Thursday, March 29, 2012
Shiny Shiny Boots
Saturday, March 24, 2012
Imagine A GM, Rolling On An Orange Chart. Forever.
It works in the following way:
Wednesday, March 7, 2012
CAGE MATCH! Marvel Super Heroes v. Marvel Heroic
Open a window with this here in it.
Put it next to what follows and read in parallel.
(I’m using bold text for the GM (a/k/a the Judge).) Okay, so let’s cut to a new scene. Spider-Man, you’re on top of the Fisk Building. Since you stopped to threaten the Kingpin a second ago, I’m going to say that the Vulture’s had a few minutes to take to the air. He's flying away at 6 areas per round as is his wont, so if you want to do anything, now's your chance. The Vulture looks over his shoulder at you and snarls, “You’ll never catch the Vulture, wall-crawler!” What now?
(I’m using regular text for Spider-Man’s player.) Well, I guess I could try to web him up. But last time that didn't work so well, plus he'd probably going to spend all his points to dodge it, plus if I don't catch him now the Atomic Slut will annihilate Battery Park and everyone in it!
“Without my web-fluid, he may be right!” There’s probably heavy industrial stuff on this rooftop, right? Like A/C units, satellite dish, water tower, that kind of thing? I’m gonna rip up a big chunk of roofing machinery and chuck it at the Vulture. Mmmm...I think I want some more karma: “Hate to wreck property, but I gotta keep the HVAC unions in over-time!” Role-playing award?
I’m going to swing over there and get him.
The Vulture’s screaming out, “My wings, my wings!” He’s unsure whether to be more scared of Spider-Man or hitting the rooftop, and so isn’t able to prepare well against either.
I’m closing in on my web-line. Thwip! Thwip!
Okay. And–hey, wait a minute! Weren’t you out of web-fluid?
I, um, forgot. Yeah, forgot. Say, you know what’s interesting about the Vulture? He’s like Spider-Man’s evil grand-dad or something. They’re both gadget-guys, they’re both acrobats, but Peter Parker is a nice kid and.....
(play continues)
Tuesday, March 6, 2012
EXQUISITE CARCOSA AVDENTURE GAME
We take this adventure that Joesky wrote and Dyson drew the map for and pass it around just keep adding stuff (each in your own color) until it's a whole campaign worth of adventure...
This color: JOESKY (Feb 17, 2012)
A CARCOSA AVDENTURE FOR YOU

HERE IS A CARCOSA I MADE. IT IS FOR THE MAP FROM DYSON LOGOS, WHO MAKES THE AWESOMEST MAPS OFALL.
YOUR MISSHIN: KILL THESE GODDAMS BEFORE THEY SUMMON THE AMFIBIOUS ONES. THE SORCEROR IS READY TO ROCK, JUST WAITING FOR SOME FOG AT NIGHT. MAYBE THE PCS ARE HIRED BY AFRAID VILLAGERS, OR THEY CATCH A JALE GUY WHO RAN AWAY, OR SOMETHING TO TELL THEM THAT A
RIUTUAL IS ABOUT TO GO DOWN. Or maybe someone's noticed precisely the right varieties of gem, creature, and virgin are missing. WHATEVER, JUST GET THEM OVER THEIR AND TELL THEM TO HURRY THE FUCK UP AND SAVE THE LITTLE GIRL. IF YOU WANT TO PUT SOME URGENT ON IT, THEN SAY TONIGHT WILL BE A FOG NIGHT, OR SOME NIGHT IN 1-4 NIGHTS.
THIS IS A SMALL LAIRE SO BIG FIGHT NOISE FROM ONE AREA (#1-5) WILL ALERT ALL THE OTHERS AREA, UNLESS YOU DO A REAL SNEEK TAKEDOWN.
ALSO THE AC IS DESCENTING BECAUSE IN AMERICA YOU’ARE FREE TO DO WHATEVER YOU WANT AND YOU CAN PRY MY DESCENTING AC FROM MY COLD DEAD FINGERS (BUT I HOPE IT SOENS’T COME TO THAT!!!! But also I've added ascending AC because America--unlike Carcosa--was built on the principles of both Liberty and Equality....not to mention Convenience.
