Game master notes
I've left out a fair amount of specific information concerning exactly what can be found at Base Siberia. I've done this to make the mission easier to modify for different gaming styles. Therefore, the vagueness of level by level description can be filled in as the gamemaster sees fit. Perhaps the characters find everything they need on the first level, or maybe they never make it to the R&D annex...this way it will be very easy to conform the mission to the gaming styles of your specific group. Of course nothing is written in stone, but I do recommend at least sticking with the few details I've provided...as I feel they are essencial to the overall effect of the mission.
As with any good GM or role-player, the more you can put "yourself" in the game the better. Try to avoid "playing" a character and try being a character. When facing the barrel of a gun, consider what you yourself may do insted of just "making a move" with the character. This is something that has taken me quite a while to really master, but in doing so the games that I play and run have become far more enjoyable & exciting than before. It also helps to develop a deeper storyline, insted of simpler (but also fun) "hack & slash" gaming. Why am I talking about this? Because the Siberian Strike adventure, if played right, should be 80%-90% roleplaying, with only 10%-20% actual combat. If you can put yourself in the base and imagine what you would be thinking if you were dangling over the edge of a 1000 foot elevator shaft you'll get much more out of this mission.
Another aspect to this mission is the difficulty. This mission should be nothing but a huge struggle from the start. Don't overdo it...nothing will kill a game quicker than ticked off gamers. But take it to the edge. Once the characters are in the base, make them work to find a pencil to write with, let alone vital info, weapons or equipment. Furthermore, put items in unlikely locations. Perhaps a character performs an exhaustive search in a weapons locker & finds nothing, yet in the kitchen he finds a MAC-10 hiding in the fridge. Try your best to keep the characters off track and avoid alot of conflicts. Make them think things out. Perhaps certain doors don't operate on different levels. Perhaps the actual base layout appears different then it does on the map (that is, if the characters find a map). Maybe the characters decide to operate the base defense systems (which are operational...I leave specific weapondry up to the GM). Just try to avoid constant battles. Don't omit them, just let the action build to one. That's how this mission works best, and once this is all done with there's all kinds of possibilities for sequels.
Happy Gaming! Please be sure to email me with any questions or comments you have about this adventure!
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