Our heroes venture down an alleyway to discover a group of Wererats who’ve just raided a temple of knowledge.
Our heroes venture down an alleyway to discover a group of Wererats who’ve just raided a temple of knowledge.
My friends and I signed up for a new role playing game that was being premiered at a convention a few years back where the GM had these beautiful maps of the city and towns that I thought we were going to venture forth in but no they where there just for show to get us to by the game. So as we sat down and picked our character the GM proceed to explain the game to us which took 30-45 minutes and then he told us an introduction where he role played the npcs for 50 minutes explain the whole adventure for us.
The game slot was 4 hours long and he we were an hour and half into the session and not seeing any action yet… the explanation of the game and the mechanics and the lavished role-playing introduction to the adventure.
We thought we were going on an epic adventure!
We did proceed, our characters walked and walked and walked to the area, meeting villagers and farmers and a little skirmish of goblins and then we walked and walked and walked some more… by the time we made it to where we going we hit a small contingent of orcs and did battle and that was it. The GM said if we wanted to continue on with the adventure at 7 we should sign up.
Though we had already signed up to play another game at that time. I walked away from the table with a disdain for the system (which I rarely do since I love me some role playing games).
Unknown Armies kind of night! (Taken with Cinemagram)
Deciding on whether or not to run this version of the game. (Taken with Cinemagram)
Ever since I was introduced to role playing games (back in 1979) it’s always been dice, graph paper and a ton of imagination. The group I learned to play AD&D with was just that there was no counters, tokens or boards to move pieces about it, the action unfolded on the table on a little sheet of paper and a lot in our minds.
There were no arguments with the dm of where we were in combat, how many feet away were we from the target or in the radius of a spell being cast. Our characters were little x-s on the sheet. It was fun, it is a simple time (though looking at the rulebooks one wouldn’t be show sure) and it was all pure imagination.
I’m old school and I know it.
Planning an adventure. (Taken with Cinemagram)
After breaking out Gangbusters last night and running the players through the introductory adventure “Mad Dog” Johnny Drake, I decided to jot down some notes and adventure ideas and ended up spending the better part of the night and morning writing up a campaign adventure called “Bullets for Breakfast”.
Just encase the players want to go through another session it’s always good to be prepared. Also, hunted around for some jazz tunes and other songs from the area to make a soundtrack for some background music during the session and nabbed an a 1920’s Sears & Roebucks catalog or two just to have for reference. You can probably tell that I’m pretty jazzed about running another session or two of this classic rpg from TSR.
Fleshing out an idea for another session of Feng Shui RPG.
A Hounds of G.O.D. Adventure
Cast of Characters:
EXT. TOR-ONTARIO CITY - NIGHT
The camera hovers over the megapolis, we get a bird’s eye view of the city below. It is raining, lightning flashes and thunder rumbles as the life below the city continues, hover cars flittering about, neon signs and lights flashing. We hear sirens wailing in the distance.
The camera slowly pans around to a train that follows, cuts through the night at 400mph.
INT. TRAIN - NIGHT
A Maglev train, storage compartment. We see crates that are secured in position and shelving units with netting holding parcels and packages. We see a lone security guard sitting on a comfortable chair. His eyes closed and his head angled on his shoulder. He is sleeping.
INT. TRAIN - SHELVING UNIT - NIGHT
One of the parcels begin to movie, a slight ripping sound can be heard.
INT. TRAIN - GUARD POST - NIGHT
The Guard eyes flutter open when a parcel box drops. Begrudgingly he gets, stretches, and then walks to see the Parcel on the floor. He studies it and proceeds to bend over and pick it up.
EXT. TRAIN - NIGHT
The Maglev is moving through the terrian as we see a hover craft approaches over the baggage car.
INT. TRAIN - NIGHT
The guard bends over and picks up the parcel, he looks over it and then proceeds to put it back on the shelf. As he does we see a huge spider-like being spring toward the CAMERA.
BLACK OUT. END OF TEASER.
Our Adventure begins when the Hounds G.O.D contacts them he has an assignment which he considers to be a cake walk. The Wastrex Corporation has hired them to do a simple security detail.
All they need to do is sit on a train and guard a the cargo.
“It’s nothing but a cake walk,” Spencer tells them. All you have to do is make sure the cargo arrives safely from point A to point B and there is no stops along the way. Our heroes are equipped and head off to the were the Maglev is waiting for them.
They are greeted by the conductor of the train and the Security Chief of the line who shows his distaste that an outside security force has been hired without his approval. The characters are shown the storage car which will be their home for the next 12 hours, they set up camp and decide watches.
Attack of the Spider-iods.
As the train moves on and the characters make camp. Nyoko and Tasha take first watch and decide to sit back to back ontop of the Wastrex crates. Keeping an eye on both sides of the train. Tyco and Imari have set up bed rolls, and Tyco fixes himself a cup of coffee since he figures it’s going to be a long, long night.
The Maglev moves through the night like a snake on the water. Tasha hears something coming from a row of crates and decides to investigate. There she sees a huge mechanical spider-type droid that has burrowed out of a crate and scanning the area. She informs the others just as another spideroid reveals itself. And we now have a fight on our hands. Also another of these pesky creatures emerge from the parcel shelf.
As our heroes deal with the mechanical critters there is also commotion overhead as it seems that a magnet has been attached to the top of the cart. The side door of the cart begins to open and it is a cyborg coming through, by Tyco decides to deal with that situation as the others vanquish the critters.
The cyborg is dressed in black and has no markings by a black spider tattoo on his left arm. He is knocked from the storage train and slams into a rock cut and perishes.
The hovercraft disengages and flitters off…. it too has no markings but the PC’s discover that the cargo are slender cylinders that stand 5’ high.
I won’t bore you with more details since I might run this one at a Convention down the road. ;)