1) ASSHOLETREE. JUST LOOKS LIKE A DEAD TREE (and, temptingly for your sneakier PCs, it is 10' taller than the wall to which it is mouthwateringly adjacent--which wall is 80' tall if you are wondering. Oh, and so are all the others.) BUT THE JOKES IS ON YOU! SPAWN OF SHUBNIGURATH (MV NONE, AC 8/12 BARK, HD 15, SPECIAL ATT., AL C). SLEEPS IN DAY, ONLY TIME OF FOR DANGER IS NIGHT. IF ANYONE GOES UNDER THE TREE TO SLEEP OR PISS OR SPY OR JUST WHATEVER, ROOTS COME OUT FROM GROUND AND A GRAB -ATTACK IS HAPPEN! ON 6D6 ROLL EACH ROUND – UNDER STR 3X IN ROW AND YOU BREAK FREE, ROLL OVER 3X IN ROW AND YOU ARE SUCKED UNDER THE DIRT (INSTADEATH!), ANYTHING ELSE AND YOU JUST STUCK IN A WRESSLE. FRENDS WHO HELP MIGHT GET A GRAB-ATTACKT TO – THE ASSHOLETREE MAY SPREAD ITS GRABBER ROOTS AROUND, LIKE 2D6 AGAINST ONE GUY AND 4D6 AGAINST A NOTHER, OR 2D6 ON ONE AND 3D6 ON OTHER AND 1D6 FOR SOMEONE ONE OTHER ATTACK, ETERCETERA……..ETC…….. (THE TREE LIKES TO GRAB LOTS OF PEOPLE SO DON’T BE A DICK DM AND GIVE ALL 6D6 ON ONE DUDE IF MORE PCS ARE THEIR). ANYONE NOT GETTING ROOT-FONDLED CAN ATTACK (ONLY CHOPPER WEPONS DO DAMAGE. NO TRESURE HEAR, JUST A SHITTY ATITUDE TREE. If compelled to reveal its secrets by some means it pretty much knows everything because nobody is like Oh, hey we better not talk about this here because there's a tree. Including he knows the Boss can't hear anything. As do most of the cultists below, by the way.
2. ROMPUS ROOM. 8 JALE CULTERS (AC 8/12, MV 12, HD 1, AC 8 HEVY ROBES, 1 ATTACK WITH A KNIFE OR CLUB, AL C) DICK AROUND IN HEAR NOT DOING MUCH. 55% CHANCE DURING A DAY ONE OFTHEM PAYS ATTENTION OUT THE FRONT DOOR TO SEE INTRADERS, 13% CHANCE AT NIGHT. THEY DONT KNOW ABOUT THE TREE SO IF THEY SEE IT EATING SOME-ONE THEY WILL IF A TREE EATED SOME-ONE THEY WILL FREAK OUT (A MONSTER-TREE????? I DID NOT SINE-UP FOR THIS!!!!!!!!!!!!!!!11) AND COWARD IN THE ROOM. FOR HAPPENS IN THAT IS A YES. EACH GUY HAD 4-16SP + 0-5GP TRESURES.
2A) BACKDOOR BERNIES. 2 JALE CULTERS (MV 12, AC 9/11 SHITTY CLOSE, HD 1, 1 ATTACK SLING OR KNIVE, AL N) LOOK OUT THE BACK WAY and also, occasionally "fish"--or whatever the word is for trying to pull slimeslathered finny abstractions out of whatever pellucid ooze passes for water in dim Carcosa. THEY ARE SCARED SHITLESSS AND ALWAYS ALERT 80% OF THE TIME. ALSO THEY ARE NOT CONVINCE THAT RAPING GIRLS AND HANG-OUT WITH MONSTERS IS A COOL; IDEA, SO IF IF THE PCS LOOK ALL BUFF THEY WILL SWICH SIDES AND JOIN AS HENTCHMEN AND FIGHT HARD TO MAKE THINGSR IGHT.NO TRESURE FOR THESE GUYS, THEY JUST PAYED THEIR CULT DO’S. Though they do have a net and a tackle box. It has some twisty hooks and live bait--unsettling, small things best left alone, really. One is psionic and whispers things. It is kind of like an emeraldish looking dumpling with teeth. It can be used as a magical or psionic battery to double a caster's power, but every time it is used it gets one of the caster's actions with which to do as it dumplingly pleases. It may save these up for a whole simultaneous mess of mayhem or dribble them out one at a time.
