etc.), while another details mercenary groups.

In the PDF adventures (first one out soon) there are tales which have the Knights doing police duties* (including undercover work infiltrating a drug gang), providing extra security for a shrine guarded by warrior-nuns on pilgrimage day, and actively working with a demon. Very much traditional RPG adventures rather than pure combat missions.

There's a new campaign setting in the 2351-55 Update (due out next year) in which the Knights are given command over a geographical area, forcing them to deal not only with the Rephaim and Union, but also the settlers problems (like failed harvests and disputes between families).

* The Knights are the local police in their Preceptory estate, so they could be doing anything from a crackdown on drugs to helping a cat out of a tree (without shooting it).
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#7 Postby Wiggy » Thu Oct 30, 2008 5:29 am

DaRealJudas wrote:Yeah, SW General Chat & Game Stories would have been more appropriate. But don't worry: Clint is a teddy bear and won't bite you... :wink:


Ot the Licensee section. It's not an official PEG setting anymore :)
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#8 Postby Gospog » Thu Oct 30, 2008 7:27 am

Rumor has it that one of my Players is going to pick this up and use it to run Gears of War.

I myself am interested in seeing if it's helpful in running some Mutant Chronicles stuff. But I've got my hands full right now, running two RPG campaigns and actually playing Necessary Evil. (no complaints)\

Still, I look forward to the time when I get to see what Necropolis can do.

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Re: [Necropolis] What are you doing with it?

#9 Postby burningcrow » Thu Oct 30, 2008 10:44 am

Wiggy wrote:One of the forthcoming freebies looks at Inquisitorial campaigns (hunting down heretics, etc.), (...)

(...) doing police duties (including undercover work infiltrating a drug gang), providing extra security for a shrine guarded by warrior-nuns on pilgrimage day, and actively working with a demon. Very much traditional RPG adventures rather than pure combat missions. (...)

(...) in which the Knights are given command over a geographical area (...)


Hey, Great! This all sounds extremely promising! I'm really looking forward to a kind of inquisitorial campaign ... but the possibility to "own" or rather protect a whole area should be cool ...

I'm looking forward to whatever will come up! ;)

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#10 Postby Jordan Peacock » Thu Oct 30, 2008 1:33 pm

Control wrote:You could place the game in a region that is cut off from the church and corporations. With a group of survivors scavenging for supplies and fighting a guerrilla campaign against the Rephaim. With the occasional communication or supply drop from the Church and Corporations to interject some conflicts of interest.


I really like that idea. It's not far off from the (very) rough idea I was working with (or, at least, one of them): A big battle with the Rephaim goes badly, as some sort of WMD goes off (or perhaps a Rephaim evil device is destroyed, but it has the side effect of blowing the countryside to Kingdom Come in the process), and the PCs (from various groups) make an alliance of necessity as they try to scavenge and fight their way back to something resembling civilization. (And along the way, they may pick up allies - or have the added task of having to rescue civilians caught in the crossfire, and escort them back to safety.)

Some of my players like a bit of "inter-party distrust," but the interest varies greatly from player to player, and it's not something I've got a very good handle on.

At least one of my players seems to love to find ways to do things secretly at cross-purposes to the group ... but I strongly suspect that he only enjoys it insofar as he gets a chance to succeed at their expense. Since the net effect is usually to annoy most of the group, I am reluctant to take any measures that might encourage such behavior, such as giving PCs "secret objectives" or having a "plant" in the group. It'd be different if I were sure the player would still have a blast even if his Evildoing Ways are found out and his PC is blown to smithereens by the rest of the party as a result. Rivalry is one thing; backstabbing is another.

(I find that "backstabbing PCs" are tolerated better in one-shots where the players aren't quite so invested in their characters, than they are in long-running campaigns.)
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#11 Postby SnowDog » Thu Oct 30, 2008 2:38 pm

When I get my hands on this one I plan the following.

PCs are new replacemts and arrive to "base" with other replacement Knights and Sergeants not to mention with a new Commander.

The game will be a mix of combat and recon mission (or whatever comes to my mind) and politics within the very remote outpost. You see, the previous Commander ran things a bit differently and got transferred. Unfortunately old hands and XO liked the old ways and now see any new blood as a threat.

The twist is that the Commander will try and win the PCs to his side and while the old hands are not strictly speaking heretics they are at least border line because they have a bit different view on things (purely theological) than what is normally accepted.

So, PCs have plenty to do inside and outside the encampment. Plento to talk, plenty to fight. Who can they really trust?

