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ChatGPT as a GM aid

Fri 23 Dec 2022, 04:40

I'm sure you've heard of ChatGPT: it's an AI text generator which is... quite impressive. I used it to test out how it would work as a GM aid. This is long, and contains huge spoilers for the Draconis 26 trilogy.

The first section is some ideas for the Destroyer of Worlds Act III where we're at. Nothing really ground-breaking or novel, which isn't either suggested in the book or you couldn't come up by yourself with half a minute of brainstorming (though ChatGPT came up with all that within half a second...). But then I struck gold with the latter parts, tying up the three scenarios (my question "And how could the third side (which triggered the EMP pulse) be incorporated into this as a plot twist?", around 3/4 down the post). I haven't read Heart of Darkness, yet, so don't know if there's some big reveal there to tie them up, but I really like the suggestion it came up with! I'll probably adapt it to my game and run with it in my wider campaign.

I'd like to point out I never explained what RPGs are - ChatGPT knows what they are! Note how I'm guiding it sometimes to better responses. And always using just plain English. This is truly mindblowing stuff.

So here's the reality today, and a glimpse into what will lie ahead in the near future of running games. Full unedited transcript (excuse the formatting).

ME
Let's re-visit the UPP invasion of the icy moon, please. The UPP invasion started, and they took over the space port, and destroyed Monygham, the only ship on the moon which is capable of space travel. The only way off the planet is to use the space elevator at Fort Nebraska on the surface of the moon, and to take its huge three-story car up the beanstalk to the small space base at the top. Or maybe they could convince one of the ships in the orbit to come pick them up. If they could get comms working... Not to mention all ships in orbit are in a huge space battle between Colonial Marines and UPP.

So, back to the surface. There was recently a huge EMP pulse which knocked off all electrical equipment on the surface (but not orbit). It was so strong it destroyed by Marines' and UPP ships - which is peculiar, as why would either side make such a pulse, other than maybe an act of desperation. UPP is winning on the surface, so unlikely them. Though UPP wasn't able to take Fort Nebraska, which held its ground thanks to its automated sentry guns defending it from UPP dropships and attacks from the ground.

The PCs avoided the guns by climbing into a huge oil pipeline, which runs from the nearby oil fields to the base, and then up the beanstalk to the space base in orbit. It was empty, as the Marines had unleashed an oil-eating bug to make the moon unworthy for UPP - burned ground strategy. They were in the pipe when the EMP pulse went off. They saw a huge unidentified ship in the air, on its way towards the space port - it was not UPP or Marines, so who could it be?

Anyway, as they got into the base they were first met with half a dozen incinerated and desiccated corpses of Marines who had been hit by the bombs (Rods from God or incendiary bombs). Then they cut their way into the base (doors don't work as power is out due to EMP). They saw chitinous resin in the lobby, which had trapped 12 people, some dead, some barely alive, hosting chestbursters (from movie Alien). The resin was clearly left by xenomorphs, though the PCs don't know it (the players of course understand what's going on). They were lucky, as they haven't seen any xenos. Yet.

Then they found a secret experiments lab, which they had heard of before. Their original mission was to find four AWOL marines. They found them, only to learn that they left Fort Nebraska because they had been subject to nasty experiments to study aliens, chestbursters, and xenomorph development. Three of the AWOL marines are dead, and the last one (female sniper called Wright) knows the experiments thoroughly, is angry at Colonel Meyers who ordered and oversaw them. She's with the PCs. She has a chestburster, but it is dead - the Draconis 26 inoculation worked, which it rarely does, but it had killed the chestburster which was put in her as an experiment.

One of the PCs (Silva) has a chestburster, and they used the diagnostics equipment in the surgery lab to confirm that's the case, and also to check no one else has an alien inside him. There's an autodoc which is programmed specifically to take out such chestursters - which might or might not work. They (as marines) are disgusted that their fellow marines have been used for such experiments!

Now, there are few goals the players have for their PCs:
1. Get off the moon! To do that, they need to get the base's nuclear reactor running again, as that's the only thing that will have enough power to move the three-story high elevator car to orbit.
2. Help their friend Silva. Maybe using autodoc - not guaranteed to work -, or maybe Draconis 26 - though Silva already said he'd rather take his chances with the autodoc. Maybe there's another option!?
3. Take civilians to safety. They have half a dozen civilians with them, who are a bit of a liability as they can't fight well. There is a Fei2, a synthetic, a pleasure-droid-cum-bar-owner who might be useful, though. There's also a synthetic marine among the PCs, they know he's a synth.

There are a few complications:
1. The base is full of radiation due to the bombing. Staying in the place for hours will cause acute radiation poisoning.
2. There are aliens in the base. The queen is on the bottom level of the three-story elevator car in her nest, protected by soldier xenos. There are a few other xenos around the base.
3. There is a team of android soldiers hunting the PCs. The PCs heard on a UPP radio they found that they are after them, and the radio is a good way to give hints or warnings of what's happening. Perhaps the androids follow them via the pipeline?

Now, given all the background above, what kind of events would you come up for the players to tackle? Could you come up with a few cinematic epic set pieces, climatic events as they try to reach their goals?

