3/18/1928
Out of the blue, I received a call from George Carrington today! I knew that our link was too strong to be ignored. It seems that he needs my help, as strange phenomena not unlike that at those at Carrington’s home have befallen one of his friends. I eagerly told him I would do what I could to help and will meet him in a week at his office in New York. I cannot wait to see what awaits me next in my explorations! Why, he said he would even pay me for my troubles!
3/20/1928
Disappointment mingled with confusion today as I write on the train to the featureless interior of America. My trip to New York failed to bring Cecelia out of hiding (is there someone else?) and Carrington’s “assignment” for me seems frustratingly vague. I do not know what I should do. His college acquaintance has made his fortune through gold mining with New World Industries in the mineral rich regions of South Dakota but his operations have recently come under some mysterious hardships. A terrible disease has stricken some of the miners and a rash of inexplicable suicides have claimed the lives of others, as well as the breakdown of some of the mines’ equipment, demonstrated by the sudden end of our telephone conversation with him. I admit to being quite fearful of this journey as my constitution is naturally quite susceptible to illness and I am mystified as to what these problems of business have to do with my interest in the supernatural. However, I must keep to my word as a man of honor and student of the unknowable. Perhaps more will be explained upon our arrival in the town of Rapid City, South Dakota tomorrow. Accompanying me are that awful cad Graeme Smythe who weaseled his way into the investigation and Volker Sauer Mucke, who hopes to paint new visions of the South Dakotan badlands. I am sure he will find much inspiration.
3/21/1928
I am so tired I can barely summon up enough energy to write this account. However, sleep has been long in coming after the terrible things I have seen today. After arriving at Rapid City, a genial man by the name of Mr. Wallace, geologist by trade picked us up in his automobile to convey us to the site of the mining operations. Along the way he explained more about the current troubles, including the fact that they are digging in an area long believed sacred by the local Indians.
Upon our arrival, however, chaos had overtaken the area and distraught men ran everywhere. Wallace was quickly informed that Carrington’s friend had been the latest victim of the odd string of deaths surrounding the mine and we all were ushered to the mine’s administration office. Never will I forgot the scene of horror there! The man was struck through the head with a mining pick! Though I had never witnessed such a scene before, I believe I handled it like a true detective and impressed even the local sheriff, a man right out of the Western pulps. He blamed the murder upon the Indians, some whom resisted the sale of their lands to the company. Through his deductive skills, (of which I had never suspected) Mr. Smythe was able to determine the man died of self-inflicted wound. How horrific! How could a man do such a thing to himself? Also, there were some strange diagrams that seem to have no know symbolism to me. Finally, we visited the infirmary were this disease was taking a terrible toll on the miners; never have I seen such terrible symptoms and I hope and pray it is not contagious. The local doctor was at his wits end, knowing neither the cause nor the cure for the wasting malady. My only guess is that it has something to do with the mines as most were involved in a tragic accident several months before. Perhaps their guilt for surviving is causing their spirtual malaise to effect their bodies. That is my only conjecture. Tomorrow we explore the mine that was the site of the incident.
3/22/1928
What a terrible day! The weather is cold and windy here in the Black Hills, not at all conductive to my well-being. I slept terribly, wracked by horrid dreams I cannot recall. It must be the pall of sorrow over the mines. The food is vile and the miners are not at all men of whom conversation means much, which is understandable given the situation. And to make matters worse, I sprained my ankle while climbing into that damned, dank mine shaft! It hurts terribly, but not as bad as the headache that has plagued me all day as well. The only thing we found in the mine, site of the accident was another mysterious diagram, almost mathematical in its precision. The sciences have never been my area of expertise, and neither it would seem with Mr. Smyhe or Volker. We can make nothing of it. Time to go to sleep tonight, if I can sleep in this stiff, uncomfortable cot.
I have gone over the mine logs recently, though I am no businessman. Only one thing of note; they are mining a lot of some ore called “pitchblende” but they are not shipping it out. What is it used for, I wonder?
