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Re: [HOE] Killer Clowns.. and a bit on Urban Renewal.



> okay.. I'm going to be running this game around Halloween and was
> wondering..
> How exactly am I supposed to convince my posse to go in this place at night?
> They typically call it a day when the sun sets, and it's driving me insane
> trying to give them a reason not to "just wait until morning." Anyone have a
> suggestion? I'll be dealing with a trucker, a junker and a Doomsayer.
> Appealing to their Merc-side is about all I've got so far. No Templar to
> feel righteous, no syker to hunt an apostate or save a fellow oath-taker,
> etc...

Toss in a couple extra people to be saved. Then when the posse beds down
for the night have then start hearing screams and gunshots roll over from
across the water. If they ignore that then start having the sounds of kids
screaming in pain waft across all night. If that doesn't work you should
probably give up as the posse should probably be working for the gang,
instead of trying to save people from them. The adventure assumes that the
posse is at least a little herois (otherwise why would they be going along
to save the townies in the first place).

 Theo McGuckin
	"Powerful like a Gorilla, yet soft and yielding like a Nerfball"