THERES ALSO A FIRE WITH SOME TASTY LIZARD MEAT GRILLING UP ON STICKS (EAT A HOT FOOD MEAL EACHDAY HEALS EXTRA 1HP PER DAY).
THE STARES GO DOWNSTARES 20′ THEN END IN A GIANT METAL DOOR OF HI-TECHNOLOGY. THEIR IS A PALM LOCK THAT OPENS FOR A SPACE ALIEN HAND (EVEN A DECAPATAINTED ONE) OTHER WISE YOU NEED EXPLOSIONS OR LOTS OF DINOSARS TO OPEN THIS BABY UP. INSIDE………………….IS UP TO YOU, DM!!!!!!!!!!!11 MAYBE A WAY OFF CARCOSA IF THE PCS ARE JUST VISIT FROM ANOTHER CAMPAINE, MAYBE SPACE ALIEN GOODIES, OR MUMMY BRAINS OR SOMETHING……….THE IMAGANATION IS YOUR LIMIT (IE. NO LIMIT).
3A) BOSS ROOM. HERE WE GO, THE MAIN EVENT!!! IN THIS CORNER IS A REAL PRICK, ‘THE MEGATOLLAH OF MAYHAM’ JALE 4TH LEVEL SORCER (MV 9, AC 4/16 CHAIN+HEVY ROBES, HD4, ATTACK PIRATE SWORD OR SPECIAL, AL C). His ears have slowly LaMarcked over into clubbed mounds in response to his Serpentine Amplifier (see below) and so he can't hear. He relies on his guys in room 3 to warn him of impending whatnot. He'll be asleep if the PCs show up during daylight. HE WARES A CREEPY SNAKE-MAN FILTER OVER MOUTH THAT AMPERFIES HIS SHOUT TO DEADLY SOUND LEVEL! WHEN HE YELLS A CONE BLASTS OUT 2D DAMAGE TO 20′, 1D TO 40′, FARTHER AWAY THEN THAT ALL IT DOES IS PISS YOU OFF IF YOU HAVE A HANG OVER. HE CAN BUST SHIT LIKE THE 3 LITTLE PIGS IF HE STANDING REAL LYCLOSE. WHEN HE MAKES A SHOUT IT TAKES 3 ROUNDS TO RECHARGE FOR ANOTHER ONE. IF THE PCS END UP WITH THIS THING, MAKE IT A 5% CHANCE PER USING TO BLOW ITSELF UP. HE KNOWS THE TWO AMFIBIOUS ONES RITUALS. HE WARES CHROME BRACERS WORTH 75GP + GOLD TOERING 25GP.
AND NEXT TO HIM IS HIS LOVE-BIRD A JALE CHICK 2ND FIGHTER (MV 12, AC 8/12 CHAIN BRA+PANTIES, HD 2, ATT. 2 FLAME OIL BOTTLES, AL C). She likewise has all fucked-up ears but they look better on her--she still can't hear though. SHE WARES 8 JADE BRASELETTES ON ANKLES AND ARMS shaped like centipedes WORTH 40GPEACH + GOLD BELLY CHAIN 45GP (I LOVE THOSE THINGS!!!!!).
THEY MITE EVEN BE BROTHER/SISTER LIKE IN THAT MOVIE “THE CROW” WHICH MAKESIT EVEN WIERRDER……..OR NOT I JUST THOGUHT THAT COULD BE GOO DA IDEA. LIKE IN THE CROW. I HAVE SEEN THIS MOVIE ABOUT 12 TIMES AND I HAVE A THE CROW CREW JACKIT (I DID NOT WORK ON THE CROW, ONLY WATCH TED IT.) I have the soundtrack.
