- Combat
- Research
- Social
- Infiltration
Honestly, this post initially intimidated me. I wasn't sure how to set up my campaign structure both robust and somewhat versatile. I am always at a loss halfway through my campaign because I just can't figure out where to go next!
Fortunately, there are several systems out there which can
help us. Kenneth Hite’s Night’s Black Agents makes use of the conspyramid,
which is a tree and node diagram of how the conspiracy is put together. This is the perfect system to allow me to think of where I can
Each
level of the conspyramid relates to a higher threat within the conspiracy, with
ever fewer nodes until you get to the core of the conspiracy. The lower level
would be street level thugs, while the top level would be the big bad himself.
The conspyramid can also give you an idea on how the conspiracy can respond to
possible threats to it.
BAD
To bring this to a GURPS campaign. In Gumshoe, Night’s Black
Agents’ system, the higher in the conspiracy you get, the more powerful a foe
gets. And in GURPS, of course, we have BAD.
The higher you get into the conspiracy, the more BAD your
foes get.
Arena’s
But now we tie this into something I’ve discussed before – In
GURPS we have many strategies to defeat an opponent. I’ve mentioned the strategies
available in my campaign above. Each encounter and challenge in my campaign
should tie into one of these four fields. This also means that
The higher you get into the conspiracy, the more strategies
are available to the conspiracy.
Tying it into ad-hoc
GM-ing
But now we know how each part of the conspiracy will respond
– I also want to have some tools to challenge my players. And once again, I go
for Lady Blackbird. Lady Blackbird has a bunch of challenges for each area of
the world, like giant space squids, or goblin smugglers and ties a difficulty
to them.
Synergy
Bill Cypher would be proud of my usage of pyramids, conspiracies and other crazy things |
We now combine the two
- Each node of the conspyramid contains a party or tool for the conspiracy to respond to the players
- Each node has a favored strategy, but the higher we get, the more strategies become available to each node
- Each node has a number of challenges associated with it, based on the nature of the node and its height in the tree
An example
In my campaign, General Remmington feels that the Operation is
doing its job too well. Because they are doing their job so well, their funding
is getting cut and the General knows that a bigger thread will show up
eventually, making use of the false sense of security instilled by safety will
be humanity’s doom. Because of this he has been tasking his own black ops teams
to allow certain monsters of the week to escape their grasp.
So we get the following diagram.
General Remmington himself is a former military man with his
own elite guards and lots of protection from the flunkies around him, putting
him at a BAD of -4. On top of that he is not only a combat arena challenge, but
as the player’s superior he is both a social, research and infiltration
challenge. The perfect final boss.
But let’s look at the bottom of the tree. The random
monsters of the week that Agent MacKenzie, as the leading man in the Black
Agents squad lets loose on hapless citizens, those don’t get any BAD. They are
also usually just pure combat challenges, so out-researching or infiltrating
them should be easy. Agent MacKenzie, himself a competent agent should at least
be a good infiltration and research challenge, especially because he is Zeroed,
so a -1 BAD on most things, while Zeroed itself also prevents direct research
against him.
We can quickly see the structure coming together. This week
I will post several conspyramids, each tying into the different factions in my
game, and expanding on the challenges posed by each part of the pyramid!
In conclusion
Now I have my structure, it becomes quickly clear what challenges and encounters I can give my players, and how I can keep everything tied together neatly. I also see clearly how each part of the pyramid ties into the next, and how this results in encounters flowing into each other in different arena's, preventing the players from being locked in eternal combat while I try to figure out which threat to throw at them next.
In conclusion
Now I have my structure, it becomes quickly clear what challenges and encounters I can give my players, and how I can keep everything tied together neatly. I also see clearly how each part of the pyramid ties into the next, and how this results in encounters flowing into each other in different arena's, preventing the players from being locked in eternal combat while I try to figure out which threat to throw at them next.