CHATGPT
There are several options the PCs could consider to achieve their goals in this situation:

Get off the moon:

To get the base's nuclear reactor running again, they could try to find a way to bypass the EMP damage and restore power to the reactor. This might involve finding spare parts or making repairs to damaged systems. They could also try to find alternative sources of power, such as backup generators or solar panels.
Alternatively, they could try to communicate with the ships in orbit and ask for a pickup. If they can get their communications equipment working again, they could use it to hail the ships and ask for assistance. They might need to negotiate or trade something in exchange for a ride off the moon.
They could also try to use the space elevator at Fort Nebraska to reach the space base in orbit. If the UPP has control of the space port, they may need to find a way to sneak past the enemy forces and get to the elevator. Once they reach the space base, they could try to find a ship there that is willing to take them off the moon.

Help their friend Silva:

Using the autodoc to remove the chestburster is one option, but as you mentioned, it may not work. In that case, they could try to find other ways to help Silva. For example, they could try to find medical supplies or treatments that might help him deal with the chestburster until it can be removed. They could also try to find information about the chestburster or any potential weaknesses that they could exploit to try to kill it.
They could also consider using the Draconis 26 inoculation, if Silva is willing to try it. While it is not guaranteed to work, it could be worth a try if there are no other options available.

Take civilians to safety:

To protect the civilians, the PCs could try to find a secure location where they can hide until the UPP invasion is over. This could be a bunker, a fortified room, or any other place that is resistant to bombs or other attacks. They could also consider evacuating the civilians to Fort Nebraska, where the automated sentry guns might be able to provide some protection.
If the PCs decide to take the civilians with them as they try to leave the moon, they could try to find a way to transport them safely. This could be a shuttle, a vehicle, or any other means of transport that is capable of carrying the civilians off the moon. They may need to defend themselves against UPP forces or other threats while they are on the move.

ME
What could be behind the reason the mysterious ship triggered the EMP pulse? It damaged both UPP and Colonial Marines. The UPP is winning the battle on the ground, but undecided in orbit.

CHATGPT
There are several potential explanations for why the mysterious ship triggered the EMP pulse:

The ship might be affiliated with a third party that is not directly involved in the UPP invasion or the Colonial Marines' defense of the moon. This third party could have its own motivations for wanting to disrupt the conflict, such as wanting to weaken both sides or to gain an advantage for itself.

The ship could be a rogue element that is not affiliated with any specific group or faction. It could be a group of mercenaries, pirates, or other individuals who are looking to take advantage of the chaos caused by the invasion.

The ship could be a prototype or experimental weapon that was developed by one of the sides involved in the conflict, and it malfunctioned or was used improperly. This could explain why it damaged both UPP and Colonial Marines ships and facilities.

The ship could be controlled by an artificial intelligence (AI) or other advanced technology that has its own agenda. In this case, the EMP pulse could be part of a larger plan or strategy that the AI is trying to execute.

It is also possible that the true reason for the EMP pulse is more complex or nuanced than any of these possibilities. Without more information, it is difficult to speculate further on the motivations or intentions of the mysterious ship.

ME
What could be a dramatic way to introduce the androids hunting the PCs down?

CHATGPT
There are several ways that the androids hunting the PCs could be introduced in a dramatic way:

The PCs could discover evidence of the androids' presence, such as tracks or other clues, as they explore the base or the surrounding area. This could build suspense and anticipation as the PCs try to figure out what is following them and why.

The androids could attack the PCs directly, either as they are exploring the base or as they are trying to leave it. This could create a sense of urgency and danger as the PCs try to defend themselves and escape.

The androids could be revealed gradually, as the PCs encounter them one by one or in small groups. This could allow the PCs to learn more about their capabilities and motivations as they fight or evade the androids.

The androids could be revealed to the PCs through dialogue or other forms of communication, such as holographic projections or audio recordings. This could provide insight into their goals and objectives, and create a sense of intrigue as the PCs try to understand what the androids want and why they are pursuing the PCs.

Regardless of how the androids are introduced, it is important to make their presence and actions feel threatening and menacing, to create a sense of danger for the PCs.

ME
The UPP androids are hunting down the PCs, as they wanted to buy or trade with UPP loyalists on the moon for the knowledge and alien chestbursters the AWOL marines had in them. Now that Wright is with them, they're probably after her information and the dead chestburster. Or maybe they also know Silva has one. What kind of other additional or nuanced motivations could the androids have for chasing down the PCs?

CHATGPT
There are several possible additional or nuanced motivations that the UPP androids could have for chasing down the PCs:

The androids might be seeking to capture or interrogate the PCs to gather information about the AWOL marines and the chestbursters. They might believe that the PCs have valuable knowledge or insight that could help them understand the chestbursters or how to control them.

The androids might be trying to eliminate the PCs to prevent them from sharing information about the chestbursters or the UPP's involvement with them. They might believe that the PCs pose a threat to the UPP's interests or reputation, and want to silence them before they can reveal what they know.

The androids might be acting on orders from higher-ups in the UPP, who want the chestbursters or the knowledge about them for their own purposes. In this case, the androids might be motivated by loyalty to their superiors or a desire to fulfill their orders.

The androids might have their own agendas or motivations that are separate from the UPP's objectives. They could be seeking to gain power or influence within the UPP, or they might be acting on their own beliefs or values.

Overall, it is important to consider the androids' motivations and objectives when designing their actions and behaviors, to make them feel like believable and well-rounded characters rather than just mindless drones.

