Ok, the title maybe isn't very clear...
I'm looking for ideas. Ideas for what to do if you've got a number of people (2, 3, 4, etc.) and you all want to play in some sort of campaign.
If each player created a Threshold team, and each team played a game in rotation, with different players taking turns playing Lurkers, how do you know which team "wins" at the end of the campaign? And how do you determine the end of the campaign?
How could you weave "big games" into the story of the campaign - by "big games", I mean more than one Threshold team on the table at once - with objectives that require cooperating with the other team(s), but still trying to come out on top.
One idea I had is to create profiles for a series of Lurker "bosses", each worth more BP than the last. And perhaps there could be a new Quest scenario (2 map pieces) called something like "Boss Fight" (or something more creative) where the Lurker player would have to take the appropriate boss along with whatever else they want to take (whichever is next in the series for that Threshold team). It like the end of a level in a video game. Besides spending 2 map pieces, the team would also have to have a minimum BP. Or maybe also have to have found some special artifact or tome (perhaps the finding of which requires two teams working together). The first team to beat the final boss would "win".
Would Threshold teams be so competitive?
"You should have seen the ghoul I killed with my shotgun!"
"Well, you should have seen the fish-man that I dispatched with my .45, after it ripped my arm off!"
"Oh yeah? You should have seen the formless thing I hacked up with my cleaver, after it devoured the rest of my team!"
"That's nothing! You should have seen..."