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



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

Why don't you have something really particularly big and nasty chase them
INTO the park?  It might require some tinkering with the storyline, but you
could theoretically run them into the park for shelter or whatever, and then
keep them there as long as you want.

Russ