Tutorial / Introduction Ideas and Brainstorming
A tutorial is an important part of many games, not least because it is often one of the first points of contact new players have with it.
Ideally it should not only explain the mechanics of the game, but also convey an image of the greater world of the setting. As well as the general feeling of a game.
REKT is probably not going to be an expection to it. And so far pretty much all major content came from the brain of our own resident wordsmith, Tal. (For which I am very grateful because he just has a knack for storytelling...).
Though I also feel like a tutorial for a project like REKT is not going to be aimed at new players, but also aspiring Story Masters.
And while I certainly do not really have the experience to work something out well and proper I cannot stop my brain from going through the paces on its own...So for the moment I would like to present an idea, as well as the thoughts I hopefully had behind it.
Admittedly, it is not the most creative idea, but perhaps it can spur the brains of more capable peoples.
The scene starts with the players leaving a transport ship docked to a modified Tartarus ship, refitted as a training center.
SCAMPS has informed you that the higher ups intend to use the location to train more promising inmates to increase general effectiveness of squads in identifying and retrieving interesting tech, and as such it has been kept under wraps.
The players can then be confronted with different scenarios, depending on the SM and or the skills and abilities of the Player Characters.
Things like a gauntlet to avoid turrets until a hacker reaches a panel to disable it, a small battle against drones or a combination.
My own scenario would probably be a fight against a number of weak drones, perhaps in one or two waves, or with a stronger drone. If the squad has a dedicated hacker said boss could be given a debuff via the mechanic, for example. The arena also features some terrain players can use for cover or parcours. It might also feature a chasm that would be great for dropping enemies into, if it wasn't conveniently barred
.
A lucky or attentive hacker might notice that the ship's systems are strange. Some things, even unrelated to the simulated challenges, seem to be too easy to hack, though SCAMPS stops the players from doing to. Heck, with a good enough roll the players might also find that while things like sensors, comms, or such can be hacked surprisingly easily, they can also be discretely re-activated deeper within the background systems.
If hacking does not work out, players can also overhear dialogue between other characters on the ship. An unfortunately placed vent might allow players to overhear REKT veterans, who speculate about their presence on the ship, and how it makes little sense why they should be on a training ship.
Ultimately the training ship is attacked by a MIMIR force, who somehow found out about Tartarus' "center for future top operatives", and they can't have that, can they? Naturally they have managed to hack the vulnerable ship systems, to try and keep Tartarus in the dark.
So now we have more dynamic combat against smarter enemies in more varied environments. Damaged arenas, a mess hall, a hangar, whatever. Players may encounter or see other NPC's moving around as well, intercepting raiders, perhaps even aiding the players during short scenes. Perhaps a medic might just randomly drop by after a fight, who knows?
SCAMPS informs the players via suit comms that the MIMIR raid has been split up and engaged by Tartarus forces. The player squad is now tasked with getting aboard a docked command vessel and either hack it directly, or give SCAMPS a link to do the hacking themselves, to get information on how MIMIR found out.
Ultimately the scenario is that the whole training ship is just a ploy to find a mole within Tartarus' ranks and that information was controlled in ways to cut down on the number of potential culprits.
Why do I think it could serve as either an introduction or a one-shot?
- The scenario is not too exotic, players as well as SM's can be eased into the game with things that are typically more familiar with people.
- The scenario is already basically featured within an artificial environment. So the SM can more easily change scenes either by themselves or using potential challenges given in the book. A lot can be done under this consideration without it feeling unnatural to participants.
- The background of the scenario can be foreshadowed in a lot of ways. People can be allowed to find clues easier or harder, or be kept in the dark as long as the SM wants to.
- Given the training ship as a stage, it is also easier for the SM to guide players around a bit. Naturally unneccessary railroading is bad, but I think there's enough space for the SM to put their own spin in, as well as enough constraints to give newcomers safety wheels.
So those are my rough thoughts for today. Writing things is not my forte, but perhaps something interesting can come from this.
So if more people have more ideas or suggestions, we could perhaps find a way to ease people into the game who are not as intimately familiar with the world and storybuilding.