So, I’ve done my preliminary research and picked out what system we’re going to use. Normally, I’d start thinking about characters now, but since BASH uses a point buy system, it gets a little harder. The GM sets the number of points players build their characters with, but I’m still not sure how powerful I want people to be. Now, in order to do that, I need a slightly more detailed campaign arc.
Time to break the fucker down and solidify my ideas a bit. Let’s start with themes. Prejudice, environment, corruption and first contact were all things I wanted to play with. Can I get them all in? Probably. I discussed a vague plan before, so let’s flesh it out.
Act 1 involves the PCs dealing with gangsta deep ones. I like the idea a lot. Starting in New Orleans, I can work in corruption with little sweat (after all, the Big Easy is known for having corrupt cops). I want to stay away from immediate first contact, and work up to it a bit later. The environment can also come later. But prejudice, man I can get that.
So, somehow or other, the PCs have to deal with these gangs somehow (maybe as private investigators, maybe as government agents. Oh…maybe as social workers.). The gang is made up of deep one teens recently moved up from Plaquemines Parish, which is kind of back-woodsy. Basically, they’re swamp folk. Hillbillies. So, most people are gonna see them as stupid, inbred and generally undesirable.
Okay. Act 1 is about figuring out what to do with the violent hillbilly street gang that is moving into New Orleans. They’ve got money, so they’ve bought off the local police. The locals are a problem. Local do-gooders, other local gangstas, etc. So, being mostly unsupervised kids raised on a diet of might makes right TV, they take out the competition with violence. That’s my hook.
PCs need to figure out who they are, where they’re getting their operating capital from and how to stop them. Along the way they learn that down in the bayou are more of these gangstas, jus’ waitin’ to come on up to the big time. Also, the big head guys still live down there.
That’s the hook to Act 2 — where first contact starts to really happen. Sometime in Act 1, some gangstas get away by swimming off through a canal or something. After the local problem is dealt with, we head off to Plaquemines Parish, with it’s disappearing communities, weird tiny pockets of hillbillies and all that. They’ve got a lead on the folks running the gang, and now they need to do some leg-work.
The locals don’t want to help, but they eventually find someone willing to talk about the lost towns. They learn that at least some people believe that the sunken towns still have residents. Eventually, they make contact with some of these people. Most of them are older, but some younger kids who theoretically could go up to the Big Easy and cause problems. Now, the intrepid PCs have to figure out how to reign in these kids, without pissing off the parents too much. Also, none of the hillbillies want their existence made public knowledge. Last but not least, the deep ones down here should be suffering from the oil spill — economically (explaining why their kids are off starting a gang), socially (because they have to interact with the world more often) and governmentally (police reports, social workers trying to help, etc). Their big secret is going to come out, eventually (but within the scope of the game), and this is where the problems really start to pile up.
Ideally, the PCs have a rapport with at least some of the deep ones. Most of them are decent people fish folk who just want to be left alone. Which leads us to…Act 3, where we learn that there are, in fact, deep one terrorists who want to kill all of you. Actually, they probably show up in Act 2, but now the PCs have to find their leader and deal with him before the government declares war on the sea.
Even to me, when written, this doesn’t make a lot of sense yet. But it has a basic structure, antagonists (who will flesh out as I get more specific) and a idea of what kind of power level I want. Obviously (to me, anyway) in Act 1 I want low powered characters. BASH would call them Mystery Men. Think normal humans who are exceptional in some way, pulp heros like the Green Hornet, Doc Savage, or even the Rocketeer. Call it 20 points to build a character. I want them to have some hero points, so I’ll end up giving them a few extra points after character finalization but before the game starts.
What We Learned Today
Plotting out the basics of your campaign arc gives you a good idea of where you want people to start out, power level-wise. It also helps you figure out how fast you’re going to need to advance them. Also, the plot arc doesn’t have to make that much sense at this point.
