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XCOM is based around the premise that squads of
soldiers will attempt to capture useful items and info from captured
or crashed UFOs. So how do you start?
First talk to your players and describe the fact that
they can play as any type of military or government personnel. They
don't have to be SOLDIERS, they can be police officers,
security agent "spooks" like the CIA, hitmen, hunters, or
even a scientist! Any profession in real life is to open PCs, though
some are obviously better than others, they may even start out
as 0-level people and learn military skills as XCOM inducts them into
its ranks. Note though, that skilled personnel are NOT 0-level folk,
SAS anti-terrorist squads, Marine Force Recon units etc are highly
trained folk, ergo they start out at higher level (see Humans
for details)
Because the setting is so lethal, especially at the beginning,
players should make at least one backup character for when a PC bites
the dust!
The game could start out with an Alien attack on a town, so to
begin with, no one has to be an XCOM member! After the fireworks die
down, XCOM will come in, and recruit those who are of use, since it's
a great way to keep them quiet!
Once the players get involved with XCOM, one of them
should be chosen to be the Commander (unless the DM decides to make
the Commander an NPC under his control!). the Commander of XCOM should
be the smartest, wisest most charismatic person available. When in
doubt either chose the PC with the highest combination of
Intelligence, Wisdom and Charisma, or roll a dice to decide! It's
important to understand that bad decisions or poor performance will
cause the Commander to loose his rank and be reduced to a lowly
sargeant. So whoever plays the Commander should be aware that he has
to fulfill his duties, its not about bossing folk around needlessly!
Players should read the Base section, and order personnel and
equipment as they see fit, although they don't have to get into every
detail of base management and funding, equipment DOES come under the
Players' control and they should see to it just as in any other
campaign. The DM can add a special NPC if he thinks the players
need help: a Military Advisor. This person can suggest what may be
better strategies, the best equipment etc, whenever the DM sees fit.
The DM and Players should co-operate and decide which type of
missions they preffer playing, what missions they'd LIKE to see, what
items could be brought into the game etc etc. As always, player input
is vital to a good AD&D game! :)
XCOM is funded by numerous countries of the United Nations,
they all have one aim: to stop the Aliens spreading terror or taking
over the Earth. To that aim they fund XCOM. So now it's in YOUR hands
to save the Earth, by slaughtering and capturing as many aliens as
efficiently as possible, by whatever means are necessary! ;)
There are only a few provisos:
1) No one wants XCOM blowing the hell out of entire cities! Ergo they
must rely on light infantry weapons. It may be possible in some
missions (DM allowing) for XCOM squads to call down laser guided
missiles, bombs or artillery on the enemy, but in general that's
should be very rare. Since it's incredibly dangerous to the XCOM
personnel (near misses!); destructive of Alien technology that may be
captured; and that XCOM (initially anyway) is very secretive and tries
to keep the populace getting into a panic. Full scale wars attract
attention!
2) You can't go round about killing off witnesses! That just causes
more trouble, never mind moral and political problems. Bribery,
threats or just plain helping folk in trouble should be adequate
generally. While government agencies do get up to dirty tricks, XCOM
is mostly made up of military personnel, who, contrary to popular
belief, do NOT like civilians getting hurt!
3) However, traitors dealing with the Aliens are fair game! Espionage
and intelligence is best handled subtly though, especially if public
figures are manipulated by the enemy to be their spokesmen etc.
Research is vital to Earth's hopes to survive the Alien
invasion! Further details can be found in the INFO
section. Players who have a scientist or engineer can take these folk
on missions, however, they are rarely combat personnel and getting
such a valuable person killed would be a terrible waste!
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