The Eye: Campaign

19 posts / 0 new
Last post
kindalas's picture
Offline
Joined: 08/24/2009
Posts:
Rep: 22
The Eye: Campaign

I have been putting a lot of thought into what can help make the Eye more attractive to the EP player base.

And I have come to the conclusion that what we need is a missions style mini campaign.

Something that we can all collaborate on in one way or anther.

But also something we can use to give continuity to the issues and to encourage people to keep coming back.

Right now I have half a setting that I'm developing. It is an O'Neil cylinder with a bunch of water and Manhattan Island inside.

So far my story in my head tells me, that it was built pre-fall as a super resort. So that the super rich could relive their glory days in the entertainment districts that they remember. The Habitat was cutting edge yet privately run. With close to 100,000 day actors "living" in the city to give the tourists people to interact with.

Before the Fall there were often 50,000 tourists on the station.

During the evacuation this population swelled to over a million and anarchy and hell was the result.

It took a multi-factional task force to reestablish order. Leaving multiple groups in charge, leaving the city like a quilt of interests.

I imagine that currently there are seven factions represented fairly evenly across the city.

The Manhattan Workers Union 338: Scum Affiliated
The Argonaut Liberation Front
A Planetary Consortium HyperCorp
The Lunar Peacekeeping Expedition
The NYC Workers Union 226: Anarchist Affiliated
Maritime Genesis Collective (uplifted aquatics and Yachting Club)
An Extropian Security Group

But more or less and be edited into or out of the tapestry.

I almost went with two opposed factions that use a setup similar to China Mielville's The City and the City. but I decided more was better. But if interest exists having two dominant factions is ok.

I figure having people work to release in each issue, setting material and scenarios would give the EP fan base a reason to look forwards too new issues of the Eye.

Offline
Joined: 09/13/2010
Posts:
Rep: 16
Re: The Eye: Campaign

I'm not sure on the idea. On the one hand, the reasoning and bringing people to read it and all is good and can work very well. On the other, it may make the whole Eye too campaign-centered along the way, since we only have about 6 articles each number.

And, according to the other thread on year 2 q 1, the problem is not readers, but getting writers in. No?

kindalas's picture
Offline
Joined: 08/24/2009
Posts:
Rep: 22
Re: The Eye: Campaign

Sepherim wrote:
And, according to the other thread on year 2 q 1, the problem is not readers, but getting writers in. No?

To get writers in we need to get readers involved.

So my increasing readership we should increase the number of contributors.

sysop's picture
Offline
administrator
Joined: 08/16/2009
Posts:
Rep: 63
Re: The Eye: Campaign

Either way this goes, as the Eye's core development for the year or as a secondary Darkcast product for the year, it's a good project to pursue. Both ways will call readers in and get attention to the work we're producing. Smile

So at the very least for the moment I would pursue the writing - once the Eye can figure out what it's doing we can settle where this will fit into it.

__________________

I maintain the site. If you see bugs, or have a feature request, please let me know here: http://www.firewall-darkcast.com/forum/9

Offline
Joined: 09/13/2010
Posts:
Rep: 16
Re: The Eye: Campaign

Agreed, you both are indeed right.

Offline
Joined: 12/21/2010
Posts:
Rep: 14
Re: The Eye: Campaign

I only logged on today to suggest exactly this idea. I'm on board 100%.

I think the one thing EP is really lagging in is political intrigue, which is hard to do in one-shots. A campaign would be a great way to do this, plus it gives us an opportunity to introduce characters and locations. Reading what you've written, I think we're on the same page.

I think we should avoid getting too tied to one place. It's a big system out there, and everyone likes a flying tour of the game world.

We should probably have a general idea for where the story should go before we start hammering out individual missions though. Ideally I think it should work with experienced, player-generated characters as well.

As a general stab, perhaps we should set up a 'straightforward' mission with a clear goal or enemy, then later reveal that the characters have been played, and set them questioning their loyalties. I've also been watching Fringe, which plays nicely with dopplegangers, who can work very nicely in this setting, and add a LOT of paranoia and distrust.

I need to catch a bus, but I'll think some more on cool conflicts for us to discuss.

