BattleTech fan since the early '90s, game design enthusiast since forever.

Thursday, January 31, 2019

Six Weeks of Events-

-if the players do nothing to change them. I kinda like the simple D&D seed better than the longer BattleTech ones.

Started with the event tables in the first edition Mercenary's Handbook and MechWarrior RPG. Not really satisfied with the results (my ultimate goal is to enable domain building in a randomly generated war front), but I think they're good enough to hang a short campaign off if I need to.

(Events below the cut.)




Magical Faerie Fire affects this grotto every 6 years
Popular figure: minor crimes
Peasants: new recreational activities




Day 12: A Major Campaign erupts on the border, involving 60% of the regiments on either side.
Day 28: VIP #1 attempts to assassinate VIP #2.
Day 39: Technicians in the Great House uncover an entirely new process related to anbo-jitsu.




Day 5: Looks like Lostech Rumors, but cultural experts suggest an Invasion Force. You have 5 days warning. Lance #2 locates a potential drop zone.
- Rumors of a hidden Star League facility.
- You are obstructed by some your patrons; ambitious and inattentive, they demand the PCs solve their unsolvable problem.

Day 27: Looks like a Personal Challenge, but refugees suggest a Personal Challenge. You have 2 days warning. Aerospace assets needed in orbit.
- MechWarrior #5 challenges MechWarrior #6 to personal combat to first blood.
- You are obstructed by a rising supplier of bo staff; delirious and overreaching, they want to conceal their culpability from the PCs.

Day 38: Looks like a Natural Disaster, but informants suggest activity of a VIP. You have 5 days warning. Lance #2 locates a potential drop zone.
- A Lesser Planetary Leader arrives or is discovered on-world (escalating the next event).
- You are obstructed by a small community in desperate need of debauchery; vulnerable and inattentive, they want the same resources the PCs want.


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