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RE: [DL] after The Last Stop
The tricky thing about following "The Last Stop" is that the posse has
already encountered some pretty weird supernatural stuff. Unless you want
your campaign to be over-the-top in weirdness from the beginning, you
should probably back off a bit.
I wrote a mostly mundane scenario to follow things up. I mixed in a bit of
the French Foreign Legion from South o' the Border, a mysterious Indian,
and a murder/robbery. We've had great fun playing up an old west-style bar
fight and investigating the scene of the crime. The posse's definitely
expecting weirdness, but they won't get exactly what they're looking for
in this one.
I plan to continue that thread, where the next scenario will start
similarly mundane, then climax with something that's definitely starting
to get pretty weird. After that, I'll probably run "The Mission," which
will be yet another step up on the weirdness scale. (And we're in the
desert southwest, which makes "The Mission" pretty accessible.) What I
haven't decided, just yet, is where to mix in the "leftover" elements from
"The Last Stop." Exactly what those elements are, of course, will depend
on where your posse left things in that adventure.
After that, they'll be ready for about anything on the weirdness front,
and I'll take off the gloves. :-)
In any case, if you want to see my "Missing Arms" scenario, I can send it
your way, although I haven't translated everything from my notes to a
document, yet. And, frankly, I don't think it's all that good, but it's
what I've got, so there you go.
Jason
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