ANYWAY THEY LIKE TO HANG BACK AND WATCH THE THUGS GO TO TOWN, SHE WILL LAUGH AND TOSS OIL BOTTLES EVERY KNOW AND THEN. IF TWO OF THE THUGS GO DOWN HE WILL JOIN IN COMBAT WITH A SHOUT (assuming they're awake) (HE DONT CARE WHO HE HITS)(and, yes, he is dumb enough to kill everyone who can hear), THE SISTER WILL TRY TO RUN OUT BACK AND GRAB THE WHITE GIRL AND RUN AWAY.
JACKEDPOT!!!! THIS IS THE TRESURE ROOM, A CHEST XCONTAIN: 1135GP + 924SP + 23 PURPLE CRISTALS WORTH 30GP EACH. A LITTLE POT CONTINAES GOOP THAT LOOKS LIKE HONEY, SMELLS LIEK TURDS, AND S 4 DOSES THAT IF YOU EAT YOU GET PSIONICS POWER FOR 1-2 DAYS (and a small handlike "crown" grows on the tip of your tongue, it will slowly try to reach into your brain while you sleep if not amputated within 3 days). A SILVER COFFER WORTH 75GP HOLDS SNAKE-MEN POTENCY ROOTS. 4 PRIMO-BLEND TORCHES THAT BURN FOR 12 HOURS EACH AND CANT BE BLOWED OUT, ONLY SPLASHED OUT WITH WATER ARE AGANST THE WALL. AND THERE’S A MAN-CATCHER IN HEAR TO (MAKEUP SOME RULES FOR). The boss and his babe use the sleeping body of a pupal giant Mothra as a bed. It won't turn into a Mothra for like 5 more years. Probably someone would pay good money for it if they could get it alive. Weighs about 500 lbs.
4) WALK THE DINOSAR. IN HERE IS A ANKLOSARUS (MV 6, HD10, AC2/18 SKINS, 1 ATT. IF IT HITS ROLL D4 1) BITE 1D, 2) STOMP 2D, 3) TAIL THWAP 3D, 4) NO DAMAGE BUT TOSSED 30FEETS AWAYS, AL N) THEY ARE TRY TO TAME BY STARVE HIM, BUT IT DOES NOT WORK. HE IS CHAINED TO THEFL OOR BUT NOW IS FEDUP WITH THE BULL-SHIT: ANYONE COMES IN AND IT BRAKES A CHAIN AND GOES NUTS. ALOS IF IT HEARS A FIGHT NOISE IN #3 IT GOES CRAZY AND BUSTS THREW THE WALL LIKE A KOOL-AID-MAN (BUT WITH ANGER TO GIVE INSTEAD OF REFRESHING KOOL-AID). WHENEVER IT ATTACKTS IT GOES FOR RANDOM PERSON (EVEN CULTGUYS). TRESURE: A DEAD CULT BODY (GOT TWO CLOSE DUMMY!) HAS 4G.P. + 15S.P. + 6 ARROWS + SILVER DAGGAR. Also, the ankylosaur's shell is encrusted with precious gems (for some ceremonial reason) worth 1000gp, but each miss--like any hit that would've made it if not for its meddling AC--destroys 1 gp value worth of gems per hit point of damage done.
5) COME AND GET EM. 3 PRIOSNERS TIEDTO THE 3 PILLERS HERE AND TORCHES BURN ON OF TOP EACH ONE.
PRISONER 1: PURPLE DUDE (MV 3, AC9/11, HD 1HP LEFT, NO ATTACK UNTIL YOU GIVE HIM A WEPON, AL N). HES BEEN BEATDOWN AND FUCKED UP SO HE WILL PROBALY DIE NO MATTER WAHT BUT IF YOU SET HIM FREE AND GIVE HIM A WEPON HE FIGHTING LIKE A 5TH LEVEL FIGHTER TO GET HIS REVENJE ON JALE ASSHOLES.ONE HIT KILLS HIM SO TRY TO MAKE SURE GETS A SHOTIN.
