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Author Topic: T2K  (Read 1057 times)

Mim

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Re: T2K
« Reply #60 on: October 08, 2018, 12:06:16 AM »

Thank you. That is exactly what we needed.  :sam59
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Far Dareis Mai
Life is a dream — that knows no shade.
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A dream from which — we wake and go

Bowsy 112

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Re: T2K
« Reply #61 on: October 11, 2018, 03:06:21 PM »

Quick question, is Justin still involved in this? So I can figure out weather or not I can post or not?
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Cipherhornet18

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Re: T2K
« Reply #62 on: October 11, 2018, 08:51:09 PM »

Thats up to him.
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Justin

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Re: T2K
« Reply #63 on: October 18, 2018, 04:33:14 PM »

Apologies for the delay on this. I've had a bit of a long week and quite frankly didn't really have time to do much. Will be making a post for this tomorrow.
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CHARACTER LIST:
Major Jonathan "Jack" Gallagher, British Army | SG-1 probationary
Major Alexander "Alex" Callaghan, USMC | CO, TF Wolfpack
Lieutenant Commander Sam "Cowboy" Burgin, USN | WIP (off-site)
Captain James Porter | T2K Character RP

Mim

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Re: T2K
« Reply #64 on: October 18, 2018, 04:46:43 PM »

 *Yay*  :yes:
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Far Dareis Mai
Life is a dream — that knows no shade.
Life is a dream — of pain and woe.
A dream from which — we pray to wake.
A dream from which — we wake and go

Cipherhornet18

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Re: T2K
« Reply #65 on: November 06, 2018, 10:56:08 PM »

This is important, so please read it.

The general idea is that this is like a long RPG adventure. But obviously, the Final Boss is not a dragon or ogre. In this case, it's a large battle. It's going to go down like a Saving Private Ryan style fight against a force from Soviet Division Cuba. The main force is 230 soldiers strong with several APCs, IFVs and other vehicles.

You're not leveling up magic spells or getting a death destruction sword of devastation, so then how are you going to win this fight? Your choices will, as I've repeatedly stated, have an effect. While it will have an effect on the large scale picture, you might be thinking, "Man, I really can't be bothered to care about your unseen political machinations, Cipher. Is there anything more tangible to this?"

Yes. Yes there is. Who you work with, make allies with and make enemies of, these will come into play. The first show of this is going to be in Victoria, what you do there will be the first to have an effect on things, including the final battle of this adventure. Now, not every place will be the same case, and as was said in FarCry 5, "Sometimes the best thing you can do is walk away..."

As the GM, I'm typically inclined to play things close to the vest, but I'll give hints now and then, including if you're going into a major encounter or not. But I am trying to keep you guys on a general direction, so going off on your own or completely off the rails is not something I'll entertain. When I say "off on your own", I don't mean that you guys can't split up to solve a problem or what have you; I mean like just saying, "Sod it, I'm going to just grab my gear and go become a raider" or "I'm going to just hitchhike my way to Houston", stuff like that.

Now, on the survival element, I don't want to derail the story to have you guys forage for food and water. I kind of want to have like interludes doing stuff like that or camping, but not have that the main focus of things. The reason being that while that is a core element of the game, it's like the post-apocalypse economics; I'm not interested in these side things taking focus because some people do get hung up on small details. I've seen plenty of times on this site where we get completely derailed over some small detail that has suddenly become the most important thing in the world.

The general rule of thumb is going to be that I'll be the final judge on if it's important, if it's not then it is not something to hang up on.
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Mim

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Re: T2K
« Reply #66 on: November 06, 2018, 11:56:20 PM »

 :sam59 :sam37 R & U  :yes:
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Far Dareis Mai
Life is a dream — that knows no shade.
Life is a dream — of pain and woe.
A dream from which — we pray to wake.
A dream from which — we wake and go

Cipherhornet18

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Re: T2K
« Reply #67 on: February 16, 2019, 02:42:11 PM »

I think its time to do a headspace check here, because I'm struggling to keep this going without knowing if everyone is really on board or not.

Let me start by laying the cards on the table.

This plot will lead us to Brownsville, as previously stated, on the trail of Bill Kingsly's son and daughter-in-law, and culminates in a battle with elements of Soviet Division Cuba.

I'm going to spoil it - TJ Kingsly arranged for the abduction of Bill Bob and Kathy Jean by the new version of the Cartel, who are holed up in Brownsville. He is actively trying to sabotage the mission along the way, both because he wants to ruin his brother and South Texas Grange and because he's been promised power and wealth by the Cartel. TJ Kingsly was a draft dodger, he fled to Canada rather than fight in the Vietnam War, unlike Bill who went to Vietnam, fought, got wounded and came back a local hero. This caused their father to write TJ completely out of his will and leave Bill everything. TJ was left to manage a marina in Galveston, which he was also running coke out of, until the war came. Bill took TJ in and TJ resents him for it.

