roflo1

joined 2 years ago
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[–] roflo1@ttrpg.network 1 points 1 day ago

Why not both? ;)

 

There's times when you manage to keep your players on their toes, trying to second guess what lies beyond the corner or when everything will go down. This is one such game. I favour the type of horror where no monster is ever shown. In movies, the suspense genre will accomplish this mood more easily. This is one such game. Of the sessions I've ran, this is my favourite. Because nothing happened. Or at least that's what the characters think.

My players came up with: a Jack of all trades, accepting whatever job he finds; an aspiring politician, currently holding a minor position at a welfare office; and a reporter, barely starting her career for a local newspaper.

So I pulled up a charity event for kids with special needs. The day before the event, the aspiring politician was tasked with supervising the setup. The reporter was following up on behalf of one of the schools that had granted her several interviews in the past; she was asked to make sure the venue was adequate for some of the kids' needs. And the Jack of all trades was the head waiter, tasked to receive the trucks that would deliver tables, chairs, and tableware.

I'll be using the spoiler syntax for mechanical stuff[I'm omitting all of the mechanical stuff, be it skills, disadvantages, or Ego throws (now KiT).]

The three of them arrived at the Event Hall, a beautiful place about an hour beyond the outskirts of the metropolitan area. Sitting next to a forest, this event hall is part of a picturesque hotel that rents cabins for the people wishing to take a break from city life.

GM's notes (spoiler)[I thought to myself that this place could very well be close to a thin veil that could lead to Gaia, but the adventure never required it. Perhaps another time. Don't tell my players.]

Act 1 was pretty much the characters being themselves, meeting each other, measuring each other. The aspiring politician trying to boss people around and being seen as a boss. The head waiter threw a tantrum against the delivery guys because there weren't enough glasses and the tables were the wrong size. The journalist, trying to figure out if the speakers would be too close to some kids that were particularly sensitive to loud noises... and why the hell does this place not have a ramp for wheelchairs?

Enter Act 2: The head waiter had to open the boxes containing the tableware and organize it all in shelves because the delivery guys were only being paid to deliver the stuff to the front steps. Several of the hotel/hall employees were sent to retrieve provisional ramps, to call the audio technician, or some other errand. The journalist had just convinced the aspiring politician to grant her a small interview when a storm broke loose and the lights went out.

GM's notes (spoiler)[At first, there was nothing else to it, but I started "escalating" the ambience. First the cell phone signal went away. Then the wind started blowing water into the hall to prompt them into working together. Then some fog appeared. Then the violent rain and thunder made it hard for them to hear each other if they weren't close enough. Then the fog started pouring in from the door and window gaps. Their cell phones could be used as a flashlight, but I kindly reminded them that it was an easy way to drain the battery. And then...]

Something fell to the floor in the kitchen. The head waiter was sure he hadn't left anything that could have fallen. But then, our memory can play tricks on us. There it was. A big kitchen knife lying on the floor. Did the delivery guys bring kitchen knives? I don't think so. There was a landline in the kitchen, but it was also dead.

While they were all in the kitchen trying to sort things out, a crashing sound could be heard coming from the main hall. One of them quickly wielded the knife. They discovered a broken window, the water pouring in. This is an unusual storm for this region. Time keeps passing and it doesn't seem to wane.

While in the main hall, something else crashes to the floor in the kitchen. But this time, they didn't find anything. This place should have a power plant. A side door in the kitchen leads to the field outside, and they can (barely) see a small building. They needed to find someone, the hotel staff said they'd be around.

Without umbrellas or raincoats, they venture towards the small building. It is indeed a power plant, but it doesn't seem to be working. None of them dares fiddling with it to see if it starts. In fact none of them dares enter more than a handful of feet because a rustling sound can be heard at the other side. The cell phone's flashlight doesn't show anyone there. Nobody answers.

Act 3... ... while hustling back to the main hall, one of them notices through the fog a shadow far away. Humanoid in form. Huge. Wandering the edge of the forest. Once in the kitchen, they all agree they should get in the car and find someone else. They get to the parking lot and hop into the journalist's compact

GM's notes (spoiler)[the aspiring politician was brought by a colleague, and the head waiter doesn't own a car].

It doesn't start, of course. One of them opens the hood and gives his rudimentary mechanic knowledge a try. Nothing complicated.

Soaking wet but finally seeing the light at the end of the tunnel, they start moving away. Until they reach the parking gate at the security booth. The barrier is down and is held by a lock. A guard should be at the security booth but nobody answers and a light can be seen through the misty window. They decide to break the window to get inside.

GM's notes (spoiler)[I thought about them finding a dead body there, but decided against it. The real thriller would be at the main event. Plus the nondescript suspense was working great.]

Nobody there. A small battery-operated TV was displaying static on the screen. A large keychain lay on the top shelf. They remove the lock from the barrier and leave. They start making plans: get to the main road to see if their cell phones have a signal there. If not, head back to the city.

They arrive at a bifurcation on the road. None of them remembers there being any bifurcation on their way here. The journalist loses it

GM's notes (spoiler)[no intervention on my part and no roll whatsoever; just player immersion].

Decides this is not possible. Their minds are playing tricks on them. Then decides to drive straight, full gas, through the middle... ... and crashes into a big rock. The engine's carter block is now leaking oil.