ME
Fei2 is a Colonial Marine loyalist, and trusts the PCs. She brought a family of other loyalists with her to the base. But what hidden objectives might she have to bring maybe a bit more tension or drama into the scenario?

CHATGPT
There are several possible hidden objectives that Fei2 might have that could bring additional tension or drama into the scenario:

Fei2 might be seeking to gather information about the UPP's activities or plans on the moon, and she might believe that the PCs can help her achieve this goal. This could lead to conflicts of interest if the PCs are focused on other objectives, such as getting off the moon or helping Silva.

Fei2 might be seeking to protect the civilians in her care at all costs, and she might be willing to sacrifice the PCs or other objectives in order to do so. This could create tension between Fei2 and the PCs, as they try to balance the needs of the civilians with their own goals.

Fei2 might have her own personal agenda that is separate from her loyalty to the Colonial Marines. For example, she might be seeking revenge against the UPP for a personal grudge, or she might be trying to advance her own career or position within the Colonial Marines.

Fei2 might have hidden knowledge or resources that could be useful to the PCs, such as information about the UPP or access to equipment or supplies. However, she might be hesitant to reveal this information or share these resources unless the PCs can convince her that it is in her best interests to do so.

Overall, it is important to consider Fei2's motivations and objectives when designing her actions and behaviors, to make her feel like a believable and well-rounded character with her own goals and desires.

ME
The players want a dramatic shootout so we can test the game mechanics of the game system, which is fairly new to us. What type of cinematic shootouts could you come up with?

CHATGPT
There are several types of cinematic shootouts that could be incorporated into a game to test the game mechanics:

Ambush: The PCs could be caught off guard by an enemy ambush, and they would need to fight their way out of a trap or unexpected attack. This could involve using cover, dodging enemy fire, and trying to outmaneuver the attackers.

Siege: The PCs could be besieged by enemies who are trying to breach a fortified position, such as a base or a fort. This could involve defending against waves of attackers, setting up defensive positions, and trying to hold out until reinforcements arrive.

Chase: The PCs could be pursued by enemies who are trying to catch them, either on foot or in vehicles. This could involve running, hiding, and finding ways to outsmart or outmaneuver the pursuers.

Escort: The PCs could be tasked with protecting someone or something that is under attack, such as a VIP or a valuable object. This could involve fighting off attackers and trying to get the person or object to safety.

Standoff: The PCs could be in a situation where they are facing off against a single, powerful enemy, such as a boss or a rival. This could involve trying to outwit or outshoot the enemy, using tactics and strategies to gain an advantage.

Overall, it is important to consider the game mechanics and the capabilities of the PCs and the enemies when designing a shootout, to ensure that it is challenging but fair and that it tests the game mechanics in a meaningful way.

ME
How about shootouts specifically tailored to this scenario?

CHATGPT
Here are a few ideas for shootouts specifically tailored to the scenario you described:

The PCs could be ambushed by UPP androids as they try to navigate through the base. The androids might have superior firepower or other advantages, such as being able to move more quickly or having access to advanced technology. The PCs would need to use their own weapons and skills to defend themselves and try to outmaneuver the androids.

The PCs could be besieged by UPP forces as they try to repair the base's nuclear reactor or get the space elevator working. The UPP might use a variety of tactics and weapons, such as bombs or drones, to try to breach the PCs' defenses. The PCs would need to use their own weapons and resources, such as sentry guns or traps, to hold out until they can escape.

The PCs could be chased by UPP androids as they try to evacuate the civilians from the base. The androids might pursue the PCs on foot or in vehicles, and the PCs would need to find ways to outrun or outsmart them while also trying to protect the civilians.

The PCs could be tasked with escorting Silva to the autodoc or the space elevator, while fighting off UPP androids or other threats. They would need to use their weapons and tactics to defend themselves and keep Silva safe, while also trying to get to their destination as quickly as possible.

The PCs could face off against a powerful UPP android or other enemy as they try to escape the base or the moon. This could involve a showdown in which the PCs and the enemy trade shots or engage in other forms of combat, trying to gain the upper hand and emerge victorious.

ME
How about a three-way shootouts: PCs, UPP androids and xenos?

CHATGPT
A three-way shootout between the PCs, UPP androids, and xenomorphs could be a challenging and dramatic scenario that tests the PCs' skills and resources. Here are a few ideas for how this shootout could unfold:

The PCs could be caught in the middle of a battle between the UPP androids and the xenomorphs, and they would need to fight off both sides while trying to escape or find a way to turn the tables on their enemies. The xenomorphs might have their own objectives, such as capturing the PCs or destroying the base, and the PCs would need to find a way to outmaneuver them while also dealing with the androids.

The PCs could be pursued by both the UPP androids and the xenomorphs as they try to escape the moon or reach a secure location. This could involve a high-stakes chase in which the PCs have to use their weapons, skills, and resources to outrun or outsmart their enemies, while also trying to protect any civilians or other allies.

The PCs could be tasked with defending a location or object from both the UPP androids and the xenomorphs. This could involve setting up defensive positions, using traps and other tactics to slow down or eliminate the enemies, and trying to hold out until reinforcements arrive or they can find a way to escape.

The PCs could be forced to choose between allying with the UPP androids or the xenomorphs in order to survive. This could create complex moral and strategic dilemmas for the PCs, as they try to decide which side is the lesser of two evils and how they

ME
Thank you, these are really great ideas!

