Legacy: Finding the Drama

While players in Legacy have plenty of ways to proactively chase their plots and change the world, it’s helpful as a GM to have ways of introducing adversity and opportunity into the character’s lives. Here are some places to find inspiration in Legacy.

First Session

The procedure laid out in Chapter 1 builds a world for your game to happen in, and provides you as GM with the following resources:

The World Before

The ideas you develop for the World Before give you as a GM a general aesthetic for the Tech the characters find, but it also gives the characters an idea of the sort of miracles they can find in the wasteland. When a problem they’re facing could be solved by something within the World Before’s remit, remind them that there could be devices out there able to fix their issue. Reading the Wind and Wasteland Survival are great for planning out and performing these scavenging expeditions.

The Fall

You’ll have a general idea of what your Fall looks like and how the monsters it created manifest. The twisted spawn of the Fall can nearly always be introduced to add pace and danger to a scene (when you feel things are going slowly or someone rolls a miss on a move). Its contaminating effects can also be a source of longer-term plots: threatening the player’s power base or their allies with the Fall’s corruption can be a great way to send people out into the wasteland in search of a cure.

A Looming Threat

The group will have made up a looming threat that will define the first Age of play. As something that has recently come to prominence and is affecting every Family, it’s a great way to get the characters together initially as they work to find a solution. As the game goes on they may split off to pursue their own business, but to begin with this gives you a way to keep everyone together and focused on a single issue.

I’d recommend you plan the looming threat out using the Front framework of Chapter 6, so that you have a range of ways in mind for this to cause issues for the players. The Homeland is sufficiently fragile that any major threat can threaten it on political, technological and military fronts, and making this true of your Front means that all characters can have something to do in addressing it. In later Ages, you can be a bit more flexible with this: a Front that’s comprehensively military in the threats it presents can give a distinct tone to the Age, and the world should be developed enough for problems in other spheres to arise organically.

Family Objectives

Each family looks at their Needs and History and creates a single Objective their family is trying to pursue. If the looming threat is your A-plot – what brings the characters together and sets the tone for the first Age – these Objectives are the B-plot, and are your opportunity to highlight each Family’s situation and ways of doing things. For each Objective, try to link its solution to a location in the wasteland or an NPC settlement in the Homeland so that you can use this Family’s B-plot to detail your settling and plant the seeds for future problems or solutions.

As The Age Turns

In new ages, you’ll have other resources to draw on for your dangers, opportunities and dilemmas:

  • Trials and Fortunes often present a situation that has had some initial effects but is still unresolved. For example, a Family might have been savaged by a monster from the wasteland and must hunt it down, or found a wondrous resource that has provided some intial benefits but needs further work.
  • Enemies and dangers found over the course of the previous Age may still be around, grown and changed in their own way to present new threats.
  • Each player names something new in the wasteland that could be a risk to their Family (or a valuable thing to try and seize).
  • Each Family puts together a new Objective. As already discussed these can be very useful for you.