Campaign Structure

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This is the overall campaign structure I intended. To a large extent it was accomplished, much thanks to nudging players into doing certain things leading to the next step.

PCs meet, get to know each other and ENA.

Hear about coronal mass ejection.

Security for visiting Chinese dissident nova (in my game, Chinese delegation). Sees Investigator, which investigates them

Wave of nova eruptions – “fourth wave novas” with greater power but often mental problems or failed eruptions.

Some novas seem to have similar dreams or hallucinations, hinting at something sinister going on.

Kashmir conflict breaks out, threatens to turn into dangerous war. Much need to handle nova terrorism keeps players busy.

Entities experiment in remote-controlling novas: some novas suddenly behave very strangely. Tasks tested include going to certain locations, applying powers according to program etc.

Experiment in unlimited power or extension of power: some novas inexplicably gain enormous power or new powers. Often this leads to disaster as they cannot control them.

Experiment in reproducing novas: the entities want to see if novas can reproduce themselves efficiently by using cloning power or traditional sex. They take control of a few test novas and try.

Further encounters with the Investigator. Some sensitive novas are starting to piece together hints of what is happening. Perhaps they manage to get contact with the Dweller(s).

Realisation of true state of affairs – what to do?

Possible ending disasters: Dwellers attack from the sun / Entities turn everybody into mass-hunting novas. Possible better (?) endings: novas get rid of their powers (how?), novas destroy each other, find some way of interfering with the local part of the project or manage to move parts of humanity away from the doomed Earth.