Re: After the fall

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Sun, 22 May 2005 10:18:42 -0700

> > There's room for both, WW is a city if only a small one. The Lunars
> > have a guardpost which gets in the way at times but the rebels
> > wander around the rest without much hinderance.
> Unless.... If the Lunars really are a "forgotten garrison", maybe they
> about and semi-cooperate with the rebels? Shared supplies? Just surviving
> there, with no external support, will be hard. They *think* they know
> there's a minor and unimportant rebel base here. So they don't look any
> deeper. But in fact it isn't all that minor.

See? all sorts of possibilities. Including ...

A Lunar Commander who has "Gone Native" and set up his own little kingdom (cue Heart of Darkness/Apocalypse Now themes and send in a crack zealous Lunar Reaction Team or Uroxi insertion specialists...).

The Lunar Commander is all spit and polish and "We Must Abide By The Goddess" and his men are strung out on hazia and gin, consorting with the local whores (who are all in the rebellion...). Cue those "Vietnam is hell on the warrior" movies... "Me love you long time".

The Local commander is in cahoots with the local rebels - married a sister/brother of the rebel leader. Believes in expediacy and "just getting along". Probably has a Stick-up-his-Backside subordinate with a couple of squealers in the ranks.

I'm sure you can come up with others :-).

Probably the best solution for publication is to mention that they are there, and forgotten, and provide a list of examples as above (err, with more info...) and let the players decide. I could see a campaign where the players are the members/officers of the Forgotten Garrison, dealing with the day to day patrols, dealing with rebels and/or collaberators (what collaberators? the ones that moved in during the Fimbulwinter, and now refuse to leave...)

C'est par mon ordre et pour le bien de l'Etat que le porteur du pr�sent a fait ce qu'il a fait.
- Richelieu

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