Nov 30, 2017 2:55 am
Hello guys,
Maybe it's because I've been playing way too much FarCry4 lately (like way too much), but I've been wondering, what would it take to bring a Far Cry-type experience to the table top?
The first thing which comes to mind would be the scope. In the video game series, the maps are huge with so many areas to explore, outposts to liberate, missions to make, things to find and gather, etc... Surely, reducing the scope to anywhere between 1/3 to 1/5 what your typical Far Cry game is would probably go a long way to keep things manageable.
So what would be the elements to have to make a game have a Far Cry feel?
• Large map to explore with many secret locations: Hexcrawl might work well here. Again, it is important to get the scale right, or otherwise things might get a bit complicated to manage...
• Hunting animals to craft better gear: This might be a bit hard to include unless the system is built around that. Could be one of the few elements which could be dropped in favor of some friendly merchant helping the players and possible gifting them better gear from completing such and such mission (in a way, this is already how you get better guns in the video game)...
• Liberating areas and outposts: The whole "liberating a radio tower removes the fog of war" element might be a bit difficult to implement. Perhaps they are magical towers which produce a supernatural fog which need to be disabled so that people can see in the conquered areas? The whole outposts thing can pretty much kept as-is, with the players having the choice to liberate it stealthily or not.
• Many random events: Could be fun, but again, the scale might have to be scaled down to avoid having things too complicated. If your players are always running after some random event instead of clearing the fog or liberating outposts, the campaign risks getting side-tracked... Perhaps a limit of 1 possible such event per day at most?
• Missions to accomplish, either side quests or to complete the main objective: This can also easily be done, but once again, the scope must be brought down as to avoid having a campaign which is too complex. I guess something along the line of Red Hand of Doom could work...
• Defeating the BBEG: In the video games, so far, we've seen drug lords and despot tyrants (at least, the games that I know of). So who could be this BBEG and what would be his/her goal? Well, if we go with the fog towers idea, he should probably be some sort of powerful wizard of some type. Maybe he's looking to terraform the land for his own dying race? If so, would the fog of the fog towers be toxic to anyone not of the race of the BBEG?
As you can see, there is plenty of material to work with, and I think a Far Cry-type campaign in pen and paper format might work. So what do you guys think?
Maybe it's because I've been playing way too much FarCry4 lately (like way too much), but I've been wondering, what would it take to bring a Far Cry-type experience to the table top?
The first thing which comes to mind would be the scope. In the video game series, the maps are huge with so many areas to explore, outposts to liberate, missions to make, things to find and gather, etc... Surely, reducing the scope to anywhere between 1/3 to 1/5 what your typical Far Cry game is would probably go a long way to keep things manageable.
So what would be the elements to have to make a game have a Far Cry feel?
• Large map to explore with many secret locations: Hexcrawl might work well here. Again, it is important to get the scale right, or otherwise things might get a bit complicated to manage...
• Hunting animals to craft better gear: This might be a bit hard to include unless the system is built around that. Could be one of the few elements which could be dropped in favor of some friendly merchant helping the players and possible gifting them better gear from completing such and such mission (in a way, this is already how you get better guns in the video game)...
• Liberating areas and outposts: The whole "liberating a radio tower removes the fog of war" element might be a bit difficult to implement. Perhaps they are magical towers which produce a supernatural fog which need to be disabled so that people can see in the conquered areas? The whole outposts thing can pretty much kept as-is, with the players having the choice to liberate it stealthily or not.
• Many random events: Could be fun, but again, the scale might have to be scaled down to avoid having things too complicated. If your players are always running after some random event instead of clearing the fog or liberating outposts, the campaign risks getting side-tracked... Perhaps a limit of 1 possible such event per day at most?
• Missions to accomplish, either side quests or to complete the main objective: This can also easily be done, but once again, the scope must be brought down as to avoid having a campaign which is too complex. I guess something along the line of Red Hand of Doom could work...
• Defeating the BBEG: In the video games, so far, we've seen drug lords and despot tyrants (at least, the games that I know of). So who could be this BBEG and what would be his/her goal? Well, if we go with the fog towers idea, he should probably be some sort of powerful wizard of some type. Maybe he's looking to terraform the land for his own dying race? If so, would the fog of the fog towers be toxic to anyone not of the race of the BBEG?
As you can see, there is plenty of material to work with, and I think a Far Cry-type campaign in pen and paper format might work. So what do you guys think?