Epilogue.

The storm eventually passes. The trio are shivering cold and head back to the hotel's hall. Staff are back there. And there's a simple explanation for everything. Most of the staff was caught elsewhere when the storm hit and decided to stay put. The booth guard trekked to a nearby building when the lights went out. The groundskeeper couldn't start the power plant because it ran out of diesel, so he ventured through the field to another shed where they kept a few spare drums. And the bifurcation was hard to miss on the way in, but evident on the way out.

GM's notes (spoiler)[This session was played several years ago. I do hope we can resume it one of these days.]

 

cross-posted from: https://ttrpg.network/post/28022029

I think I haven't shared this on the Fediverse yet.

The Cepheus Engine SRD has this nifty table on page 104 (chapter 5: off-world travel) where travel times are specified, at several G's of acceleration, for some common distances.

At some time I wanted to know how much time would it take to get to the Kuiper belt... but the table in CE's SRD stopped short of 7 Au.

So I made this page:

https://rpg20.com/index.php/misc/interplanetary

I also added a column where I specified the distance in light-seconds. light-minutes, light-hours, or light-days (because I find it useful to know when a radio transmission would ideally reach it's destination).

Hope someone else finds it useful.

 

I think I haven't shared this on the Fediverse yet.

The Cepheus Engine SRD has this nifty table on page 104 (chapter 5: off-world travel) where travel times are specified, at several G's of acceleration, for some common distances.

At some time I wanted to know how much time would it take to get to the Kuiper belt... but the table in CE's SRD stopped short of 7 Au.

So I made this page:

https://rpg20.com/index.php/misc/interplanetary

I also added a column where I specified the distance in light-seconds. light-minutes, light-hours, or light-days (because I find it useful to know when a radio transmission would ideally reach it's destination).

Hope someone else finds it useful.

[–] roflo1@ttrpg.network 6 points 4 days ago (1 children)

Thanks for the heads up. Do holler if you need help somehow.

 

Just found out about this ~~upcoming~~ Kickstarter.

https://www.kickstarter.com/projects/lightfishgames/cyberdark-rpg/description

It's a cyberpunk game based on Shadowdark. And while haven't even played Shadowdark, I'm always grateful when publishers provide a free Quickstart. I think it's a great way to see for yourself if you'll like the game.

You can find a link to the quickstart from the KS page above, or from directly at:

https://www.dropbox.com/scl/fo/xai7zliw3tylz6v4ilmzg/AF6geXAz32psrTapCRiPzQE?rlkey=y9qm6wdi300021h615b7jzucy&st=ygkwigjs&dl=0

13
Small crypt (infosec.pub)
submitted 1 week ago* (last edited 1 week ago) by roflo1@ttrpg.network to c/micro_maps@ttrpg.network
 

200th micro map!!

 

I just love that word, even if it's no longer used.

[–] roflo1@ttrpg.network 4 points 2 weeks ago

Oh. I meant to portray that the doctor says a similar line twice. Once outside before the statue, and a second time inside the bar.

[–] roflo1@ttrpg.network 6 points 2 weeks ago (2 children)

No, this must be going mad feels like.

[–] roflo1@ttrpg.network 2 points 2 weeks ago

LOL... it was supposed to be a statue, but then I drew in a detailed style everything else.

[–] roflo1@ttrpg.network 2 points 3 weeks ago

If you’re not averse to videos, Seth Skorkowsky has the gold standard for rule overviews:

https://youtube.com/playlist?list=PL25p5gPY6qKVUg6ys5N1oRlsBI7DTByyI

First video is a very nice introduction and “what to expect” kind of thing.

[–] roflo1@ttrpg.network 2 points 3 weeks ago

Haven’t delved too deep trying to find differences. From what I can tell, Cepheus Engine is pretty much the Traveller SRD.

According to this blog, CE also took bits from other SRDs: http://theotherside.timsbrannan.com/2022/05/review-traveller-and-cepheus-srds.html?m=1

[–] roflo1@ttrpg.network 2 points 3 weeks ago (3 children)
[–] roflo1@ttrpg.network 1 points 3 weeks ago

On an unrelated note.. I have these blue and red scraps of paper, and I'm not sure what to do with them:

Red and blue scraps of paper

I'm thinking that I could try the blue ones for drawing snowy or icy areas. Not sure how it will go. Guess we'll find out.

But the red ones, those are more difficult. For starters, it's a dark-ish red, which makes it more complicated. Perhaps I should use a sharpie (something with a thick tip) instead of a pen? And then there's the theme... what fits well with red? Yeah, sure Hell is associated with red, for starters, but I don't know how I would draw hellish landscapes.

Any ideas?

[–] roflo1@ttrpg.network 1 points 1 month ago

Not sure I made it "swampy" enough...

[–] roflo1@ttrpg.network 1 points 1 month ago

Nah... real fjords would be narrower and longer, right?

[–] roflo1@ttrpg.network 2 points 1 month ago (1 children)

Yeah, I guess I was just completely disconnected on the real hazard of depressurization. It’s not just about holding your breath.

The worst part is that I have read about this stuff in several contexts. Maybe it’s just that it’s not a common part of my life.

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