Offline
Joined: 09/13/2010
Posts:
Rep: 16
Re: The Eye: Campaign

If we're going to do this, I'd lean for the idea of one location best. Maybe with some missions into official sites or something, but developing deeply one original place, with characters, things, missions and such can be quite hard and time-effort consuming. But if we do it right, it can get a lot of depth. And such an example would be much more usefull/interesting than half-developed several locations all over the world.

But, if we're going to do this really, it will be a mid-term project, as we will first need to debate and decide on some key issues before we can start writing (for example, I don't see those groups in power, do I do like the idea of several factions fighting over the station). So not for Q1, though if we arrange some quick ideas, we may introduce some sort of teaser or something.

kindalas's picture
Offline
Joined: 08/24/2009
Posts:
Rep: 22
Re: The Eye: Campaign

nezumi.hebereke wrote:

I think we should avoid getting too tied to one place. It's a big system out there, and everyone likes a flying tour of the game world.

I think having one location would be key. The main EP missions do a pretty good job of parading the setting.

And by limiting to one location NPCs can be developed and expanded upon more thoroughly then people are used to.

Offline
Joined: 12/21/2010
Posts:
Rep: 14
Re: The Eye: Campaign

I was on my way out the door last time, so I didn't get a chance to explain myself very well.

We need to remember with a few things;

1) The stake needs to feel big, or feel personal. It's hard to do a personal stake with player-generated characters until you've had some time to establish some NPCs, and make them feel like they're permanent (which normally means you leave and come back to them a few times). But for a stake to feel big, it has to affect things beyond just one habitat. And at minimum, that likely means we have NPCs from multiple habitats engaging themselves in the PCs' affairs.

2) The campaign should feel big. You can have a big-feeling world in one habitat, through enough description and so on, but in the end, the PCs are still going to feel like everything important doesn't extend past that thin metal skin. Because of how EP is written, limiting to one habitat would feel to many players like limiting all the action to one office building. Our sense of size is also influenced by time. If we spend five minutes looking at one scene, it feels small compared to two minutes in one scene, one minute away, then two minutes back.

3) “Distance makes the heart grow fonder”. If we introduce them to a setting then take them away, on their return the place feels more permanent, more friendly, and it’s more likely to be used by the players even when they’re done with the campaign.

4) The resources are available to us. I can reference The Stars Are Our Destination because it’s a free product. No one will complain they didn’t want to buy another book. That setting and those NPCs are available for us to use, at no penalty.
Now, I’m not saying that the missions MUST go to multiple sites. But I think limiting ourselves to one location before we even have a plot is premature. We have story tools. Let’s use them!

I agree this would be for Q2 at the earliest, maybe with some little hints seeded, like the Universal Brotherhood in Shadowrun.

I think this would be a great setting for politics and paranoia; a situation where you don’t know who your friends are. Like I mentioned, I’ve been watching some shows which really use dopplegangers effectively. When you don’t know if your boss is real, or someone working for the other side, things get complex. To bring it to the next level, we could even make the PCs the dopplegangers (all it takes is for the egos to get intercepted and forked during egocasting) working, unknowingly, for the Bad Guys, while the original egos are doing the job they were originally brought in for, on behalf of the Good Guys. Most players are used to the ‘evil twin’ scenario, but I’ve yet to meet someone who has played the reverse!

Alternatively, maybe more of a cold war set up. Two big factions are on the edge of armed combat, and you know the loss of life will be tremendous. Both are littering the other side with spies and saboteurs. The PCs work for one side, but they don’t know who might actually be a turncoat, if their mission information is correct or they’re being lead into a trap, and so on.

Another cool idea is where the PCs have been set up as the fall men for something, and they need to figure out who did it and why. That could be a tidy little three-part scenario.

Thoughts?

Offline
Joined: 09/13/2010
Posts:
Rep: 16
Re: The Eye: Campaign

I wouldn't focus so heavily on the campaign-story, but on developing a good place in where to plan our stories. We have four numbers a year, even if all of them include at least one adventure, most groups will have completed that long before the next number comes out. GMs can be encouraged to travel to other places and do other things in-game (thus expanding the scope of the game) meanwhile, but giving them the "living world" will allow them to tell their own stories in the setting. Maybe we can even have a section with "news of the station", where GMs and players can post what their group did will outside main missions, so other GMs get new ideas.