PRISONER 2: WHITE GIRL (MV12, AC 9/11, HD 1/2, ATT. DAGGAR, ALN). SHE GOT THE wiggly DAGGAR HID SOMEWARE SO IF A UNTIE COMES FROM THE JALE CHICK TO RUN, A STAB HAPPINS RIGHT AWAY. TRY TO KEEP HER SAVE, SHE DOES NOT DESERVE A CARCOSA HER. (MAYBE GIVE EXTRA XP FOR A RESCUE). She is dyed orange for some reason.
PRISONAR 3: BONE LADY (MV 15, AC 7/13 NAKED BUT FAST, HD 3, ATT. STRANGAL). THOSE ARE SOME WEIRD STATS FOR A JUST BONE LADY………..BECASUE SHE IS NOT! A TRICK IS MADE!!!!!!! SOMETIME IN THE PASSED DAYS A FUCKER SPAWN NIGURATH CREPT OUT FROM SWAMP AND GANKED HER IT HAS DOPPELGANGLER POWERS. HER SKIN IS MOSTLY SEETHROUGH BUT SOME NOT-SEETHROUGH PATCHES MIGHT GIVE THE TRICK AWAY. ALSO SHE TALKS LIKE THE KEY-MASTAR OF GOZER, SO THE PCS SHOULD BE WTF???? IF UNTIE SHE COOP-ERATE FOR A COUPLE ROUNDS, THAN WHEN A BACK IS TURNED SHE STRIKES. ONE OF THE GUYS FROM #2A HAS A BONER FOR HER SO IF THEY ARE PART OF THE TEAM, HE WILL STICK CLOSE AND PROLBALY BE THE ONE THAT GETS JACKED. HER NATURAL FORM LOOKS LIKE A BIG YELLOW DIAREA THAT SQIRTS AROUND ON THE GROUND.She also has the ability to turn enemies temporarily transparent so she can copy their brains and therefore acquire any spells or psionic abilities they have.
_________________________________
Ok, that's the adventure so far.
The next person to add to it will be chosen from the first eight comments in chronological order via a random d8 roll--so if you want to add something, sign up now.
That person, naturally, must repost this whole thing, add details and maybe new locations in a different color, and choose his/her successor.
Tuesday, February 21, 2012
The Difficult Adventure
by Charles Bernstein*
originally published in Harper's Magazine June 2003, Volume 306, Issue 1837; ISSN:0017-789x
All of us from time to time encounter a difficult adventure. Sometimes it is the adventure of a friend or a family member, and sometimes it is an adventure we have written ourselves. The difficult adventure has created distress for both GMs and players for many years. Experts who study difficult adventures often trace the modem prevalence of this problem to the early years of the last century, when a great deal of social dislocation precipitated the outbreak of 1978, one of the best-known epidemics of difficult adventures.
But while these experts have offered detailed historical discussions of difficult adventures, and while there is a great deal of philosophical speculation and psychological theory about difficult adventures, there are few practical guides for handling difficult adventures. What I want to do in this essay is explore some ways to make your experience with the difficult adventure more rewarding by exploring some strategies for coping with these adventures.
You may be asking yourself, how did I get interested in this topic? Let me be frank about my situation. I am the author of, and a frequent player of, difficult adventures. Because of this, I have the strong desire to help other players and GMs with hard-to-play adventures. By sharing my experience of more than thirty years of working with difficult adventures, I think I can save you both time and heartache. I may even be able to convince you that some of the most difficult adventures you encounter can provide very enriching aesthetic experiences-if you understand how to approach them.
But first we must address the question-Are you playing a difficult adventure? How can you tell? Here is a handy checklist of five key questions that can help you to answer this question:
1. Do you find the adventure hard to survive?
2. Do you find the adventure's purpose or goal hard to understand?
3. Are there unexpected logistical, moral, or philosophical dilemmas brought up by the adventure?
4. Does the adventure make you feel inadequate or stupid as a player?
5. Is your imagination being affected by the adventure?
If you answered any of these questions in the affirmative, you are probably dealing with a difficult adventure. But if you are still unsure, look for the presence of any of these symptoms: high mortality, tactical, or intellectual activity level; elevated mood intensity; rules irregularities; initial withdrawal (adventure not immediately comprehensible); poor adaptability (adventure unsuitable for use at childrens' birthday parties, pick-up games with random hipsters, etc.); sensory overload; or negative mood.