3/23/1928- morning
An even worse dream last night, and my headache has increased to a nearly unbearable pounding behind my temples. The dream was full of menace and I fear something bad is going to happen, dreams are very prophetic. This one was awful, I was in a pit filled with disgusting beetles and large buzzing insects said horrible things to me before I was buried in bugs. Truly unspeakable! I will think no more on it. Today I have suggested that we visit the local Indians, though the sheriff and miners contend that they are hostile and violent to all whites. This is their ancient land, so I feel that they may have important insights to impart upon us if we only but listen. Primitive peoples, have, I feel kept closer to the ancient ideals of the spirit then we scientific civilized men.
Later
Unbelievable! I had no idea of the horrors that lurk under the Black Hills! The Sioux medicine man has explained all but it is up to us to stop this terrible infestation. The miners do not know what they have awoken; terrible evil spirits that science cannot account for!
We trekked out to the reservation where the local Indians live. None of us was skilled riders but horseback was the only way to get to the Sioux village and none of the more experienced outdoorsmen would risk the wrath of the Indians. As we were nearing our destination, a few of the younger men brandished rifles and threatened us. They must have thought us a sorry sight when all three of us tumbled off our horses at the first sign of trouble. I tried to calm them but they were enraged, shouting at us “company men” to get out of their land. Just as things started to look bad, another man appeared on horseback, the Indian sheriff and ordered the ruffians off. He had heard of our activities at the mine and wanted us to meet the local medicine man. I was intrigued, despite my pounding head and wanted to meet this wise man as soon as possible. I was sure he would have great spiritual insights, and I was proven correct in my assumptions.
He asked us to sit in a circle inside of his sweat lodge and told us the story of the evil spirits that dwelt beneath the hills (I shall have to record the full story in another account). The miners awoke them from their sleep and now they were active in the world of men once more. And then something happened that I can barely recall, let alone write. I shall do my best to record it. The medicine man began a chant and a dance unlike any I have seen before. Then, I do not know how to render it in words, my head exploded. It felt like that at least. When I came to, he was stomping on some horrible insect upon the floor of the hut. It was an evil spirit, called Shan that had dwelt inside my very mind, twisting me to its foul bidding. Mr. Smythe and Volker both looked physically ill at the scene. The holy man told us that many at the camp were host to such evil parasites and taught us the song to combat them.
We returned to the camp and set about trying to force any Shan from Mr. Wallace if he was infected by one. In an awkward scene we convinced him to let us show him what we learned, dancing and singing the song we had learned. Unfortunately, we did it incorrectly and had to do it again before Mr. Wallace could get away. The next time it was flawless and, to everyone’s shock a Shan spirit burst out of Wallace’s forehead (without leaving a mark) and the man fainted away. The creature was hideous, glowing a strange blue with many legs and eyes, it flew around at great speeds. Volker and Graeme were horrified and shot at the bug with their pistols, but it was too quick for them. Finally, someone managed to smash it with a broken chair leg. After the sound of gunfire and Mr. Wallace’s state of unconsciousness, many miners were suspicious of us. We tried to explain that there were snakes, but it seemed that many did not believe us. However, they did not question us further and we all retired to bed, which is where I am reading this now. I am exhausted, but almost too frightened to sleep. What if the shan come back and get in my head again.
3/25/1928
I am writing this on the train back east towards home. Graeme and Volker are both feeling quite ill, and I fear they may have been effected by the disease that had stricken many of the miners, and I only hope that they recover. However, I am sure that spiritually they feel much better, as I do, for we have put an end to the terrors of the Black Hills.
The night we drove the shan from Mr. Wallace, we heard some activity in the camp late at night. Investigating we found a group of miners secretly transporting supplies. Following them surreptitiously we discovered that they traveled to a hidden mine entrance about a mile from the camp. There they unloaded a lot of ore- must be that pitchblende. In the morning we explored the place and found that it went deep into the mountainside, a mile or more underground. There we found the home of the shan, a huge glowing pyramid structure. It filled me with terror and I suddenly realized the illness of the other miners; this place had emanations that were not healthy for humans and I insisted we leave that instant. As we were escaping we encountered several of the terrible shan spirits! They attacked us and one struck me with a ray of light in projected, incapacitating me with terrible pain, worse then any I have ever felt! Fortunately Volker and Graeme were able to avail themselves of the heavy shovels we brought with a crushed the evil insects. Escaping from the horrid pit, we collapsed the mine entrance with the ample dynamite left nearby. How convenient! Returning to camp, we spoke to Mr. Wallace who had recovered by that time and he informed us that, after the explosion several miners all collapsed (each part of the secret errand of the previous night) and some claimed they saw some kind of insect nearby. Our measures were enough to force the shan from their hosts, but I fear they are still out there. Thankfully we are on the way home now.