Offline
Joined: 12/21/2010
Posts:
Rep: 14
Re: The Eye: Campaign

Really? If we want to write a location description, why not just write a location description? I'd think that writing a location description across four issues would be a bit painful, but I guess one could pull it off. To use the example of New York, perhaps write about Wall Street, then Central park, then New Jersey or something. But I'm still not seeing the advantage of stretching it out.

Offline
Joined: 09/13/2010
Posts:
Rep: 16
Re: The Eye: Campaign

Not actually only a location description, I too see the interest of having the campaign and scenarios in it. But we need to give GMs more to work with for the long times between numbers. So we should work not only location description, but factions, cultural pecularities, potential additional plothooks, NPCs, etc. For example, one number goes about one of the neighborhoods, it has the locales, the NPCs and the scenario takes place in that neighborhood. The next number we focus on anotherone, with a scenario that bonds both of them together, and maybe works with another location we only give a little image, or introduces new factions, etc. That would keep the interest, and lets us get deep into our setting while, at the same time, not being inmensely time-demanding.

kindalas's picture
Offline
Joined: 08/24/2009
Posts:
Rep: 22
Re: The Eye: Campaign

Yesterday I had a really nice reply with 5 or 6 solid ideas for the campaign/setting.

And then my moter board decided it was going to auto-destruct in the worst way.

Right now I am doing a restore onto a new desktop, luckely the backup was from a week ago. So I am certain I've only lost a few movie downloads.

However my brainstorming post is lost.

So to somehow recall what I was saying.

I think expanding into a setting in many parts for a single station could work well.

I was thinking about the factions, because in my many drafts for the setting the factions have always had the most volatility, and the setting itself.

For the longest time the station was a copy of Manhattan I liked the idea of the mega rich duplicating an iconic city for nostalgia's sake and making it into a perverted tourist attraction in the same way that Disney's It's a small world after all ride is a perversion of well everything.

But the semantics always changed, at first there were to be 3 iconic island cities all in a massive O'Neil Cylinder. And then in a Reagan Cylinder, and then as just Manhattan in a torus, (well disk) and then back to an O'Neil. But now I'm thinking instead of New York, I want a habitat of a million and a half souls living in 4-5 story tall brownstones (or fab-stones) with claustrophobic streets and suffering and an under city of even more unfortunates with pockets of sleek sexy factional high-rises of glass and steel glaring at one another.

I also think that 7 main factions is way too much. My original idea was to have 2 factions all inter-dispersed city and the city Melville style. But that was a rip off of sorts.

Now I am thinking how about 3 big factions. With the remaining 2/5th of the station being held by 7 or 8 minor factions ranging from gangs, to neo-cons, to mercurial groups.

However as I haven't mapped anything out yet. Having abandoned my Manhattan idea.

Lets get some consensus

1) What type of Habitat? I like one with Gravity.

2) Where is it? I'm leaning to an elliptical Earth orbit. (Leaves room for some nasty TITAN infiltration on close approach.

3) What factions in power? What minor Factions?

4) Do we steal the Augmented Reality filtration system from The City and the City and make it our own? Do we make our own version of Breach?

5) Thoughts on the Economy. I hate settings that are cool but have no explanation for how day to day life is possible.

Offline
Joined: 12/21/2010
Posts:
Rep: 14
Re: The Eye: Campaign

I would agree with putting in more than just a set of missions. An article on the setting, an article on the factions, etc. would be handy. HOWEVER;

1) We need to make sure there's other material still for readers who aren't touching this campaign.

2) Co-writing is painful. If this is Kindalas's brainchild and I write up a character that doesn't mesh, the editing is going to be long and painful, and I probably will not like him any more. I say this from experience, co-writing with a beautiful woman who also raises my children. We need to approach this with either one person in charge of each item and he or she's article-boss (ideally the editor. Bastlynn?), or give the author of each piece autonomy, and everyone watches the final result be not *quite* what they originally imagined.

Location ...

I still think we need to figure out the campaign first and the location second. The current recommendation is a good one, but I don't want to marry myself to it until we have a plot.

3 major factions is good, since it gives you enough for complex plots without being confusing. A few minor players would be good as well, since it helps fill out the world, but if they're forgotten, it's okay.