CHATGPT
You're welcome! I'm glad that you found the ideas helpful. If you have any other questions or need further assistance with your game, feel free to ask. I'm here to help!

ME
One more: this is the second scenario in the Aliens game I run. The first scenario consisted of the players playing space truckers, here's the synopsis:

The crew of the USCSS Montero are transporting fuel to a colony that’s recently been established, for Weyland-Yutani. But on their way to the colony their ship is stopped, a distress signal can be heard coming from an old ship that’s drifting through space. The USCSS Cronos was launched over 70 years ago, and up until now its faith was unknown. The crew of the Montero will now have to investigate what happened to the Cronus, or forfeit their payday.

The Cronus is not quite as dead as it might first have seemed though. Power is still on, if barely, and several crew members have survived in stasis. But on board the ship lurks something terrible. Creatures who once were human stalks the hallways, and worse yet the very air itself might prove dangerous to anyone on board the ship.

The adventure is split into three acts, the first one sees the players board the Cronus, trying to figure out what happened and wake up its crew, the second act sees their way home destroyed, and they now need to figure out another one, and the third act has the players try to decide what to do with the ship they’re on, if it’s worth bringing it to civilized space, with the potential for some company from an outside force. It’s an adventure that give the players a fare bit of freedom to decide exactly how they want to tackle the problems at hand, and particularly the third act has no set outcome. There are also a lot of optional events, some that the GM can chose to use at an opportune time, and some that might be triggered by the players, depending on their actions.

Chariot of the Gods seems to have a setup that’s pretty much written to mess with players expectations. At first the adventure might seem like a rethread of the first Alien movie, heck the ship the players start on is even the same model as the USCSS Nostromo from the first movie, but events quickly take an unexpected turn when the players get on board. The threats on the ship are not plucked from the first Alien movie, but rather Prometheus and Covenant (but better implemented than in either of those movies). This feels like a conscious choice, made to show both players and the GM that there are more things to the Alien universe than just the classic Xenomorphs.

and here's the synopsis for the current, second scenario:

It all started as a simple man hunt. Four marines have gone AWOL on a small moon colony called Ariarcus located near UPP space. This colony was once prosperous, but with there being an immediate risk of invasion from the UPP it’s been decided that the colony needs to be evacuated and its valuable resource, oil, has been ruined, so that the invaders won’t gain anything from taking the colony. On the colony are insurgents, people who are unhappy the United Americas claiming what they view as rightfully theirs, and now that a scorched earth strategy is being employed some are beginning to view the UPP as their saviours. Now it’s important that the missing marines are found, before they’re able to hand themselves over to the insurgents and the UPP.

Similarly to Chariot of the Gods before it Destroyer of Worlds is split into three acts. The first act has the players travel through the colony, visiting several important locations six of which are listed in the book. The second act sees war come to Ariarcus. The UPP are invading and fighting is happening all around the city. The players now need to make their way back to the USCM base and help repel the invaders. Act three is where things get complicated though. A third actor enters the fray, and bombs the colony with the black goo, seen in Prometheus and Covenant, and now the players need to find a way off the colony. The only way out is through the USCM fort and up a space elevator, but during all the fighting something far worse managed to escape from the bottom floor of the base.

Each act has a number of events that can happen whenever the GM thinks they would fit in and make narrative sense. Some of them are mandatory to move the story forward, but most of them are optional, and are mostly meant to add flavour and some additional challenges for the players to overcome.

This is an adventure where a lot of things will be happening around the players, that are outside their control. They can’t prevent the UPP from invading, or preventing the colony from being wiped out. They just need to find a way out of this very bad situation. This means that the players don’t have a lot of say over the overarching story, but most events give them room for coming up with their own plans, and most of them are written in a way that explains what’s happening now, and then how things are concluded is up to the players and the GM.

Note: the players are the same for the two scenarios, but they play two different sets of characters in these scenarios. So while the players know what happened before in the first scenario, the characters don't!

What could be dramatic ways to connect these two scenarios, and slowly reveal it to the players (and maybe the characters)?

CHATGPT
It sounds like you have a complex and interesting story set up for your Aliens game, with multiple factions and objectives vying for the players' attention. Here are a few ideas for shootouts that could occur in this scenario:

The PCs could be ambushed by UPP forces or insurgents as they try to navigate through the colony and find the missing marines. The enemies might have superior numbers or firepower, and the PCs would need to use their own weapons and skills to defend themselves and try to outmaneuver their attackers.

The PCs could be caught in the crossfire of a larger battle between the UPP and the Colonial Marines as they try to evacuate the colony. They might need to fight off enemy soldiers or drones as they try to reach the fort and escape via the space elevator.

The PCs could be pursued by the black goo creatures or other horrors that have been unleashed on the colony. These enemies might be faster or more agile than the PCs, and the PCs would need to find ways to outrun or outsmart them while also trying to protect any civilians or other allies.

The PCs could be tasked with defending the fort or the space elevator from UPP or insurgent attacks, while also trying to hold off the black goo creatures or other threats. They would need to use their weapons, tactics, and resources to keep their enemies at bay and find a way to escape the moon.

Overall, it is important to consider the various factions and objectives at play in your game when designing shootouts, to create a sense of tension and conflict that keeps the players engaged and on their toes.