4/10/1928
I have received word from the New York hospital that both Volker and Mr. Smythe have recovered from their inexplicable illnesses, though it seems that both have temporarily lost all of their hair. Radiation poisoning they called it. Very rare, very mysterious!
Friday, April 17, 2009
Wednesday, April 15, 2009
New Class: The Lord
Been thinking a lot about the Lord class, which is the new Charisma-based class I've been tinkering. It's going to have a medium base attack bonus, which relates to a d8 HD. Not a slouch in combat, but not its primary focus.
Instead the primary focus would be on practices. Practices are associated with spheres, and spheres are tied to one of the Charisma-based skills. Diplomacy, Intimidate, Perform, and the others (which for some reason I can't think of right now). I'm thinking the lord will have access to a certain number of practices based on level, and utilizing the practice will require a skill check of the appropriate sphere skill.
I'm thinking most of the practices will be support level, very similar to the bard abilities, but there should be focused attacks in there as well. With a sphere for the Perform skill I'm really thinking the lord will ENTIRELY replace the specific and focused bard base class. The bard would then become a prestige class, which has always felt more appropriate to me.
Just musings at this point, but I'm starting to come up with concrete details in a document. A good start, I think.
Instead the primary focus would be on practices. Practices are associated with spheres, and spheres are tied to one of the Charisma-based skills. Diplomacy, Intimidate, Perform, and the others (which for some reason I can't think of right now). I'm thinking the lord will have access to a certain number of practices based on level, and utilizing the practice will require a skill check of the appropriate sphere skill.
I'm thinking most of the practices will be support level, very similar to the bard abilities, but there should be focused attacks in there as well. With a sphere for the Perform skill I'm really thinking the lord will ENTIRELY replace the specific and focused bard base class. The bard would then become a prestige class, which has always felt more appropriate to me.
Just musings at this point, but I'm starting to come up with concrete details in a document. A good start, I think.
Monday, April 13, 2009
Working on New/Tweaked Classes
I'm going to start earnest work on developing the new classes that I see fulfill system niches in Pathfinder RPG. These include the filch, priest, lord, knight, shaper, and warlock. At the same time the following classes will need to be tweaked: cleric, wizard, sorcerer, and bard. The largest piece of this update is the brand new class based on Charisma - lord. I'm thinking its abilities will be based on the Star Wars noble but more useful, and based around spheres. Each sphere would be associated with a Charisma-based skill, giving each lord a focus.
Here are the specific tweaks to the existing classes I'm thinking about right now:
* The paladin goes away and the cleric steps up to replace it more or less. The cleric would have the good base attack bonus progression and higher hit dice, and fewer spells. I'm thinking a progression of every three levels instead of every other level. So 1st level spells from 1st through 3rd level, 2nd level spells from 4th to 6th, etc. This caps out at 7th level spells at 19th level. Also looking at the domains and building special abilities based off of those - Pathfinder RPG already started down this path.
* The wizard will be tweaked to include the overcast ability we played around with in the Age of Worms campaign along with the abilities from Pathfinder RPG. Not too much change, actually.
* The sorcerer is almost a new class. It'll be a wizard/fighter combo class, sort of, but I'll look at the other variants already presented in existing splatbooks - duskblade comes to mind out of the PHB2, but I know there were others (spellsword out of Complete Warrior?). Something along those lines.
* I'm thinking the bard loses arcane spellcasting abilities, and instead gains something similar to the lord's sphere focus. Not sure at this point, I think the details will fall out from the work done on the lord class.
