I often use basically the same Day Zero adventure similar to the Eric Alder/Pater Bryce/Tolwyn/Tal Tuu adventure in the novelLiving Land:
New York, the bridge drops, players survive individually until they stumble upon each other, they fight for survival and to get out of the living land. They are quickly found by other survivors soon forming a small treck of civilists they have to defend and get out of the living land.
This can be done in all the other realms too but with a nod to the relevant world laws and the different ways the invasion starts there:Aysle
: the first impact is a rampage of creatures and warriors but the difference to living land is that first pockets of resistance just like besieged cities in medieval warfare can be formed early on. So it is not so much a run for survival but instead a gathering of forces and fortifying a holdout (I always wanted to use the Guinnes brewery in Dublin as such a rallying point but haven't done it yet, the battle for the last barrel could really be fun and the building already looks like a fortress http://builtdublin.com/power-house-guinness-brewery-st-james-gate-dublin-8/
The invasion starts with an axiom wash and everything becomes pulpish. Good and evil forces from before the invasion are now exagerrated. The powers that are have to decide on which side they stand when the pharaoh's troops attack the government palace in Kairo (btw al Sissi is about to build a new Capitol city near Kairo in the real world right now). In Egypt today, the army is everything, the generals own corporations, the army builds streets and houses, bakes bread, manages the hospitals etc. so there is not such a big difference to the Nile Empire. The soldiers only change their clothes. The difference to the setting in the 90s is that there was a revolution in egypt and there are many people today who still hope for change (though the ideals range from democratic to islamic fundamentalistic). There are still heroes from the revolution left who are likely to take a stand and rally people around them.
So, the invasion in NE is more about moral choices than about fighting an invading force.
I usually play it as a storm followed by a progressing change of scenery. After the storm devastated a lot of the vicinity (usually I play in Kairo) with ever more modern equipment transforming or ceasing to function, the first strangely clad soldiers appear and the players have to face a moral choice. Then a "normal" pulp adventure starts f.i. the hunt for an important artifact.Orrorsh
: I never played it from Core Earth perspective, instead some of the players were Victorians about to go through the gates in order to bring hope and salvation to a demon-infested world. Later on they stumbled upon Core Earth players who are not so fond about their benefictors. And of course, there was a Horror involved. Btw this one is tricky, every NPC needs to be fleshed out very carfully as the hunt for the Horror is about information-gathering or it becomes just another Monster-chase.Marketplace
(aka Nippon Tech but I refuse to use that name): the change is subtle and is only advisable for experienced players who know that RPG is about roleplaying not about dice rolling. I never played it as an introductory on cons. With my experienced group the visits to marketplace surely were no DayO adventures. There are a number of options this could start, here is one I often wanted to GM:
One Player is a loyal employee of his company when he finds a misdirected file in his private email programme. He can't open it but is soon chased. Other players can be friends and resources (f.i. a private detective or a programmer who is asked to help decrypting that file). The file is a ransome note to the company's CEO, someone has his daughter, if he wants to see her again he has to sell his company shares. And just when they think this gives new meaning to the word hostile takeover, they are confronted by Ninjas.
Of course, in Torg Eternity Pan Pacifica will have a totally different flavour. It starts out with a Zombie-epidemic, so ideally suited for Day0 convention adventures.Cyberpapacy
: in OTorg the pope is a late-comer, so there is no Day0 Story (I used Operation Central Fire as a first entry to the CP). In Torg Eternity though, it looks like the invasion on France will be on Day0. As far as I understand it by now, it will begin with disasters and the cyberchurch will come as a salvation from this perceived Armageddon. The DayO story could be around surviving the disasters or revealing the cyberchurch is evil or both.Tharkold
: Well, I have no idea. I have to read it first. But it looks like Mad Max with demons so far.
Players from different realities can be brought in just like Tolwyn was brought into the living land. I had one character brought into the Land Below into the body of a virgin that was about to be sacrified. The power of the big eternity shard transferred the soul of a hero from another world (a prince in the image of Elric of Melnibone from an non-canon world) into this female body. Though this was not a Day Zero adventure, it was a great introduction for a player new to Torg. Playing a male hero in the body of a female savage was great fun for him and the group (and btw I had this idea when he started the game with a mistaken identity card and asked me what this card is used for. I took it, I used it, we had fun).