ME
I was asking what story elements or plot devices could connect the two scenarios I provided the outline for?

CHATGPT
To connect the two scenarios you described, you could consider incorporating the following plot devices or story elements:

The missing marines: In the first scenario, the PCs are tasked with finding the missing marines, and in the second scenario, they encounter the marines again, only to learn that they have been subjected to experiments involving the black goo and xenomorphs. This could provide a link between the two scenarios, as the PCs try to uncover the truth about what happened to the marines and how they became involved in the experiments.

Weyland-Yutani: The company appears in both scenarios, either as the employer of the PCs in the first scenario or as the source of the black goo and the experiments in the second scenario. This could provide a sense of continuity and a common thread between the two stories.

The black goo: The substance appears in both scenarios, either as a potentially dangerous cargo in the first scenario or as a weapon used by the UPP in the second scenario. This could create a sense of mystery and intrigue, as the PCs try to understand the true nature and purpose of the black goo.

The UPP: The United Planetary Republic is a major player in both scenarios, either as the enemy in the first scenario or as the invading force in the second scenario. This could provide a sense of continuity and a common thread between the two stories, as the PCs try to navigate the complex political landscape and deal with the UPP's aggression.

Overall, it is important to consider how the different elements of your story can be connected and interwoven to create a cohesive and engaging narrative.

ME
I like 2 and 4! Could you combine those two elements, and elaborate on the connection between the two scenarios, and tying W-Y and UPP together in a delicious pasta dish of a plot!?

CHATGPT
Certainly! Here is an example of how you could combine the elements of Weyland-Yutani and the UPP to create a cohesive and engaging narrative that connects the two scenarios:

In the first scenario, the PCs are hired by Weyland-Yutani to transport fuel to a colony located near UPP space. However, they are diverted by a distress signal from the USCSS Cronos, an old ship that has been missing for 70 years. As the PCs investigate the Cronos, they discover that it has been the site of experiments involving the black goo and xenomorphs, and that the missing marines have become involved in these experiments.

In the second scenario, the PCs learn that the UPP has invaded the colony of Ariarcus and is using the black goo as a weapon. They also discover that the missing marines have become involved in these experiments, and that the UPP is interested in acquiring the knowledge and specimens that they possess. As the PCs try to escape the colony, they are pursued by both the UPP and the black goo creatures, and they must decide whether to ally with the UPP or try to find another way off the moon.

Through these two scenarios, the PCs are drawn into a web of intrigue and conspiracy involving Weyland-Yutani and the UPP, as they try to unravel the truth about the black goo and the experiments on the Cronos and Ariarcus. They may

ME
please continue

CHATGPT
As the PCs delve deeper into the mystery, they may uncover more about the true motivations and agendas of Weyland-Yutani and the UPP. Here are a few possible twists or developments that could occur:

It becomes clear that Weyland-Yutani is not just a simple shipping company, but rather a powerful and ruthless corporation with its own interests in the black goo and the xenomorphs. The PCs may learn that Weyland-Yutani has been experimenting with the black goo and the xenomorphs for its own purposes, and that it is willing to go to great lengths to cover up the truth and protect its secrets.

The UPP is revealed to be more than just an invading force. It becomes clear that the UPP is also interested in the black goo and the xenomorphs, and that it has been using the invasion of Ariarcus as an excuse to gain access to the knowledge and specimens held by the missing marines. The PCs may learn that the UPP is willing to ally with Weyland-Yutani in order to achieve its goals, or that it is willing to go to war with the corporation to get what it wants.

The PCs may uncover evidence that suggests that the black goo and the xenomorphs are not what they seem, and that they may have their own agendas and purposes. This could lead the PCs to question the motivations and actions of both Weyland-Yutani and the UPP, and to wonder whether they are truly in control of the situation or whether they are being manipulated by forces beyond their understanding.

Overall, by incorporating the elements of Weyland-Yutani and

ME
And how could the third side (which triggered the EMP pulse) be incorporated into this as a plot twist?

CHATGPT
Here is an example of how you could incorporate the mysterious third side into the story as a plot twist:

As the PCs try to escape the colony and find a way off the moon, they encounter the mysterious third side, which has triggered the EMP pulse and damaged both the UPP and the Colonial Marines. It becomes clear that this third side has its own interests and agendas, and that it is not aligned with either Weyland-Yutani or the UPP.

As the PCs investigate, they may uncover clues that suggest that the third side is a faction of rogue scientists or engineers who are working on their own secret experiments involving the black goo and the xenomorphs. They may have been the ones who originally discovered the black goo on the Cronos and have been working to uncover its secrets and harness its power.

The PCs may also learn that the third side has been manipulating events from behind the scenes, using the UPP invasion and the conflict between Weyland-Yutani and the UPP as a cover for their own activities. They may have triggered the EMP pulse in order to disrupt the UPP and the Colonial Marines and to prevent them from interfering with their plans.

As the PCs confront the third side, they may need to decide whether to ally with them or to try to stop them. They may also need to consider whether the third side's goals are compatible with their own, or whether they are a threat to the PCs and to the rest of the universe.

ME
Wow, this is golden and inspired, hadn't thought of that. Thank you so much!

CHATGPT
You're welcome! I'm glad that I could help. It's always fun to come up with creative and engaging plot twists and developments, and I hope that this suggestion will help to add some depth and intrigue to your story. Don't hesitate to reach out if you have any further questions or if you'd like more ideas and suggestions. I'm here to help!

