Aug. 13th, 2012

matt_doyle: (Default)
So, at some point in the future I'm going to be running a tabletop RPG campaign in which the PCs fight time-travelling Nazis.  This was, I will note, their idea and not mine.  I just told them I would run anything they wanted and this is what they asked for.  Inglorious Basterds meets Doctor Who or Quantum Leap.

So.  History and sci-fi buffs on my fiendslist.  Let us say you were a six-man team of Nazis in possession of a vehicle roughly the size of a '59 Caddy El Dorado that could go anywhere from 2461 on back.  This gives you access to tech roughly comparable to Mass Effect or the Vorkosigan Saga.

What do you bring back and to when in order to give the Reich the biggest chance of success?  Where are some crucial points where six men could make a difference?

As a note, in 2461 Earth has moved far enough beyond fission that notes on atom bombs are in short supply, and none of your team are physicists cleared to know about the Fuhrer's nuclear endeavors in detail.  I may eventually do something with the A-Bomb in this game, but as a starting spot, I want to avoid it; because it would be hard to top later on in the game.


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matt_doyle

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