[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [HOE] Killer Clowns.. and a bit on Urban Renewal.
----
spoiler-
-
-
-
-
-
-
-
-
> Yep.. Its right in the Dime novel.. one or two nice pot shots from a goodly
> distance from an unseen sniper would tend to make them re-think it. Don't let
> them get close enough to make them think its a "Quick run forward to attack"
> type deal. Just a long shot that wizzes by and a few others as well. The idea of
> several rounds zipping by and one or two that hit is more spooky than a single
> hit.
Trouble is I don't think that's really supported in the adventure. I don't
think any of the gangers actually HAVE a rifle. I would try playing up the
fear of getting sniped. Pick out someone with some military or practical
weapons experience and have them make a shootin' roll with their smarts
die-type (or you make it for them). Then tell them that it occurs to them
how easy a target they would be crossing the rail in the light of day.
Make it sound like you are giving up tactical information to them rather
than trying to goad them into waiting 'til night fall.
If the posse thinks they are getting away with something they are very
un-likely to second guess the marshal.
Theo McGuckin
"Powerful like a Gorilla, yet soft and yielding like a Nerfball"