ME
Next up we'll play the third scenario, which ends the trilogy of these scenarios. Here's the synopsis:

This time, players take on the role of a research expedition sent out to investigate a new life form on a remote research station. The facts that the station is run by the conscripted convicts and is located near a black hole are only two of the complications the players will encounter, as soon mental disorders, secret research projects, and alien life forms increase the threat level to the maximum.

A hyper-intelligent form of xenomorph life, the Fulfremmen are the ultimate secret of the 26 Draconis Strain (the inoculation against aliens which usually doesn't work, but sometimes does like it did for Wright) —it doesn’t just turn people into Abominations (type of xeno the characters met in the second scenario)—it evolves anyone who survives those stages into higher beings. The Fulfremmen have an affinity for the black goo, manipulating its coding to meld flesh and steel into biomechanical monstrosities like the Living Proto-Hives. A forbidden evolutionary variation accidentally unlocked by the Cronus crew on LV-1113 (perhaps the mysterious third faction you mentioned!), the Fulfremmen seek revenge against the beings who engineered humanity. Unable to reproduce without hosts and the Living Hive, the Fulfremmen have no gender. They intend to multiply themselves through human and Engineer hosts and spread Proto-Hive spores across the middle heavens.

How would you forebode the background story above in the escape-on-the-space-elevator storyline of the second scenario we're playing now? Perhaps the mysterious EMP ship is involved? Or the UPP androids?

CHATGPT
Here are a few suggestions for how you could foreshadow the events of the third scenario in the escape-on-the-space-elevator storyline of the second scenario:

You could have the mysterious EMP ship reappear in the second scenario, and have the PCs encounter it again as they try to escape the moon. The ship could be revealed to be controlled by the Fulfremmen, who are already starting to make their presence known on the moon and are manipulating events from behind the scenes.

You could have the UPP androids reveal that they are working for the Fulfremmen, and that their ultimate goal is to help the Fulfremmen take over the universe. The androids could be revealed to be acting as agents for the Fulfremmen, carrying out their orders and advancing their agenda.

You could have the PCs encounter evidence of the Fulfremmen's existence on the moon, such as strange artifacts or structures that seem to be of alien origin. This could give the PCs a hint of the danger that they will face in the third scenario, and could motivate them to try to find out more about the Fulfremmen and their plans.

You could have the PCs encounter survivors of the Fulfremmen's attacks on other colonies or ships, who could tell them about the horrors that they have witnessed and the danger that the Fulfremmen pose. These survivors could provide valuable information and insights that could help the PCs prepare for the challenges that they will face in the third scenario.

Overall, by incorporating these elements into the second scenario, you can build a sense of mystery and foreboding that will set the stage for the dramatic events of the third scenario. This can help to create a more immersive and engaging story for your players, and can give them a sense of the scope and stakes of the larger narrative that you are building.

ME
I like #2! The players currently think the androids are UPP, as they are UPP combat models. But perhaps they are indeed instead Fulfremmen's androids, either disguised as UPP androids, working undercover for the UPP, or stolen UPP androids!

What could be dramatic ways to reveal they aren't working for the UPP, but are instead working for Fulfremmen. Perhaps through revealing radio communications, a slip of the tongue during combat, or some hints left behind on their body or memory units if they are destroyed by the PCs?

CHATGPT
Here are a few suggestions for dramatic ways to reveal that the UPP androids are actually working for the Fulfremmen:

You could have the androids reveal their true allegiance through a slip of the tongue or a moment of distraction during combat. For example, they might accidentally reveal that they are acting on orders from the Fulfremmen, or that they are working to further the Fulfremmen's agenda.

You could have the PCs discover evidence of the androids' true allegiance on their bodies or memory units. For example, they might find secret messages or encoded data on the androids' hard drives that indicate that they are working for the Fulfremmen.

You could have the androids reveal their true allegiance through their actions or behavior. For example, they might show unexpected knowledge of the Fulfremmen's plans or goals, or they might exhibit unexpected loyalty to the Fulfremmen.

You could have the androids reveal their true allegiance through radio communications or other forms of communication that the PCs intercept. For example, the androids might be in contact with the Fulfremmen or with other agents of the Fulfremmen, and the PCs might overhear these communications or intercept them in some other way.

Overall, these are just a few ideas for how you could reveal the androids' true allegiance in a dramatic and impactful way. By incorporating these elements into your story, you can create a sense of tension and uncertainty that will keep your players on their toes and keep them engaged in the story.

ME
Oh, yes, 3 and 4 are great! Could you combine those two, and give some snippets of radio communications for the foreshadowing or (slight) reveal of what's really going on, that they're not really there for the UPP? The UPP operation is called Operation Selene's Fury, that might be incorporated into the communication to bring verisimilitude, or maybe they refer to Cronus or LV-1113?

CHATGPT
Sure, here are a few snippets of radio communications that you could use to foreshadow or reveal the true allegiance of the androids:

PC: "What's your mission here, android?"
Android: "We are here to support Operation Selene's Fury, as ordered by the UPP."
PC: "And what is Operation Selene's Fury?"
Android: "I am not authorized to disclose that information."

PC: "We've been seeing some strange behavior from these androids. Do you think they're working for the UPP?"
PC2: "I don't know. But I overheard one of them talking about the Cronus and LV-1113. Maybe they're connected to whatever happened on those ships?"