Bill Kingsly genuinely loves his brother unconditionally. After what he saw in Vietnam, he understands why his brother chose not to go. Bill is the kind of man who would give TJ the shirt off his back and his last meal if it meant his brother would see one more day. TJ sees that not as kindness but as pity and doing it to impress others. He looks at what Bill has and views it as what TJ should have had and was robbed of, and he'd kill Bill and burn all of South Texas down to get it back. The fact he's put his nephew and nephew's wife in danger is meaningless, they're just as complicit in the theft of what is rightfully his.

Once this is found out, which is supposed to be at the end, Bill will be distraught and genuinely torn on what to do; after all, can he really condemn his own brother to die despite everything? He'd put it in the hands of the players to decide, rationalizing it through religion. If the players kill TJ instead, then it was the Good Lord's way of deciding that was his punishment. If they choose instead to spare him, then same thing, it's God's way of saying it's not yet TJ's time.

The overall goal, though, is that the group is to end up siding with the South Texas Grange and help found the Second Republic of Texas. This will effectively secede the area from the United States, which will upset both Milgov and Civgov. I am not entertaining returning to either because let's face it; two of you aren't even American, and the one who is technically an American is now a foreign citizen. Which now is where I reveal why I was really not thrilled with everyone saying "Go to Texas" followed by "If I have to play an American, you can stuff it.".

I have very little to work with to motivate you guys. One of you wants a goal that is in complete opposition to the overall direction, two of you are just going how the wind blows, and I can't metagame with my own character. Which also brings me to a point; I was about to have Roger Kirkpatrick actually try to recruit Fred and James into the Legion and turn on the others, which in turn would have put the fate of Victoria really up for grabs. But to be perfectly blunt, I now believe that you guys may have very well taken up his offer just because it's the only route present and that seems to be the trend here; I offer only one route and you take it without question. And in the end, PvP in this setting never goes well and typically leads to OOC fights.

It's been brought to my attention, fairly, that I'm not giving you guys any freedom. But here's the problem; the second one of you saw what was perceived as an option to go off on your own and to hell with whatever I had planned, you tried to take it. So my issue becomes how much can I give? I really don't want to GM three separate adventures at one time but if this whole setup isn't working for you guys, we need to stop here and figure this out.

So, I'm pointing this to all of you now - what is your current headspace? Where do you stand with this RP? Are you continuing on because you want to or because you feel you have to? Is this not what you wanted to do when I first pitched it? Do we need to re-evaluate things?

Most of my work was done for me, these are coming from sourcebooks, so if we need to change things up, let's do it. Or if you feel like the spark has died and maybe it's time to walk away, as unfortunate as that is, that's an option that is free to take if you so choose.

@Mim @Justin @Bowsy 112
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Bowsy 112

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Re: T2K
« Reply #68 on: February 16, 2019, 07:43:33 PM »

Honestly. I am enjoying this. I see your point, and its fair. Yes I am going the way the plot points. But if fred was asked to join any faction, he would refuse. Hes not a soldier turned merc. Hes a soldier lost in a forign land, doing a job to not only fill his time. But he feels rescuing people is right. Honestly with the infomation given Fred would argue to kill TJ. But he is not about to make that decision for the group. I didnt mean to choose issues my playing a brit in America. But I have been told I dont play americans well, but I feel being in the states offers Fred more flexibility in what he dose.

Basically I enjoy this RP. I love the setting and the time and the idea. Its very like a DandD I did at Uni. I would have followed the plot. Because Freds focuse is saving these kids and so far the plot is based towards that goal. I dont know if I played him right. 6 months in the reservs dosnt translate to a SF personality. But. I liked this. I feel the DandD format is stunted by being text based leading to a reply a week and I am conserned with pasing over asking the 15 questions I sometimes want to. (I cant pick specifics, as they were a while ago.)  But I enjoy this idea, a lot more than I expected actully.

I dont know if this answers your questions at all. I am 10 beers in, but wont have time to sit down and reply until tuseday when my current tour goes home. And doing this on my phone is an arse but I wanted to respond now, as I dont want a decision to be made in my absense.
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Mim

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Re: T2K
« Reply #69 on: Today at 12:10:04 AM »

 I'm in this for the long run and as we have come so far I don't want it ruined by lack of interest in any direction, from anyone. As for me, I can go where I'm pointed and if the plot aims me at the Grange then so be it, as I can see in the end that is the most logical way we would end up in this kind of story.

 I am also sticking my hand up as the one who told you we lack a certain liberty; in this its little things like what or who we can NPC, little details that can be laid out as plot hints on a plot thread I guess and then I'll shut up nicely :) The overall big picture is where my mind is heading for with your guidance Cipher.
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Far Dareis Mai
Life is a dream — that knows no shade.
Life is a dream — of pain and woe.
A dream from which — we pray to wake.
A dream from which — we wake and go
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