Some of the new classes already exist in one form or another and I'll just be tweaking them to work with the Pathfinder RPG. This includes the knight, which appears in PHB2 - that might be a straight conversion to be honest. I'll need to give the class an overview to check.
Warlock is going to be pretty different from what's presented in Complete Arcane, and will be based more on the 4E warlock. Someone who trafficks in otherwordly powers, and gains their powers from pacts. Emphasis on summoning? Probably, maybe.
The shaper is going to be an interesting class, and will be more or less a flexi-class based on the polymorph spell and the psionic powers contained within the biokinesis discipline. More details to follow.
Here are the specific tweaks to the existing classes I'm thinking about right now:
* The paladin goes away and the cleric steps up to replace it more or less. The cleric would have the good base attack bonus progression and higher hit dice, and fewer spells. I'm thinking a progression of every three levels instead of every other level. So 1st level spells from 1st through 3rd level, 2nd level spells from 4th to 6th, etc. This caps out at 7th level spells at 19th level. Also looking at the domains and building special abilities based off of those - Pathfinder RPG already started down this path.
* The wizard will be tweaked to include the overcast ability we played around with in the Age of Worms campaign along with the abilities from Pathfinder RPG. Not too much change, actually.
* The sorcerer is almost a new class. It'll be a wizard/fighter combo class, sort of, but I'll look at the other variants already presented in existing splatbooks - duskblade comes to mind out of the PHB2, but I know there were others (spellsword out of Complete Warrior?). Something along those lines.
* I'm thinking the bard loses arcane spellcasting abilities, and instead gains something similar to the lord's sphere focus. Not sure at this point, I think the details will fall out from the work done on the lord class.
Some of the new classes already exist in one form or another and I'll just be tweaking them to work with the Pathfinder RPG. This includes the knight, which appears in PHB2 - that might be a straight conversion to be honest. I'll need to give the class an overview to check.
Warlock is going to be pretty different from what's presented in Complete Arcane, and will be based more on the 4E warlock. Someone who trafficks in otherwordly powers, and gains their powers from pacts. Emphasis on summoning? Probably, maybe.
The shaper is going to be an interesting class, and will be more or less a flexi-class based on the polymorph spell and the psionic powers contained within the biokinesis discipline. More details to follow.
Thursday, April 9, 2009
D&D? Done? I Think Not!
I love D&D, and I've got a lot of books on my shelf to prove it. I don't want to stop playing D&D just because the new edition is crap and the number of players have dwindled to smaller number. I say thee nay!
Although the title of this post is misleading. Instead of D&D 3.5 I'd like to go with Pathfinder RPG, which is also known as D&D 3.75. With the Age of Worms campaign I used a few of the ideas presented in Pathfinder, including the skill system which didn't really work, but for the new "thing" I'm going with Pathfinder completely. And not just with the system - the setting as well.
More details at www.paizo.com, but in essence I'm going to run a home game of the Pathfinder Society mega-campaign. This is similar to the RPGA, but it's organized by Paizo with fewer restrictions. There are still a few things I'd change, including using the Pathfinder RPG rules rather than the D&D 3.5 rules, but the changes aren't that major.
I'm going to pick up the Pathfinder Campaign Setting, which has more details in it on the world of Golarion, and sometime soon I'm going to start up a more or less free-for-all campaign. Probably on Mondays, maybe Sunday evenings ... ? The hook for the campaign will be the Pathfinder Society.
Gotta go. Bacon popcorn calls.
Although the title of this post is misleading. Instead of D&D 3.5 I'd like to go with Pathfinder RPG, which is also known as D&D 3.75. With the Age of Worms campaign I used a few of the ideas presented in Pathfinder, including the skill system which didn't really work, but for the new "thing" I'm going with Pathfinder completely. And not just with the system - the setting as well.
More details at www.paizo.com, but in essence I'm going to run a home game of the Pathfinder Society mega-campaign. This is similar to the RPGA, but it's organized by Paizo with fewer restrictions. There are still a few things I'd change, including using the Pathfinder RPG rules rather than the D&D 3.5 rules, but the changes aren't that major.
I'm going to pick up the Pathfinder Campaign Setting, which has more details in it on the world of Golarion, and sometime soon I'm going to start up a more or less free-for-all campaign. Probably on Mondays, maybe Sunday evenings ... ? The hook for the campaign will be the Pathfinder Society.