4) Do we steal the Augmented Reality filtration system from The City and the City and make it our own? Do we make our own version of Breach?

I'm not sure what this reference is.

I can't vote on any of your other questions until we have some sense of the plot.

Offline
Joined: 09/13/2010
Posts:
Rep: 16
Re: The Eye: Campaign

I do share the idea that the campaign can't take on the whole of The Eye numbers. Maybe 1/3 could be fine (for example, in a number with six articles, one would be a campaign scenario and another a faction description, or something like it). As for the questions:

About the multi-writing. If this is a common project, I believe we should trust each one to write their part instead of having someone watch/edit all. Of course, proof reads and all the usual editing for The Eye would apply, but I believe most articles should be discussed here first, and then the author would get free reign on how to put all that to work and such. That leaves space for all of us to see how the child grows in interesting, yet unexpected, ways.

1) I actually don't care much for the kind of habitat, as I'm not too good on those. Gravity does sound good, though.

2) I'd take it farther away. I'd go for somewhere in the asteroid belt between Mars and Jupiter. Allows us to play with both economies, to have ties to all major factions while remaining independant, etc. Seems more versatile.

3) Factions in power, I believe would require some serious discussion. But, as a starting point, I'd go through all reps and add a faction to control each more or less. I mean, who is top in corporations? Main mafia gangs? A university? Etc. Not all of them have to be equally porwerful, of course, and some may even be sharing controlling faction (maybe the socialites are a corporate elite so control both reps?).

4) I too would need more information on that reference.

5) I would go for transient economy, both money and rep working. Maybe focusing on blueprint creation/science and some mining of nearby asteroids (on my idea that it's in the belt), or something like it. In any case, we need to know where the place is first, so we know what kind of richness it may hold.

I'd add another question.

6) General mood? I mean, are we going for somewhere nice? More terrorific? Political intrigue and conspiracies in the dark? Powerful? Etc. We should find three-four adjectives everyone should keep in mind when writing in it. This should branch both in the setting and in the scenario, so it probably deserves some serious discusion.
As my take on it, I always go for a place with political intrigues and conspiracies in the dark. Maybe less focus on x-threats/horror and more into how transhumanity fights itself, grows or perishes by its own means. Somewhere once powerful but that is losing its former glory, maybe due to loss of resources/richness or overcrowding, or something. Somewhere you really don't know if anyone is who they seem or if they can be trusted, and with tons of skelletons in everyone's closets. If it were a genre for a novel, it would be a black novel.
So the adjectives would be: conspiracy, downfall, treason, and shadows (meaning, no real goods or bads, all greys).

Offline
Joined: 09/13/2010
Posts:
Rep: 16
Re: The Eye: Campaign

Maybe we should create a new subforum for this project? Split this topic into one topic for each question so we can fully brainstorm about each thing?

kindalas's picture
Offline
Joined: 08/24/2009
Posts:
Rep: 22
Re: The Eye: Campaign

The City and the City

The above wiki link has a good summary of the Book.

The part I want to steal is that for an external observer it is just an odd city with two governments/cultures. But internally the cultures are completely overlapped with the citizens simply ignoring whatever happens in the other city.

I think everyone should read it so we can proceed.

But more realistically I like the idea of two social cultural groups deciding to ignore each other to achieve cohabitation and using augmented reality to block off whole sections of the city(habitat).

Offline
Joined: 12/21/2010
Posts:
Rep: 14
Re: The Eye: Campaign

"It" being the book or the summary? I'm considering picking up the book now, but it'll be a while before I get to it. Without having read the book (only the summary), I have to ask:

1) Why would someone do this?
2) How do they avoid basic conflicts, like cars running into each other, weird environmental data, etc.?

I note that this is different from rich people ignoring hobos. It's a full-scale bamboozling of two separate overlapping metropolises. How and why this would be pulled off is hard for me to fathom.

Offline
Joined: 09/13/2010
Posts:
Rep: 16
Re: The Eye: Campaign

I agree with Nezumi's concerns. And such a specific idea I believe would be best left for a time when we have agreed on the basic stuff from the other questions and can start working into more specific things.

Note that I don't think it is a bad idea. It's strange, but social strange and experiments is one of the things I love from EP. But I do believe we should take one step at a time, and start building from the floor up.

Login or register to post comments