No Man's Land (possible 7e campaign start)
Posted: Sun Jul 19, 2015 8:37 pm
Setting
The Great War
The year is 1918. For four years Europe has been locked in the throes of the Great War, the most devastating conflict in history. Technical innovations in artillery, air power, chemical warfare, and automatic weapons have changed the face of battle. When industrial mass production, universal conscription, and staunch adherence to Napoleonic Era military theory were added to the mix, they created the Western Front: a Hell on Earth where literally millions of soldiers have fed the war's hunger for blood. Far more died on the fields of the Western Front than men: a world was ending. The scale of this new War, and its barbarity, are staggering; at the battle of the Somme, which raged from July to November 1916, the British lost 60,000 soldiers in the first day, and total casualties for the offensive ran over a million men. As historian A.J.P. Taylor put it, "The war ceased to have a purpose and went on for its own sake, as a contest of endurance."
The arrogant optimism that had inflamed the West following the industrial revolution, the idea that progress, technology, and enlightenment had raised Man (white man in particular) to the mastery of the world and a state of near divinity is dead, gassed and shelled into oblivion. The cream of Europe's youth learned first hand just how far civilization could fall.
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This is a preliminary interest check in the No Man's Land module game. This module throws players into the roles of members of the Lost Battalion in the Meuse-Argonne Offensive during the final stages of the war. This would be my first time keeping and I am considering running this as the starting adventure of a larger campaign as I think WWI is an important part of most CoC investigators' lives and this module has a good (if not deadly) introduction to mythos. On top of that it is simple enough and not ran very often, so it's a better option for my first game than another "Haunting" scenario.
I want to run the game and campaign on 7th edition rules, so I need to update the module a little - less for the rules and more because I believe it is unnecessarily deadly and sanity-check heavy because it was for tournament play. 7th edition has a bit of a focus on organizations (as a means of keeping the group together as well as allowing an easy in for future investigators) and I think this module would be a good way to allow survivors to organically create that sort of group post-war.
The number of players doesn't matter too much - but the more players the less cannon fodder I might have to run in the squad.
Let me know what you think/if you might be interested/if you have any advice or experience with this particular module.
The Great War
The year is 1918. For four years Europe has been locked in the throes of the Great War, the most devastating conflict in history. Technical innovations in artillery, air power, chemical warfare, and automatic weapons have changed the face of battle. When industrial mass production, universal conscription, and staunch adherence to Napoleonic Era military theory were added to the mix, they created the Western Front: a Hell on Earth where literally millions of soldiers have fed the war's hunger for blood. Far more died on the fields of the Western Front than men: a world was ending. The scale of this new War, and its barbarity, are staggering; at the battle of the Somme, which raged from July to November 1916, the British lost 60,000 soldiers in the first day, and total casualties for the offensive ran over a million men. As historian A.J.P. Taylor put it, "The war ceased to have a purpose and went on for its own sake, as a contest of endurance."
The arrogant optimism that had inflamed the West following the industrial revolution, the idea that progress, technology, and enlightenment had raised Man (white man in particular) to the mastery of the world and a state of near divinity is dead, gassed and shelled into oblivion. The cream of Europe's youth learned first hand just how far civilization could fall.
---------------------------------------
This is a preliminary interest check in the No Man's Land module game. This module throws players into the roles of members of the Lost Battalion in the Meuse-Argonne Offensive during the final stages of the war. This would be my first time keeping and I am considering running this as the starting adventure of a larger campaign as I think WWI is an important part of most CoC investigators' lives and this module has a good (if not deadly) introduction to mythos. On top of that it is simple enough and not ran very often, so it's a better option for my first game than another "Haunting" scenario.
I want to run the game and campaign on 7th edition rules, so I need to update the module a little - less for the rules and more because I believe it is unnecessarily deadly and sanity-check heavy because it was for tournament play. 7th edition has a bit of a focus on organizations (as a means of keeping the group together as well as allowing an easy in for future investigators) and I think this module would be a good way to allow survivors to organically create that sort of group post-war.
The number of players doesn't matter too much - but the more players the less cannon fodder I might have to run in the squad.
Let me know what you think/if you might be interested/if you have any advice or experience with this particular module.