Your favorite Dice-Based RPG campaign you ever played or ran

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cthulhuhead
Snowy Owl
Snowy Owl

Joined: 30 Mar 2016
Age: 27
Gender: Male
Posts: 136
Location: Weeaboo Land

01 Apr 2016, 3:43 pm

This topic is a bit of a atypical one. Basically just describe the best original (i.e. not a module or adventure path) campaign in a tabletop RPG you ever participated in/ran/spectated in a descriptive post. I will begin below with a Battletech campaign I participated in (keep in mind it was nowhere close to the official lore).

The campaign began with me forming my mercenary company under the mercenary review board in the year 3062. I started with 4 pilots (with the leader being my player character in the RPG side of the campaign, the rest being NPCs), a Marauder-2, Wolfhound, Hatchetman, and finally a Mongoose. I decided to name the company "The 1st Shield of Macross" in honor of my first mecha anime.

Within a month of forming the company, my character, Keled Steiner, receives a request from Comstar (Religious AT&T with guns, buyer beware) to help reinforce terra from an invasion by a splinter group of their own group, dubbed the "Word of Blake", a bunch of violent extremists focused on controlling all communication in the Inner Sphere.

Apparently, 1st Shield was one of 8 companies defending the old earth continent of south america. We were the only ones who had no prior combat experience.

The first battle of the campaign was the defense of an HPG, basically a Comstar call center. We were facing a strange amount of mechs. There were 6 (very) light mechs, and a hovertank. That battle did not end well.

None of my pilots were seriously injured, but all the mechs except for the Hatchetman were pretty banged up (It only got hit by a small laser in the leg, LOL). Comstar was not happy, as the HPG was destroyed and two enemy mechs escaped.

Yet, I still was employed by them, as we took less of a hit to our unit than the rest of the companies there, with 4 being wiped out and the rest missing at least half their pilots. Apparently our inexperience was kind of used, because they expected the least enemies at our HPG, which kind of worked out for us.

The next mission was kind of funny. We were to intercept a convoy of light vehicles and tanks, with two damaged mechs defending it. To my amusement, the two mechs were the ones who escaped. They did not escape again. The mission was completed successfully.

After this it switched back to the RPG portion, where I had to interrogate one of the captured convoy drivers, as his disposition would be different since he watched my lance destroy his entire escort. Even though the pilot of the wolfhound pressured me to be as belligerent as possible, I disagreed with him on moral grounds. We obtained no information that was of any use, because of my decision.

The next few missions were pretty standard. Go here, wipe out here, rescue so and so's political allies, blah blah blah.

Then it started getting interesting. After the withdrawal of Comstar and the remaining companies under it's contract from South America, we were stationed in the former British Isles for security purposes. In this time, the Word had taken enough HPG's to broadcast their true intentions to everyone in the inner sphere.

They were going to exterminate Comstar, all it's allies (pretty much everybody) and all of those that defy them. After that, a few of the Clans joined them, along with every much every extremely belligerent province in the inner sphere.

The next few missions focused on defending different parts of terra from constant attack. Pretty big battles were fought in succession, with only ammuntion restocks, and no repairs. I lost the Mongoose and the Hatchetman.

Before the next mission, the survivors of the last 2 allied companies left on controlled terra signed a contract with my company, creating a merger that would benefit us all.

The next mission was where we were hurried to Clan Space to try and broker a alliance with Clan Wolf and Clan Ghost Bear. They had us prove ourselves, leaving only myself alive after the battles. Those two battles also contained my most dramatic memory in gaming, as described in another post. After the loss of all in my company except myself, I was able to create the alliance. The two clans sent needed reinforcements.

On the way back, I bought a host of new pilots and a bunch of new mechs on Outreach, the mercenary hub of the Inner Sphere.

I am actually going to skip to the end of the campaign, because I realize that I am making a really long post.

Basically, The final mission was a frontal assault on the (Recently) fortified city of Toronto. The 7 members of my lance waged guerrilla warfare in the streets against a vastly superior force (Both numerically and logistically). They succeeded.

The other half of that battle was epic. My character led a Comstar special ops squad into the main center of the Word's HPG network. We fought against a squad of six State of the art Battle Suits, using only light machine guns and explosives. We survived with myself and two others left. We shut down all of the Word's communication networks, which, while effectively ending the war, also rendered a good majority of HPGs across Inner Sphere and Clan space inoperative, thus crippling all interstellar communication.

Well, that is the end of it. Feel free to share your original campaigns below, and remember the following about the above...

Disclaimer: First, yes, I know that this campaign was canonically incorrect, but It was fun and ingenious. Second, If you think this is political, it is not, just the work of my dad's mind from when i was in middle school. Third, thanks for reading and/or posting your own Tabletop RPG Campaign from back whenever. I am sure that you will have as much fun as I did recounting all the memories.

Again, Thanks for reading and/or Posting a campaign from the past.

Keep rolling those dice!