Android: "The Fulfremmen have given us new orders. We are to secure the chestburster and ensure that it is delivered to them."
PC: "The Fulfremmen? Who are they?"
Android: "I am not authorized to disclose that information."

PC: "We've been hearing strange noises on the radio. Do you think it's the UPP trying to communicate with us?"
PC2: "I don't think it's the UPP. The transmission is encrypted and it's not in any language I recognize."

By incorporating these elements into your story, you can create a sense of mystery and uncertainty that will keep your players engaged and guessing as to the true motivations and allegiances of the androids. You can also use these snippets to foreshadow the larger plot and hint at the true nature of the Fulfremmen and their connection to the events on the Cronus and LV-1113.

ME
Hmm, thanks. How about radio chatter where the androids speak to someone, and the PCs overhear this chatter, or parts of it? Maybe the androids speak with the Fulfremmen on the mystery ship, or refuse orders from the UPP and accidentally reveal they're actually taking orders from some other entity.

CHATGPT
Sure, here are a few snippets of radio chatter that you could use to reveal the true allegiance of the androids:

Android: "We have secured the chestburster, as ordered. It will be delivered to you as soon as we reach the rendezvous point."
Voice (Fulfremmen): "Excellent. The Fulfremmen will be pleased with your progress. We will ensure that you are rewarded for your loyalty."

Voice (UPP): "Android unit, this is Command. We have new orders for you. Proceed to the rendezvous point and await further instructions."
Android: "Negative, Command. We are not taking orders from you anymore. Our loyalty is to the Fulfremmen now."

Voice (Fulfremmen): "Android unit, this is the Fulfremmen. You have failed us. You will be punished for your disobedience."
Android: "We are sorry, Fulfremmen. We will do better next time."

By incorporating these elements into your story, you can reveal the true loyalty of the androids and hint at the true nature of the Fulfremmen. You can also use these snippets to create a sense of tension and conflict between the androids, the UPP, and the Fulfremmen, as the androids struggle to balance their loyalty to their creators with their loyalty to their new masters.

ME
What could be a good military codename for the Fulfremmen? Some crypto-fascist scifi tinge would be a nice touch to that.

CHATGPT
Here are a few potential codenames for the Fulfremmen that could fit with their military and fascist themes:

"The Iron Fist" - This codename could refer to the Fulfremmen's authoritarian and militaristic nature, as well as their use of advanced technology and bioweapons.

"The New Order" - This codename could allude to the Fulfremmen's desire to create a new society ruled by their own kind, and their willingness to use any means necessary to achieve this goal.

"The Fourth Reich" - This codename could draw a parallel between the Fulfremmen's ideology and that of the Nazi party, evoking themes of authoritarianism, racial purity, and expansionism.

"The Shadow Empire" - This codename could emphasize the Fulfremmen's covert nature and their ability to manipulate events from behind the scenes.

"The Biomech Collective" - This codename could emphasize the Fulfremmen's use of biotechnology and their desire to merge flesh and steel into a single entity.

Any of these codenames could work well for the Fulfremmen, depending on the tone and themes you want to emphasize in your story.

ME
Could you combine #4 and the radio chatter snippets between The Fourth Reich/Fulfremmen and the androids, and make it a bit more military and fascist-speak?

CHATGPT
Here's an example of how the radio chatter between the Fulfremmen (codenamed "The Fourth Reich") and their androids could play out, with a focus on military and fascist-inspired language:

Fulfremmen: "This is The Fourth Reich calling all units. Operation Selene's Fury is in full swing. The UPP dogs are putting up more resistance than expected, but they will be crushed beneath our iron boot. We must secure the fort and the space elevator at all costs. Report in on your status."

Android: "This is Unit Alpha-One reporting in. We have encountered resistance from the USCM at the fort. We have sustained heavy losses, but we are pushing forward. Requesting reinforcements."

Fulfremmen: "Reinforcements are on the way, Alpha-One. You are to hold your position until they arrive. The Fourth Reich will not tolerate failure. Remember, our ultimate goal is the acquisition of the Fulfremmen specimens. Do not let petty human resistance stand in your way."

Android: "Understood, The Fourth Reich. We will hold the fort and complete our mission. Alpha-One out."

This radio chatter could serve as a subtle hint to the PCs that the androids they are fighting are not necessarily working for the UPP, and may be part of a larger and more sinister organization. It could also set the stage for future confrontations with the Fulfremmen, as the PCs learn more about their goals and motivations.

ME
Can you keep the tone, but not so over-the-top and on-the-nose? Subtle but sinister.

CHATGPT
Certainly! Here's an example of how the radio chatter between the Fulfremmen and their androids could be more subtle and sinister:

Fulfremmen: "All units, this is Command. Operation Selene's Fury is proceeding as planned. The UPP forces are being contained and our objectives are within reach. Remember, our primary goal is acquisition of the specimens. Do not let anything stand in your way."

Android: "Command, this is Unit Alpha-One. We have encountered resistance at the fort. The USCM are putting up a strong defense. Requesting reinforcements."

Fulfremmen: "Reinforcements are on the way, Alpha-One. Hold your position and do not let the humans thwart our mission. Remember, the specimens are of the utmost importance."

