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Jul 26 2006, 03:35 PM
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#26
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...though written under Shadowrun 2, one of the more fun scenarios was the segment entitled "Fist Full O Karma" from Harlequin's Back. It had a decidedly Wild West flavour very similar to the SteamPunk setting though all the tech ran off of a mysterious substance called Phlogiston.
This is where my namesake Kyoto Kid got her name, beforehand she was just known as "The Kid". Definitely one of my favourite adventure modules. |
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Jul 26 2006, 03:47 PM
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#27
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Moving Target ![]() ![]() Group: Members Posts: 993 Joined: 5-December 05 From: Crying in the wilderness Member No.: 8,047 |
Ran a run base on a cross between Dusk till Dawn, Tremors and Them only with Termite bug spirits. Was a game of three scenes with the first two scenes being personal plot heavy, had the party so wrapped up in the personal angst that the fore shadowed danger had them on edge but they hadn't guessed the real reason for the odd town folk. At least till 30 plus six foot long termites and hybrid flesh forms came for them (que manical laughter.)
They did very well actually, mostly because the mage got medievil on the true spirit bugs really fast and used her two fire elementals well. The other two where tight in their team work, firepower, dice rolls and heavy karma use. The look of consternation as the insect shaman turn round and shot them with a AR was nice too. |
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Jul 26 2006, 07:42 PM
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#28
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
I ran this a few months back. Sorry if there are odd references, I had posted it to another thread and didn't feel like retyping it all. I liked running this one just for the sheer amount of "who the....what the...where the??????" that went on. :)
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Jul 26 2006, 10:05 PM
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#29
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Moving Target ![]() ![]() Group: Members Posts: 344 Joined: 5-January 05 From: Wherever this piece of meat rests. Member No.: 6,937 |
I just ran this one a few months back and it went rather well. After a successful run my players were living it up with their Fixer, and at the end of the session I had a heavily armed Knight Errant come in and arrest the Fixer and anyone else of ill repute (IE: Sinless, metahumans, and anyone there that might have had a criminal SIN) The next session I explained to them that there were each being interrogated separately about a run they had pulled for their fixer a few months back (before the Campaign started). Each scene was set up by one of the characters being interrogated by my investigator about the events of the run. I gave the player being interrogated a list of things they had to say to set up the scene, thus giving them the duty of flavor texting it. Then we "flashbacked" to the scene and played as normal.
As a previous poster stated, mixing things up a bit is fun as well. The first Run I did in my current campaign started at the end of a Data Steal where Mitsuhama security robots had cut off the runner's avenue of escape. That was very fun for me as they had no clue. I rolled off the flavor text explaining the situation and then asked them to roll for initiative. Priceless. :nuyen: :nuyen: :nuyen: |
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Jul 26 2006, 10:33 PM
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#30
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Moving Target ![]() ![]() Group: Members Posts: 291 Joined: 26-February 02 Member No.: 806 |
I seriously have wanted to do a "find person" run that gradually gets weirder and weirder in a Lost Highway kind of way. This builds up towards a climax in wich the PCs wake up at their fixer, all connected to a simunit by trodes or whatever. Then I explain they all remember they're already on a run to find a person and the details around that and how the came to find the simstuff. All PCs remember everything prior to putting the trodes on their heads, and the fixer can also verify that the first person that checked the chip told the others that they had to see it, but was very lucid and rational about it (slight railroad explanation, but acceptable). They've been out for 20-40 minutes. This of course include a little Gm speech explaining the short adventure the PCs went through up to this point, including lots of little details related to each PC's role and personality.
The chip is actually a distress call from an AI semi-created by the person the PCs are after. The places and events they experienced are all cryptic leads in this search. For example, an apartment the PCs visited is perfectly real, but lies in a wholly different building. The PCs may encounter a lobby with a lift and presses the button the did in the ultraviolet simchip only to end up at a completely unknown place (even if it's the correct location for the adventure to progress). |
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Jul 27 2006, 02:04 AM
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#31
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Target ![]() Group: Members Posts: 2 Joined: 24-July 06 Member No.: 8,954 |
Character Gen was just a case of be honest. We didn't bother with BP. Some of the roleplaying scenes can be really good, plus they're easy cuz you are yourself. There is not actually a great deal of combat, more running for your life, setting up barriers, food runs, building new and intresting weapons, researching the zombies. Also, I don't make the players forget the films they've seen, because they have seen them. This time round I'm even letting the characters remember what happened in the last zombie run.
Dogsoup: I was gonna do the same sort of thing, only the players wake up and don't know anything...lots of investigating. |
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Sep 8 2006, 12:54 AM
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#32
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 |
I was digging around in old threads and found this. Crossfire's been holding out. He hasn't GMed for his new group (which includes me) since he joined us. Now that I know you do this stuff, I'm gonna hold you to it.
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Sep 8 2006, 03:00 AM
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#33
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Target ![]() Group: Members Posts: 22 Joined: 26-August 06 Member No.: 9,229 |
I based my entire campain on thr précolombian mythology to give consistance to the metaplans. Aztech point of view.
In fact the underworld of Xibalpa (9 linked métaplans ruled by powerfull free spirits) are the gate to Mictlan, a far métaplan (hermetic human p.o.v) inhabited by the mictlanese: kind of ETs. Mictlan had a colony on earth during the 4th age, and maintain close diplomaric relationship with the great feathered dragon Yuichotol. This colony is the aztlan place of Teotihuacan. Besides Mictlan people fight the tzitzimines (Horrors). After Yuichotlt death and the downing of mana the mictlanese vanished beyond the metaplans only managing sparce conexion with the précolombian peoples. All communication were lost due to the fall of the aztec empire and the conquista. When Aztechnolgy dug up the Locus south of Texas and made it the heart of his new organic biocomp server a new entity rose in the azzie datacore: Tzecaltlipoctla. The azzies thought they were confrontind a true AI, in fact Tzecaltlipoctla is a matricial construct sent by Mictlanese imperial counsel. i've been GMing this gampaign for 12 years now, sending the players characters up to Mictlan imperial court in the middle of political intrigues whoses consequencies ripples as far as the Aztlan, denver, london.... In order to enter xibalpa, the land of the deads, one have to...die! The players agreed to have their characters head severed of by an azzie priest !!! They died of course, and after a few adventures in Mictlan i gave them the opportunity to come back "home". They were were aghast when they realized their characters were shedims possesing a clone of their first body!! |
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