Many players when they first encounter a difficult adventure say to themselves, "Why me?" The first reaction they often have is to think that this is an unusual problem that other players have not faced. So the first step in dealing with the difficult adventure is to recognize that this is a common problem that many other players confront on a daily basis. You are not alone!
The second reaction of many difficult-adventure players is self-blame. They ask themselves, "What am I doing to cause this adventure to be so difficult?" So the second step in dealing with the difficult adventure is to recognize that you are not responsible for the difficulty and that there are effective methods for responding to it without getting frustrated or angry.
The writers of difficult adventures face the same troubling questions as players, but for them the questions can be even more agitating. Often a GM will ask himself, if he is a man, or herself, if a woman (transgendered individuals also find themselves asking these questions): "Why did my adventure turn out like this? Why isn't it completely accessible like the adventures in the back of rulebooks, which never pose any problems for understanding?" Like players of difficult adventures, these writers of difficult adventures must first come to terms with the fact that theirs is a common problem, shared by many other GMs. And they must come to terms with the fact that it is not their fault that their adventures are harder to understand than the ones in the back of rulebooks, but that some adventures just turn out that way.
Difficult adventures are normal. They are not incoherent, meaningless, or hostile. Well meaning players may have suggested that "something must be wrong" with the adventure. So let's get a new perspective. "Difficult" is very different from abnormal. In today's climate, with an increasing number of adventures being labeled "difficult," this is an important distinction to keep in mind.
Difficult adventures are like this because of their innate makeup. And that makeup is their constructed style. They are not like this because of something you as players have done to them. It's not your fault.
Difficult adventures are hard to play. Of course you already know this, but if you keep it in mind, then you are able to regain your authority as a player. Don't let the adventure intimidate you! Often the difficult adventure will provoke you, but this may be its way of getting your attention. Sometimes, if you give your full attention to the adventure, the provocative behavior will stop.
Difficult adventures are not popular. This is something that any player or writer of difficult adventures must face squarely. There are no three ways about it. But just because an adventure is not popular doesn't mean it has no value! Unpopular adventures can still have meaningful readings and, after all, may not always be unpopular. Even if the adventure never becomes popular, it can still be special to you, the player. Maybe the adventure's unpopularity will even bring you and the difficult adventure closer. After all, your own ability to have an intimate relation with the adventure is not affected by the adventure's popularity.
Once you have gotten beyond the blame game-blaming yourself as a player for the difficulty or blaming the adventure-you can start to focus on the relationship. The difficulty you are having with the adventure may suggest that there is a problem not with you the player or with the adventure but with the relation between you and the adventure. Working through the issues that arise as part of this relation can be a valuable learning experience. Smoothing over difficulties is not the solution! Learning to cope with a difficult session of an adventure will often be more fulfilling than sweeping difficulties under the carpet, only to have the accumulated dust plume up in your face when you finally get around to cleaning the floor.
Players of difficult adventures also need to beware of the tendency to idealize the accessible adventure. Keep in mind that an adventure may be easy because it is not going anywhere. And while this may make for undisturbed playing at first, it may mask problems that will turn up later. No adventure is ever really difficulty-free. Sometimes working out your difficulties with the adventure is the best thing for a long-term aesthetic experience and opens up the possibilities for many future encounters with the adventure.
I hope that this approach to the difficult adventure will alleviate the frustration so many players feel when challenged by this type of aesthetic experience. Reading adventures, like other life experiences, is not always as simple as it may seem to be from the outside, as when we see other players flipping happily through collections of retired 20th level PCs. Very often this picture of playerly bliss is not the whole story; even these now-smiling players may have gone through difficult experiences with adventures when they first encountered them. As my mother would often say, you can't make bacon and eggs without slaughtering a pig.
