SWMG 2015 Act I: Difference between revisions

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{{Infobox megagame 2015}}
{{Infobox megagame 2015}}
Opening is with mission summary and connecting the characters with the Rebellion, so Act I will commence with the characters en route or having landed on Coruscant.
Characters should attempt to proceed on their mission. There is initial progress, but then troubles arise.
Act  cliffhanger is with the realization that there is a presence that they haven't felt since...that is their former friend/enemy as well as the STUMBLING BLOCK particular to each group that is particularly making it go FUBAR for them. They should have the normal problems inherent in an RPG. We are just adding an additional:
They should have some sort of confirmation (physical) as well as confirmation via the Force that their nemesis is there. Leave them in the shitter before Act II.
Out of Game timeline for Act 1:
Usually 20 min for check in and intro.
Time Cards for these:
* 3 hr remaining: should be starting up after intro
* 2 hr remaining: half way through allotted time for act 1
* 1 hr remaining: Imperial March plays
* 30 min remaining
* 15 min remaining
* 4 hrs game time mark: Blackout Narration, end of Act 1, and break.
Should therefore break at about 4:20 or 4:30 into the session and return from break before or at 5:00 (if running late, call it " five till and start promptly at 5, with or without you.")
[[Category: DunDraCon Game]]
[[Category: DunDraCon Game 2015]]
[[Category: Star Wars]]
[[Category: Mega Game]]
[[Category: Mega Game 2015]]

Latest revision as of 01:56, 5 January 2015

DDC Mega Game 2015
Star-wars-logo.jpg
Alpha GM
Lisa
Beta GMs
Adam, Benjamin, Brendon, Tim
Backup GMs
Erik, Mark
Game Time
Saturday, 5 PM - 1 AM slot
Game Year
Post Order 66
Mechanics
Turning Points · Imperial Meters
Destiny Points
Plot
Act I
Act I Summary
Act II
Act II Summary
Collaboration Notepads
By Group
Adam's Group · Tim's Group
Ben's Group · Brendon's Group
Factions
Event Team · Police / Security
Alderaanians · Coruscanti
LASR · SAGroup
Other
Enemies · Temple District

Opening is with mission summary and connecting the characters with the Rebellion, so Act I will commence with the characters en route or having landed on Coruscant.

Characters should attempt to proceed on their mission. There is initial progress, but then troubles arise.

Act cliffhanger is with the realization that there is a presence that they haven't felt since...that is their former friend/enemy as well as the STUMBLING BLOCK particular to each group that is particularly making it go FUBAR for them. They should have the normal problems inherent in an RPG. We are just adding an additional:

They should have some sort of confirmation (physical) as well as confirmation via the Force that their nemesis is there. Leave them in the shitter before Act II.

Out of Game timeline for Act 1:

Usually 20 min for check in and intro.

Time Cards for these:

  • 3 hr remaining: should be starting up after intro
  • 2 hr remaining: half way through allotted time for act 1
  • 1 hr remaining: Imperial March plays
  • 30 min remaining
  • 15 min remaining
  • 4 hrs game time mark: Blackout Narration, end of Act 1, and break.

Should therefore break at about 4:20 or 4:30 into the session and return from break before or at 5:00 (if running late, call it " five till and start promptly at 5, with or without you.")