Monday, April 18, 2016

Infinte Steel: The World and Premise

My first major campaign on this site is 'Infinite Steel', a game combining a robot apocolypse with the world jumping setting of infinite worlds. One of the 17 AI's that destroyed most of humanity on its own earth, Zone Beijing, has stumbled across the fundamentals of parachronics. Centrum, the culturally lockstepped enemy of infinity unlimited, doesn't have the cultural know how to operate in the wastelands of china, and has grudgingly asked infinity to help stop a foe that will kill or enslave all of humanity that it encounters. Infinity lacks the knowledge of bio-warfare to operate with any kind of security on Steel-1, the designation for the robot-infested world, and requires centrum's help. They've also been forced to bring in heavy weapons than normal, and homeline's PRC is providing military might when needed.

All three of these powers, all with traditionally hostile relationships, are staging the operation from a world now known as cease-fire, a world where multicelluar life is yet to come, and all continents are still in a modern configuration. Here, they send forth feelers, looking for the location Beijing  zonemind, its backups, and the data it can use to escape its world to unleash death across the quanta.

The version of infinity being run is lacking in supernatural firepower: there is some, but the supernatural tend to not work very well on worlds its not from, at least in quantas 5 and higher. This is about heroes that use technology, not magic, to achieve their goals.

The game isn't just about defeating zone Beijing. Its also going to have a strong focus on the politics of centrum, infinity, and china. Their is also not a main party of PC's, but we'll switch view points fairly often, visiting soldiers and agent fulfilling missions, leaders analyzing data and trying to out maneuver each other in the beuracratic quagmire, and pawns trying to eek out a living.

As such, I'm going to do a lot of character generation. And a lot of its fast. Rather than wild cards are eyeballed stats, I'm going to use the Power ups from gurps action 4 on a bunch of simple attribute templates. And yes, I'm running this in many ways as a game that's essentially about action.

The core 'solo play' mechanic is 'The Collaborative Gamer'. The system was designed to be GM-less, rather than for specifically solo play, and some tweaks are needed to make it useful in an action context rather than a fantasy one, but its core is really good, and I'll be using it a lot.

I hope you enjoy this series!

No comments:

Post a Comment