Gotta go. Bacon popcorn calls.
Monday, March 30, 2009
The Great Funk
I'm at somewhat of a loss. With the close of the Age of Worms campaign (and indeed, D&D in general) I'm feeling very much adrift in a sea of gaming apathy. I don't want to stop gaming, and I don't think I will, but I'm not sure if I'm the only one who feels this this way.
It's quite ironic that at the point where I'm starting to break into the RPG industry that my core gaming group would, more or less, collapse. Perhaps it's just finding the right game to interest people, the right setting that captures peoples' imaginations. I'm just not sure what that setting is just yet.
So in the interest of creating lists, I'm going to create a list of everything that I would want to GM with a "name-system-description" format. In no particular order:
* Deadlands - Deadlands - Finishing up the Deadlands campaign, which is a western horror RPG with its own rule set.
* Ravaged Earth - Savage Worlds - This is where most of my freelance work is being done set within a 1936 pulp hero setting where Martians invaded in 1898.
* Slipstream - Savage Worlds - Space pulp in the vein of early Star Wars
* Star*Drive - GURPS - A more realistic sci-fi setting in the year 2501, kind of a Firefly feel
* Day of the Beast - Call of Cthulhu - We've already started this, so I have no intention of stopping, but I really need to know if the interest is there
* Rise of the Runelords - D&D 3.75 - If there is interest in a new D&D campaign I've got everything I need to get going at the drop of a hat. I'm interested, but only if there is player interest
* Dark Heresy - Dark Heresy - This is a Warhammer 40K game set in the way distant future where you play inquisitors traveling across the vast gulf of space hunting heretics, aliens, and conspiracies. Very gothic, very dark, very violent
* Iron Maiden - Shadowrun - New Shadowrun campaign set in Europe based on Iron Maiden tunes
* Necessary Evil - Savage Worlds - A superhero game where you play supervillains! Most of the heroes of the world were killed by an alien force and now the villains are all that are left to stop the invaders.
* 7th Sea - Savage Worlds - A migration of the excellent 7th Sea setting to the Savage Worlds rules. 7th Sea is a swashbuckling game set in an alternate world - pirates, corsairs, spies, and sorcery all exist, along with a strange new continent beyond the 7th sea itself ...
* RunePunk - Savage Worlds - Dark steampunk fantasy set in a giant city. Very easy to run, could be done with very few people, very Final Fantasy VI (from what I've heard)
There it is. 11 campaigns across 7 game systems. You'll notice that D&D 4th Edition is not up there - this is intentional. Having now played in a full session of 4th Edition my apathy towards it has grown into full disdain - I don't want to play 4E. Brrr.
So there it is. I don't expect anyone but Harris to read this.
It's quite ironic that at the point where I'm starting to break into the RPG industry that my core gaming group would, more or less, collapse. Perhaps it's just finding the right game to interest people, the right setting that captures peoples' imaginations. I'm just not sure what that setting is just yet.
So in the interest of creating lists, I'm going to create a list of everything that I would want to GM with a "name-system-description" format. In no particular order:
* Deadlands - Deadlands - Finishing up the Deadlands campaign, which is a western horror RPG with its own rule set.
* Ravaged Earth - Savage Worlds - This is where most of my freelance work is being done set within a 1936 pulp hero setting where Martians invaded in 1898.
* Slipstream - Savage Worlds - Space pulp in the vein of early Star Wars
* Star*Drive - GURPS - A more realistic sci-fi setting in the year 2501, kind of a Firefly feel
* Day of the Beast - Call of Cthulhu - We've already started this, so I have no intention of stopping, but I really need to know if the interest is there
* Rise of the Runelords - D&D 3.75 - If there is interest in a new D&D campaign I've got everything I need to get going at the drop of a hat. I'm interested, but only if there is player interest
* Dark Heresy - Dark Heresy - This is a Warhammer 40K game set in the way distant future where you play inquisitors traveling across the vast gulf of space hunting heretics, aliens, and conspiracies. Very gothic, very dark, very violent
* Iron Maiden - Shadowrun - New Shadowrun campaign set in Europe based on Iron Maiden tunes
* Necessary Evil - Savage Worlds - A superhero game where you play supervillains! Most of the heroes of the world were killed by an alien force and now the villains are all that are left to stop the invaders.
