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line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() WorldWorksGames • View topic - Steampunk Prison Break....
Helping a friend write a campaign for Airship Pirates - the rough outline makes session one a gaolbreak and session two the outright theft of the ship. But these can happen in either order, and either makes doing the second easier.
So, what features and scenes come to mind for a steampunk gaolbreak?
Mechanized guards, a tower with Maxim guns, and quick, light, and fragile attack craft guarding each of the primary locations are already statted out.
Session three is repairing and outfitting the airship, ending with the first act of piracy by the newly liberated Airship Pirates.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
Heh - I am only helping her get it started. This is her first time GMing.
The general Theme is, well, airship pirates.
Megan found The Auld Triangle in my iPod, and decided to go with a rescue from two prisons, one male, one female. [link] no prison break in that song, but she combined it with Airship Pirates [link]
Leaving the order of when things are done to the PCs - either one will make doing the other easier, whether they rescue the expendable crew first to help them steal the ship or they steal the ship to make it easier to rescue the crew.
That said, the folks they bust out will be redshirts... (The captain, the first officer, and ensigns Disposable and Expendable are going on the away team....)
I have loaned her a small mountain of books, DVDs, and CDs.
DVDs: Firefly (not steampunk, but... yeah....) Metropolis (best steampunk movie ever made.) Brisco County Junior (Beware, the Chin....) The Black Swan (old pirate film, so no steampunk.)
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
If you don't mind me throwing out some thoughts... (for some reason, this idea really intrigues me).
It might be interesting to develop what kind of goal that is being dealt with, or have distinct wards set up within the complex. Is it a dungeon holding center, where criminals are stored until their final punishment (death, exile, sold to slavery, corporal measures, etc) or just forgotten about unless someone pays to get them out/treated better? If that's the case, you can populate it with the undesirables of your steampunk setting (mutants, malfunction augments, "deviants" like nontech extremists, etc) as well as traditional criminals. Then there is your good old labor camps, with lots of foundries or mining teams being used as cheap labor. If you want a more anarchy feel to your prison, maybe the prisoners have to work to keep the prison in working order or it breaks down/overheat and kill them all. No guards inside, just around the perimeter. Prison gangs control the inside, fighting over resources but also having to cooperate to oil the great machine and keep the air flowing. Or is the prison something special. Maybe a religious based reformatory, with areas devoted to getting prisoners to repent their various sins or getting lessons by zealots on extreme virtues. It could be a military prison, with some special prisoners of war and advanced armaments being tested on site. That might help you link up the break, theft of the ship, and re-arming chapters you mentioned. Then there is the bedlam style insane asylum, with all kinds of exploratory steampunk treatments being tried out. Remember, what has been considered insane and reason to institutionalize individuals can vary greatly.
As for specific scenes that come to mind...
A giant mechanized clock-work structure that automatically opens and closes cells according to the gear-works schedule. Maybe a steam, exhaust, furnace venting "incentive" to leave and get back in one's cell on time. For example, everyone out of their cell at 1st chime or the portals are covered and you do not get out for the day, including missing the release of "food" down a trough, but anyone not back on time gets burnt up or suffocates when the vents open at "lights out". Or those left in their cells get killed by the steam cleaning of the cells, but need to get back in before boiling water is channeled through the blocks at the end of the shift. Might create a time crunch aspect of the plot, or force PCs to figure out a way of surviving during the prison's down cycle. You can also create a theme of a completely de-humanized prison as an institution. Might even throw in a Logan's Run aspect, where prisoner's release is not the freedom they expect.
A special solitary/maximum security ward, where the prisoners are kept in submerged, steam punk style dive suits. But instead of water, they are in tanks of black oil, just to add in that much more isolation. Sort of a play on the zero-g space prison.
A pre-set plan of escape from the prison is part of the set up, but of course things go wrong when it is time. Maybe the plan is to break out through the morgue, but they find out that the dead are actually ground up into a slurry. Or they plan to dig out, but the drill ruptures a vital pipe within the prison and the PCs need to decide if they are willing to let all the other prisoners die (or maybe the prison explosion will kill other innocents or otherwise provides a vital resource). Or maybe the only apparent way out is to let everyone out, including the worst of the worst.
I kind of like the idea of a steampunk level of mind games, behavior control, or re-programming of prisoners. Regularly played affirmations from scratchy records over an tube based amplification system. Brass vests on the prisoners that can be shocked for misbehavior, or automatically shock prisoners get too close to guards and/or each other. Maybe different levels of gasses being vented into the prison to modify behavior. If the prisoners are good (or productive laborers), then a drug that induces euphoria is increased. Bad behavior gets a panic producing hallucinogenic. If things get overcrowded or the security is breached, then a paranoia and violence inducing drug is pumped in so that the prisoners turn on each other. There can otherwise be the steampunk equivalent of a failsafe, where steam/poison gas/or black smoke fills the prison and kills everyone but the mechanical guards.
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
My evil skycaptain NPC was supposed to suffer a horrible death tonight - but Megan decided after the last minute to keep him around, so her Doll tackled the captain when he was next best thing to dead, and readying for his last stand....
Captain Dijon-Grey: You think you can take me?! Come on then! I need an honor guard in Hell!
Eva (Megan's Doll NPC): No! Bastion! *Tackles Captain, carrying both over the side, and into the mists and waters below.*
I am sure that the players thought that scene was scripted, but I expected the Captain to die there tonight.
Still - this is Megan's game as much as mine, so if she wants to keep the evil bugger around....
Either way, the PCs are now in control of the good airship Halycon.
Next game is all Megan's.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
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