_________
*I have made the following substitutions:
The word "poem" in the original essay has been turned into "adventure"
"Read" has been turned into "play"
"author" and "poet" into "GM"
"1912" into "1978"
Identifiers 1, 2, 3 and the paragraph after the list have been substantially altered.
"of billy collins" has been replaced with "in the back of rulebooks"
"saying anything" has become "going anywhere"
"best loved verse" has been replaced with "retired 20th level PCs"
The unaltered version is here.
Saturday, February 11, 2012
Let's Play DMG Roulette!
Dust of Appearance
This fine powder appears to be a very fine, (one would assume) very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell). The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on its Hide checks. The dust’s effect lasts for 5 minutes.
Dust of appearance is typically stored in small silk packets or hollow bone tubes.
Faint conjuration; CL 5th; Craft Wondrous Item, glitterdust; Price 1,800 gp.
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Monday, February 6, 2012
Hunter/Hunted
This is why people don't like railroading. It isn't playing, it's listening to the GM tell a story, with maybe a little "Ok, when I say Free you say Bird" going on.
This is followed by some not necessarily bad but frustratingly--and all-too-familiarly for GM-advice books--vague language about avoiding railroading…
And then there is the typical cop-out…
1) clearly define the term railroading for the GM, and then
2) provide the GM with tools to avoid it if s/he wants to.
-In situation 1, the PCs are investigators of horror or violence, in situation 2, they are victims of it. This matches rather nicely the twin roles nearly all horror and investigator protagonists have in these kinds of stories. So at each stage of the adventure you have an "i" version and a "v" version of each scenario.**
-The enemy has a locus: usually in physical space. Like: that island Cthulhu is under or the gangster's safe house.
-At each "Investigator" stage, you move closer to the locus (or finding out where it is). At each "Victim" stage, the enemy sends someone or something out from the locus to get you.
-IMPORTANT: Usually the enemy comes in a different form at each stage. You don't meet actually Cthulhu or actually Al Capone until the last stage. The first few stages feature their agents or otherwise indirect confrontations.
-Also important: at each stage, a clue is left. The clue leads to the "i" version of the next scenario.

Opening: PCs are on their way to England on a boat to investigating the Proverbial Mysteriously Dead Uncle
1i--the nurse is clearly a disturbed woman (in the cafe) you don't know why
1v--terrifying dreams of faceless people (wherever you are) that might make you lash out at your fellow PCs (dream anagram of a doctor's name)
2i--the doctor's office is full of strange specimens (SAN check!) and tomes
2v--a(nother?) nurse is following you and attempting to drug you(wherever you are) (has distinctive uniform from a certain lab)
3v-the doctor appears (wherever you are), a strange creature emerges from his featureless face (wherever you are) --a decent add on here is a chance that the doctor drugs a victim and drags him/her back to the lab or, if injured, runs back to the lab, leaving a blood trail. Either way the encounter at the lab--if it happens--is significantly different than if the PCs had just gone straight there and surprised the mofo
-Victim scenes require you to think like the monster: you are an insane doctor bent on injecting people with a "sacred" serum that makes their faces come off. You've discovered a flapper, a librarian and a drug addict are trying to interfere with your plans, What Do You Do? Where are you? What tools do you have access to? What information on them did they--via their actions to date--give you access to? Use it.
_____
*i.e. "left door or right door" is little better than a railroad, whereas "left door that, if listened at, reveals a chittering noise or totally silent right door" is definitely a non-railroad.
Saturday, February 4, 2012
Please Read These You Will Become Smarter
Friday, January 20, 2012
Evolution
Monday, January 16, 2012
Some Things Someone Should Point Out About A Possible New Edition
Heroic: XP is given for monsters plus each PC picks what kind of thing they want to get xp for based on their PCs' individual motives. Like: "My wizard wants knowledge,""My paladin wants to help the weak" etc. The GM can award these as s/he sees fit but the total can still be divided equally if the PCs roll that way--so if everybody helps one PC achieve a goal, they all benefit
Tournament: XP for monsters at x5 normal.

