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Need Ideas: Writing a Caribbean League based Campaign Arc

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Grand Magister Oberyn

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« on: <04-28-16/1204:56> »
Hi all. Thanks ahead of time for helping. Disclaimer: Below I've very briefly hinted at the more adult themes which are in my campaign. All my players are over 21 and wanted to play something a little darker and grittier than the missions we normally play. If you don't like it please stop now or at whatever point you feel uncomfortable.

So I'm running a campaign set in the Caribbean League. Especially Havana, Cuba and Kingston, Jamaica.
I've done a really good job with the setting so far and the contacts and characters are pretty diverse and while good at combat are equally focused on other skills.

1A. The campaign has started off with an investigation into a cartel lieutenant who was suddenly making more money than he was previously. It turns out he was peddling really nasty sex trade to tourists. Once the Johnson got proof he had them kill the lieutenant not for peddling kiddie but for being a major risk to the tourism which all of the Caribbean League depends on. They barely managed to find out that the Johnson is another lieutenant who needed proof for his boss. I really wanted to play up and make clear that the players cant screw with tourists, at least for very long or obvious ways, without attracting attention.

1B. What I need advice on is where should I go from here. I would like to make the characters walk the line between legal and illegal, good and evil with both sides having a little good and a little evil. I just haven't had that moment of inspiration yet. Any Ideas?

2A. I have a secondary plot which is developing. Where Jamaica is being over run with civil unrest and it looks like the rebels might take Kingston (Capitol) but the current Voodoo Queen and the city gangs seem to be fighting them off along side the local military/police. The Voodoo Queen actually is manipulating the situation to fight the rebels. Because some of the characters are veteran rebels from the Amazonia-Azitlan war I think they will initially side with the rebels. The rebels are actually people manipulated by Shedim or some other magical threat and the Voodoo Queen while not a very good person is still fighting the good fight just in a bad way.

2B. For the secondary plot I need advice on what kind of magical threat to use. I could do Shedim or some kind of dark spirits of violence or I could do a blood mage from Azitlan who wants to try and weaken the Caribbean League and take Jamaica. I'm not sure what kind of bad guy would be best here. I need advice on this one.

I have a couple of one off ideas. One where the runners have to escort some mages and scientists to the Merfolk and deal with pirates! Another that has the players face a set of runners who are highered to take vengence on them for the death of the Cartel Lieutenant. Because of these I have time to work something up I just don't have any ideas.

Thanks again

Beta

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« Reply #1 on: <04-28-16/1423:07> »
In general I find that every second or third thing being related to the grander metaplot seems to work out well in my games.  In between a mix of things more closely related to the character interests, random jobs, things that help illustrate and expand the world, and lighter bits all have a place.

You've kicked the metaplot into motion, so possibly the next thing could either pull in character background or explore the region some more?  Then bring back the broader arc of things.

So, some semi-random ideas.

- Jamaican Blue Mountain coffee is some of the most expensive coffee in our world, and I'm sure it is similar in SR2075.  Those plantations are no doubt well protected enclaves, but the rest of the mountains could be (loosely) controlled by the rebels.  The runners get hired to neutralize one rebel/bandit gang that is particularly targeting the coffee plantations.  That gang no doubt has inside sources that maybe could be found, but on the other hand they are less committed rebels than they are poor people taking an opportunity -- they could probably be all wiped out by the players, but equally could be convinced to work for the plantations as a local militia, or something.  This could turn out very dark or somewhat bright, depending on the players.

- A small plane crashes just off shore from a small (uninhabited) island, and is rumored to have been carrying someone important.  Locals want to race out there to salvage the plane, but know that the dead person's associates will no doubt be headed that way soon.  The locals need some muscle to protect them while they are diving for the plane, but they need the runners to get on boats and head out right fragging now (no time to buy extra ammo, bind spirits, etc).  For more darkness, the person was a medical investigator carrying tests of a new drug to help deal with a new disease causing issues, and the locals will sell it all to local criminal elements who will sell it to the highest bidder, while the original owners will use it more generously.

- Do you know your calendar?  Carnival is s big thing on many of the islands (somewhat similar to mardi gras in New Orleans -- same roots, developed somewhat differently.  Research it, then raise the stakes somewhat (crews compete for corporate sponsorship, perhaps?).  One crew hires the runners to sabotage another one, which seems easy enough to an outsider, who doesn't realize what rage it might generate in many locals.  This one may start off seeming light and frivolous, but could spark long-running friednships and enemies, not to mention rioting, reprisal killings, etc.

- A lot of the early James Bond movies were based, at least in part, in the Caribbean (more excuses for women in bikinis?)  Re-watch some (or read the summaries), and see what you can steal?

- Piracy is a thing, despite all the high tech tracking technology.  But as always with piracy, it is monetizing what has been captured that is hard.  Pirates have kidnapped some people of value, they don't want to give them up until they have the money, the people paying the ransom don't want to deliver the money until the see the victims are OK.  The two agree to jointly pay a neutral group (the runners) who will go see the victims, and stay guard over them until the pirates are paid and leave.  One side or the other may try to cheat in one way or another, either the prisoners or the people paying their ransom could be terrible people, a third party could make their own move ....

- In the Dumpshock forums, look for the thread on 'redneck runs.'   Some of them would probably port over to the Caribbean fairly well.

I hope that these help.