AlexBloodRose
Well the thing is I wanted to do several things at first and see which would hold and which would go to the waist side. Personally I don't know if this will even work. well I wanted to do the character do high school, or adults doing some jobs enviromentally. But then I may of have had this story too lose and not as straight as I need it to be. I have several idea's but I don't know persicely how to do it right. Personally I need some help in that sector. I have idea's on what to do, but basically my execution sucks a bit if not alot.
Oy. . . Uncle Figgy help me. . .
I should make a more straight forward DM help guide that is all about the story, and nothign about power level problems, nor the odd problems that crop up due to metagamign or anything else.
As for you. I recently started a BESM Star Craft game.
My ideal in mind, originally, had been a covert op mission breaking into a Protoss Nexus and finding out why they had a whole series of factories pumping out Carriers and light fighters and Star Gates prepped to deploy them all.
The actuallity? My Ghosts were captured, and marched into the base. There, a Templar gave them information none of them wanted: The Zerg were still spreading. And the Protoss could no longer hold them in check. Additionally, the planet where THESE particular Ghosts were from was cut off in a way it's hard to explain. The three closest planets? Zerg controled. Well, it went from sneak and hide to RP central. It was a good game in most of the players opinions, and a great challenge to me.
So, now, a quick story based on run and gun, has become a 'save the world' storyline, and probably will evolve again in the next session.
GMs must think on their feet, and have enough information available at their fingertips to deal with anything their players throw at them.
In truth, if the Ghosts decided to turn from the Nexus, and run, the Zerg would have been there. They didn't. Aiur is clean. The players actions DO affect the world in my games.