As a side note, Gears of War kind of campaign would have been cool, too since I am currently reading a novel based on the video game. I have never played the game because it's not ported to PS3 :(
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#12 Postby C.A.Pryde » Fri Oct 31, 2008 1:16 am

I can add a useful addendum about the campaign in the 2351-55 Update (because I wrote the campaign material). The core idea is about the knights attempting to expand the Church's influence in a far border province, so it's as much a "hearts-and-minds" campaign (which requires a lot of role-playing) as it is a shoot-em-up. The starter adventure that I wrote for the campaign setting actually has suggestions about how to use a combination of Skill checks and role-playing to represent the knights' attempts at community outreach, and the campaign rules include a system for tracking over time the changing attitudes of different communities towards the knights.

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#13 Postby scourger » Fri Oct 31, 2008 9:13 pm

I've got a game of it going that is, unfortunately, a year between sessions. The heroes are playing through the plot flowchart (from the original), which I love. I last brought forward a couple of characters from our Tour of Darkness game to try to spark a little more interest from those players.

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Black Company in Necropolis

#14 Postby savageslacker » Mon Nov 03, 2008 11:35 am

:blam:

An exciting spin on this game I would do is to have the PCs be Corporation mercenaries with all the dark flavor of the Black Company. If the Sacri Ordines model themselves after the medieval Knights Templar why can't the mercenaries be based on the medieval Black Company.

I would give them an Annalist with Annals going back 500 years (to 1850) or more.

I'm not sure about company wizards. Maybe they could be just these 2 guys who are very superstitious and lucky. I haven't read the Necropolis setting yet, so I don't know how ABs work but they might have similar trappings.

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Black Company wizards

#15 Postby savageslacker » Mon Nov 03, 2008 11:36 am

...or 4 guys as in the first Black Company book...


:blam: :blam:

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Re: Black Company in Necropolis

#16 Postby Sitting Duck » Tue Nov 04, 2008 6:21 am

savageslacker wrote::blam:

An exciting spin on this game I would do is to have the PCs be Corporation mercenaries with all the dark flavor of the Black Company. If the Sacri Ordines model themselves after the medieval Knights Templar why can't the mercenaries be based on the medieval Black Company.


Over at Savagepedia, someone posted details on a Necropolis mercenary company with a Roman legionaire vibe.
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Re: Black Company in Necropolis

#17 Postby Jordan Peacock » Tue Nov 04, 2008 7:55 am

Sitting Duck wrote:Over at Savagepedia, someone posted details on a Necropolis mercenary company with a Roman legionaire vibe.


Ah, so that's where I saw that. I vaguely remembered someone talking about some Roman Legionnaire types in the Necropolis setting, and when I finally got to see the book, I was somewhat disappointed that I couldn't find anyone to fit that look. (I thought it would have been interesting to try to do some futuristic troops with Roman Centurion touches to their armor and equipment.)

In regards to mercenary companies in Necropolis, on pages 68-69 (a short blurb that crosses the page divide), there's a brief reference to the "Free Legion," the "most renowned merc force." Unfortunately, there's nothing further given about its styling, organization, distinguishing features, etc. (maybe it'll be mentioned further in some supplementary material?) so I couldn't even guess as to what they'd be like.

Also, on page 14, there is a reference to the Nagahima corporation's mercenary force. That's the only reference to "Nagahima" anywhere in the book, unfortunately, so that doesn't provide much in the way of material.

(Edit) - After checking out Savagepedia, I think I found the "Roman Legion" unit: It looks like someone did a writeup of the Free Legion as such (i.e., they carry the gladius, pilum, and a shield). http://savagepedia.wikispaces.com/LegionEquipment
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#18 Postby C.A.Pryde » Sun Nov 09, 2008 11:39 pm

(Edit) - After checking out Savagepedia, I think I found the "Roman Legion" unit: It looks like someone did a writeup of the Free Legion as such (i.e., they carry the gladius, pilum, and a shield). http://savagepedia.wikispaces.com/LegionEquipment


Sorry it took me so long to respond here; I had a conference last week that kept me out of the loop.

I wrote up the "Free Legion" material that appears on Savagepedia. I am happy to report that it will appear, with some expansions/updates/changes, in the Necropolis 2351-55 Update (occasionally referred to as the "Companion"), along with a new campaign setting, "Gamma Front," that I have discussed a bit on these forums. So the Free Legion material has made the jump over to "canon." And I would definitely draw some comparisons between the Legion and the Black Company. The Legionnaires are a hard-living, battle-tested, we-take-anyone-who-can-fight-no-questions-asked kind of outfit, with their own code of honor and their swords always for hire to the highest bidder.

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#19 Postby Sitting Duck » Mon Nov 10, 2008 9:07 am

Is this Necropolis 2351-55 Update going to be available in hard copy or PDF only?
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#20 Postby Wiggy » Mon Nov 10, 2008 9:14 am

Sitting Duck wrote:Is this Necropolis 2351-55 Update going to be available in hard copy or PDF only?


That will depend primarily on Studio 2. If they don't want to mass produce it, we may look at POD options. But there'll always be a PDF version.
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