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Trinity RPG - A plea for help!


Tamoline
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I have just managed to get two new players for my Trinity game who want to play an Electokinetic intrusions expert and a Norca infiltration expert. Because we are some way into the campaign, they will be starting with quite a few eps. I would like to provide them with a bit of background illustrating a bit of the 22nd century as well as their characters, since they are new to the setting. I was hoping for some ideas about fun things I can put into the poor saps, I mean PCs backgrounds to make them interesting to the players. Any ideas?

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First off, I don't think an ST should write the char background to begin. My first trin char when i still didn't know what was going on? she was an EK biotech researcher. There wasn't anything special for her background, but she still turned into an important char and a ton of fun. I don't know how much gaming experience these two have other than trin but it was my second game ever the first time I played trin. Worked out well for me at least.

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I was thinking more of a selection of ideas... just to give them room to come up with their own stuff... possibilities rather than set pasts. But this was just an idea of mine. It won't necessarily pan out. The players didn't seem to mind when I broached the idea, though.

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Sorry, but Aninemity has it pegged. If they're interested in the characters, then they'll give you a lot of stuff to work with...If they're not interested, then there's nothing you can add that will make them more interested...

As far as something interesting, how do you mean, precisely? Alias, Bond and (I know it's silly, but) Mission: Impossible are good starting points (yes, the tech can be adapted, and all the basic cliches are covered). Also, Alias has some great ideas (especially re: infiltration), and Bond is the classic.

As far as character sheets go, don't forget that Style and Command are good, and auxillary modes. Also, don't forget dots in as many things as possible; you never know what's going to come up...

That's as far as general advice goes...What do you need exactly?

FR

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I'm fully aware this may not be a good idea (literally), but it is something I thought I would try it out. The worst that can happen is that they don't like any of the ideas I put forwards. The problem is that they are entering in a hot bit of the campaign, and have indicated they probably don't have time to read up to find out about the setting. Hence I thought I would try and give them some ideas about where they came from, stuff that may have happened to them during their past, etc.

For example: flicking through Terra Verde, the player seemed interested in the being part of the black ops section of the Norca. Sidebar to that mentions about the toll that the kind of work that they do tends to take on agents' mental health. Further, it mentions elsewhere that the people usually seconded out to Trinity (the current story) tend to be another section, the more visible side of the Norca. Therefore one suggestion I had thought of was that he was involved in some very nasty work over the last few missions (maybe infiltrating an abberant cult, perhaps where some friends/lover died in the course of the mission or perhaps as revenge). After coming close to a breakdown (if the player is game) he was cycled onto somewhat lighter work, hence the current mission. Of course this leads the remains of the old abberant cult/abberant out there, looking for him or maybe just rebuilding.

Basically what I looking for are some ideas I can write down to bounce them off the players in question, and see if any of them 'stick'. If nothing does, so be it.

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Hence I thought I would try and give them some ideas about where they came from, stuff that may have happened to them during their past, etc.

That's what I did for my players' (I love saying that, ahhh, my players! ::blush ) prologues, but I let them figure out their history and backround dottage. If they didn't want to go through a masive history I was happy with something brief and I filled in the blanks on the spot, it seemed to work out well.

Do you have time to run a prologue for these players?

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My main problem is that I have only just met these people, and don't really have a way to get in contact with them outside of the game (one of my players persuaded them to join, and he has their contact details). Normally I would prefer to talk with them about it outside of gaming hours, but that isn't really an option. What this means is that I don't really have time for a prologue, unless I devote a gaming session to it, which would leave the other two players out in the cold.

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Ok, I know there seems to be some sort of non-interferance directive here (and that's understandable), but how about doing a prelude? That way, if you do come up with and idea (an important encounter with their long-lost uncle from the Chitra-Bhanu, for instance), you can just throw it in unexpectedly and see how they react (he gives you a disc/medallian/letter/whatever and tells you he's being recalled to India, no reason why...)

Plus they'll have fun doing it. On top of the other reasons for doing a prelude that I'm sure as a Trin ST you're more than familiar with. ::sarcasm ::smile

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