[UA] More Campaign Help
Thuvasa3
thuvasa3 at yahoo.com
Wed Jul 20 06:28:50 PDT 2005
One of my players keeps looking into "character
options," in order to have an excuse to borrow the UA
book and try to powergame. I.e. He's trying to learn
the setting secrets, etc. etc.
So he's deduced that he's working for TNI, etc.. So,
I've decided I'm going to shake things up quite a bit,
and make up a lot of stuff so that all the things that
he thinks he knows turns out to be wrong. :)
What I *was* doing was having a minor guy run a
detective agency which is a TNI front. The people
used by the agency don't get the "deal," aren't real
members, etc., and are considered totally expendable.
However, since my player has read about TNI and put a
few things together, (and has been kind of mouthy at
the table about "what's really going on"), I want to
change that. The other players have no idea about
TNI, and *none* of the characters are in the know
about what's up.
Anyway, my question is: What would be a good "shadowy
employer" type organization to replace TNI with?
Should I go with TNG or something like that, or come
up with something else completely? Also, do you have
any suggestions for an agency (other than The
Sleepers) that would wipe your mind, give you a new
personality, and then set you loose?
Plot hook wise, the character of the pushy player has
the Yellow Sign branded on him (he doesn't know what
it is), and I'm going to use a band in the campaign
called All King's Men that uses it as their logo.
Songs with lyrics such as, "you will know them by the
sign..." etc. Any ideas about who would wipe
someone's mind, put the yellow sign on them, and do
the same to people who would ultimately end up in a
band together?
Thanks for any help!
Jonathan
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