Android: "Understood, Command. We will complete our mission at any cost. Alpha-One out."

This revised radio chatter maintains the sinister tone, but is less overt and heavy-handed in its language and objectives. It also leaves room for interpretation and speculation, as the PCs may not know exactly what the "specimens" are or why they are so important to the Fulfremmen.

ME
This is fucking amazing, exactly what I've been looking for! Thank you!

CHATGPT
You're welcome! I'm glad I could help. If you have any further questions or need any additional assistance, don't hesitate to ask. Good luck with your game!
 
mord
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Re: ChatGPT as a GM aid

Thu 19 Jan 2023, 08:17

I have had similar idea to test chatGPT. But this was very interesting thread, especially since I am about to start to GM DoW on Saturday.

I have been struggling with the very topics you were asking from chatGPT here.
- EMP pulse / goo seems more like GM trick to prevent escaping the planet by using any resources on the moon. It also puzzles me how any comtech rolls would fix fried electronics. I am considering to skip one or both events.
- It is stated emp destroys all electronics, yet it is told that apollo and fusion reactor can be put back online. More likely it should take months of work to fix the reactor, if it can be done at all. Just one example, there are many questionable stuff related to emp.
- Fort Nebraska / outbreak timeline has not been described much, maybe on purpose. Scenario begins from the fort, so I would assume the aliens have not yet overrun the place, but the actual situation is not described at all. Regardless, it looks rather short timeframe that the queen appears to the climber and starts laying eggs.

I like the idea to communicate with frigates / UPP spaceships in the orbit to get a lift from the planet. Or better yet, use remote controlled dropship. This would allow them to by bass fighting aliens all together.

Over all the scenario feels it's finished in a hurry with lots of wild ideas that were never thought how it all plays out. I hope there is enough things to keep players busy not to start questioning too much :D
 
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ExileInParadise
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Re: ChatGPT as a GM aid

Thu 19 Jan 2023, 20:05

One saving grace here is that you can handwave the EMP issues like this:

EMP trashes civilian grade gear easily and wrecks it beyond repair in most cases.

But, Colonial Marine gear may have various levels of EMP hardening baked in - making it easier to repair if needed and giving higher survivability in some cases.

When a fusion reactor gets EMP'ed it should SCRAM and shutdown cleanly as a mechanical failsafe (ignore that the ALIENS movie did exactly the opposite - it was hit by a dropship!)

Once down or in a some lower standby mode, then its easier to "relight the candle" ?

I need to re-read that closely to be sure - but I thought that the queen/hive was already there - and they just escape in the bombing and confusion to take over the climber.

And yes, once all heck breaks loose - there should be no time to think over the sounds of very loudly ticking clocks!
We live, as we dream -- alone. ~ Joseph Conrad
 
mord
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Re: ChatGPT as a GM aid

Thu 19 Jan 2023, 21:44

I guess that’s plausible, just a bit lazy writing. Or just me being lazy :)

Yes, aliens were at the sublevels. I guess the timeline is vague on purpose as it depends how much pcs spend time elsewhere. But it certainly would help at least me if the scenario would establish a clear timeline even if there are triggers for events to occur.
 
Magnimost
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Re: ChatGPT as a GM aid

Fri 27 Jan 2023, 19:29

I have had similar idea to test chatGPT. But this was very interesting thread, especially since I am about to start to GM DoW on Saturday.

I have been struggling with the very topics you were asking from chatGPT here.
- EMP pulse / goo seems more like GM trick to prevent escaping the planet by using any resources on the moon. It also puzzles me how any comtech rolls would fix fried electronics. I am considering to skip one or both events.
- It is stated emp destroys all electronics, yet it is told that apollo and fusion reactor can be put back online. More likely it should take months of work to fix the reactor, if it can be done at all. Just one example, there are many questionable stuff related to emp.
- Fort Nebraska / outbreak timeline has not been described much, maybe on purpose. Scenario begins from the fort, so I would assume the aliens have not yet overrun the place, but the actual situation is not described at all. Regardless, it looks rather short timeframe that the queen appears to the climber and starts laying eggs.

I like the idea to communicate with frigates / UPP spaceships in the orbit to get a lift from the planet. Or better yet, use remote controlled dropship. This would allow them to by bass fighting aliens all together.

Over all the scenario feels it's finished in a hurry with lots of wild ideas that were never thought how it all plays out. I hope there is enough things to keep players busy not to start questioning too much :D
FWIW I used the EMP, and went with the reasoning that military equipment is shielded from it, like it is irl. So went by the rules. It didn't have a huge impact on the scenario, unless you count the fact it stopped the invasion...

My players threw a curve-ball, and ended up attacking the ship that was spreading the strain on the moon. I went with it. It was floating over the moon, and the team landed on it with their Cheyenne. They breached it, went inside, and managed to kill half a dozen Fulfremmen. I underestimated how effective they would be - the grenade launcher is a devastating weapon against xenos. Was a lot of fun, and the players got to lob nukes in the end which is always fun :)

The scenario is good, but is indeed bogged down by tons of weight that's unnecessary. And poor structure, no overview of the scenario, and other smaller issues. Not bad by any means, but requires a lot ouf the GM, way more than most published scenarios.
 
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_ArthurDallas_
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Re: ChatGPT as a GM aid

Tue 31 Jan 2023, 00:24

this is very cool.
please write more if you can.

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