Brainstorming time!
My Shadowrun group wants to take a break and play covert-ops pawns in middle-east chess boardgame.
(looose) Premises:
- Group has common mission objectives, but hidden nation agendas to accomplish;
- Each character from a nation (USA, Russia, France, Israel, Turkey)
- Each nation gives different skills, resource and agendas
- Each character picks a background specialty (weapons specialist, infiltration specialist, HUMINT specialist / Face, Driver/Pilot, etc), where each gives different skills
- Each character picks a background corps (Mossad, Seals, Spetsnatz, CIA, etc), each giving some bonuses
- Characters improve by accomplishing mission objectives... but they improve more by accomplishing hidden agendas.
- Group is supposed to be doing missions against not only ISIS but ASSAD, Al-Qaeda, Iraq and even Russian and allied bases too! One never knows what hidden agendas your commanders have!
Need more ideas, and how to make this work.
Fake edit: this is looking obscenelly similar to Cold City, Shinobigami and Paranoia.
Ghosts in the Sand - USA-Russia joint covert-ops vs ISIS
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Ghosts in the Sand - USA-Russia joint covert-ops vs ISIS
The traditional playstyle is, above all else, the style of playing all games the same way, supported by the ambiguity and lack of procedure in the traditional game text. - Eero Tuovinen
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- Knight-Baron
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That's the idea, princess.
Hogarth: I don't have a clear answer for that. Perhaps make it so individual scenes are only allowed if short ? I've played in games before that portrayed this kind of intra-party scheming that led to individual/couple players scenes (Vampire, Apoc World) and it wasn't a problem.
Hogarth: I don't have a clear answer for that. Perhaps make it so individual scenes are only allowed if short ? I've played in games before that portrayed this kind of intra-party scheming that led to individual/couple players scenes (Vampire, Apoc World) and it wasn't a problem.
The traditional playstyle is, above all else, the style of playing all games the same way, supported by the ambiguity and lack of procedure in the traditional game text. - Eero Tuovinen