Re: Other stories
Posted: 30 Mar 2015, 13:23
I just recently re-watched Ronin (classic heist film with Robert De Nero and Jean Reno, for anyone unfortunate enough to have never seen it - if so, stop reading this (there are spoilers, but it is nearly twenty years old) and go watch it), and I could actually see the overall story of this film working out for a Bastards game - I can see four characters who would probably be player characters - Deirdre, Sam, Vincent and Gregor.
You have Vincent, who's a consummate professional who just wants to get the job done, is loyal to his team mates and hates that he got stabbed in the back. You have Sam, a CIA operative pretending to have left the CIA for unknown reasons, whose mission is to get at Deirdre's boss. You have Deirdre, a member of the IRA who's been given a job by her boss and wants to see it through - but she's certainly not a monster and is clearly angry at her boss when his intervention costs lives. You have Gregor, a man who was hired by the Russians to infiltrate the team and use them to steal the McGuffin - who himself is betrayed by his bosses.
In the set up, Gregor's job is to set up the technical aspects of the mission, Vincent's job is to arrange the equipment, Deirdre is the main point of contact between the team and their employers and Sam's job is to be the cynical son of a bitch who gets as many details as he can in advance because he'd rather not die from lack of information.
On the job, Sam and Vincent are to take part in the main ambush itself, Gregor tracks the target and team on his equipment - biding his time for a chance to betray the team, and Deirdre keeps everything coordinated.
And that is probably about as much as I'd prepare for - anything after that would have to be done on the fly, because it would all change based on the actions of the party. For such a scenario, you'd need players who are prepared to leave in character conflict at the game table (some players would take betrayal by their fellow PCs personally), but I could definitely see something like that working.
Edit: minor change to game name, as I realised I used the wrong one...
You have Vincent, who's a consummate professional who just wants to get the job done, is loyal to his team mates and hates that he got stabbed in the back. You have Sam, a CIA operative pretending to have left the CIA for unknown reasons, whose mission is to get at Deirdre's boss. You have Deirdre, a member of the IRA who's been given a job by her boss and wants to see it through - but she's certainly not a monster and is clearly angry at her boss when his intervention costs lives. You have Gregor, a man who was hired by the Russians to infiltrate the team and use them to steal the McGuffin - who himself is betrayed by his bosses.
In the set up, Gregor's job is to set up the technical aspects of the mission, Vincent's job is to arrange the equipment, Deirdre is the main point of contact between the team and their employers and Sam's job is to be the cynical son of a bitch who gets as many details as he can in advance because he'd rather not die from lack of information.
On the job, Sam and Vincent are to take part in the main ambush itself, Gregor tracks the target and team on his equipment - biding his time for a chance to betray the team, and Deirdre keeps everything coordinated.
And that is probably about as much as I'd prepare for - anything after that would have to be done on the fly, because it would all change based on the actions of the party. For such a scenario, you'd need players who are prepared to leave in character conflict at the game table (some players would take betrayal by their fellow PCs personally), but I could definitely see something like that working.
Edit: minor change to game name, as I realised I used the wrong one...