Report 1 of 6 of legacy campaign
Originally shared by Douglas Mota
Legacy Actual Play Report – The Olympus Run
The Set Up
Prompting players to each add an element to each question.
“What was the world before like?” – a colony on a terraformed frigid planet that could be Mars.
“What is the homeland like?” – covered in cold-resistant red vegetation, vast expanses.
“What signs of the old civilization remain?” – ruins of a megalopolis overran by mutants, an enigmatic ruin from alien species.
“How did it fall down?” – sudden loss of control of mutagenic elements, that altered overnight the majority of flora and fauna.
“What monsters and hazards did it create?” – wilds are covered in an alien red jungle, ruins crawling with mutants (reference The Fly, by David Cronenberg).
Act I
The families: Followers (Praxis – denouncing any pre-fall technology as evil) and Lawgivers (Kommittee – a communist collective of enforcers).
And the characters: The Remnant (the founder of Praxis, himself a liquid nanotech borg), The Sentinel (protector of the dispossessed).
First Session
We drew the map of adding threats and locations.
The group ended up hunting down one of several inhuman agents that left the megalopolis towards one of the settlements (New Venetia, on a large green water lake).
The agent was much more human in appearance than any mutant, and came with a messianic message: “embrace the future” – an ironic corruption / evolution of Praxis creed.
The agent was neutralized by The Remnant, but with high collateral damage. The rest of the session saw the Kommittee unearthing the source point of this creed and the characters confronting the corrupted Praxis chapter and its alien corruptors.
The Turn of Ages was mere 15 years and saw Praxis splitting in heresy and suffering persecution from the common people, due to the collateral damage of their conflict. The Kommittee oversaw the creation of Crossroads, a fort in the wilds, on the ideal junction of possible roads.
Rulewise, transition between character and family focus was smooth. Families suffered for the focus of the story on the Threat. Players also forgot to take their Character’s Advancement in account.