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Magipunk:Campaigns
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== The Long Term == If you're just running a one-shot game, pretty much all you have to do is pick some kind of problem for the PC's to solve, hire them, and go to town. But if you're looking at a longer game, something to consider is what kind of changes the PC's are making to the world. It's been a tradition in cyberpunk gaming to make the PC's lackeys of the Man (the Megacorps in traditional cyberpunk). That's reasonable in a bunch of ways -- the Megacorps (or the Alliances, in Magipunk) have all the money and power, so why not? But most cyberpunk games aren't so concerned with establishing a dynamic setting. In Magipunk, the Alliances are currently at the top of the pile, sure. But that could change. And it's worth considering whether you want your characters to be all about perpetuating the current situation, or helping overturn it. Consider the possibility of having the PC's work for employers other than the Alliances, and of having a real effect on the Alliances. One thing that Atathorn really doesn't have right now, and has a demand for, is someone to solve crimes. The Alliances don't do it, unless they're the victims of the crime. The Watch doesn't do it. The Royal Guard certainly doesn't even think about it. That's the kind of business that the PC's could easily find exciting enough to game with, suited to their talents, and yet doesn't leave them as nothing more than another tool for the Alliances. ---- There's not much here now, I know, but it's a start. Fee free to add onto it.
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