* 7th Sea - Savage Worlds - A migration of the excellent 7th Sea setting to the Savage Worlds rules. 7th Sea is a swashbuckling game set in an alternate world - pirates, corsairs, spies, and sorcery all exist, along with a strange new continent beyond the 7th sea itself ...
* RunePunk - Savage Worlds - Dark steampunk fantasy set in a giant city. Very easy to run, could be done with very few people, very Final Fantasy VI (from what I've heard)
There it is. 11 campaigns across 7 game systems. You'll notice that D&D 4th Edition is not up there - this is intentional. Having now played in a full session of 4th Edition my apathy towards it has grown into full disdain - I don't want to play 4E. Brrr.
So there it is. I don't expect anyone but Harris to read this.
Monday, March 9, 2009
Cowboys, Spaceships, or Cthulhu?
The Age of Worms campaign has but one session left and then it will be wrapped up. With it we will be wrapping up the general D&D campaign that has been going for almost 15 years. Quite an achievement, and certainly one worthy of praise.
But looking to the future I don't want to stop gaming on Sundays. It seems to be a pretty reliable day where nothing else goes on, so why not keep going with something? I can find no reason to not. That does leave us with the question of what to do now, however.
In answer to that question I have three possibilities. I'll outline each in brief:
1. Deadlands: I've got a couple of Deadlands scenarios I'd like to do to wrap up that campaign completely. Probably four or five sessions at most, so not terribly long. New characters welcome, as well as the existing posse.
2. Traveler GURPS: I have been itching to play a space game for quite a long time. This would be a GURPS campaign set in the Traveler: Interstellar War setting. It would have a very Firefly-esque feel to it, but would probably take the route of freelancer traders/smugglers in a wide galaxy dominated by an imperialistic regime at odds with the Terran Federation. Unknown campaign length as of now, but I envision it being more open and freestyle than others.
3. Day of the Beast: We started my Call of Cthulhu campaign a few weeks ago on a Friday, and the original idea was to play it on Fridays when we weren't playing Star Wars. Well, we seem to be playing Star Wars most weeks and the weeks we're not there's something going on occupying most of the people's time. So we could move it to Sundays as a regular game. About twelve sessions in total is what I anticipate.
So - cowboys, spaceships, or Cthulhu? What's the vote?
But looking to the future I don't want to stop gaming on Sundays. It seems to be a pretty reliable day where nothing else goes on, so why not keep going with something? I can find no reason to not. That does leave us with the question of what to do now, however.
In answer to that question I have three possibilities. I'll outline each in brief:
1. Deadlands: I've got a couple of Deadlands scenarios I'd like to do to wrap up that campaign completely. Probably four or five sessions at most, so not terribly long. New characters welcome, as well as the existing posse.
2. Traveler GURPS: I have been itching to play a space game for quite a long time. This would be a GURPS campaign set in the Traveler: Interstellar War setting. It would have a very Firefly-esque feel to it, but would probably take the route of freelancer traders/smugglers in a wide galaxy dominated by an imperialistic regime at odds with the Terran Federation. Unknown campaign length as of now, but I envision it being more open and freestyle than others.
3. Day of the Beast: We started my Call of Cthulhu campaign a few weeks ago on a Friday, and the original idea was to play it on Fridays when we weren't playing Star Wars. Well, we seem to be playing Star Wars most weeks and the weeks we're not there's something going on occupying most of the people's time. So we could move it to Sundays as a regular game. About twelve sessions in total is what I anticipate.
So - cowboys, spaceships, or Cthulhu? What's the vote?
Category:
RPGs - Cthulhu,
RPGs - Deadlands,
RPGs - Traveler
Tuesday, March 3, 2009
New Shadowrun Campaign
I think I'm going to put to rest the current Shadowrun campaign. We've had 19 sessions (2 with Harris, 17 with me) and it's been a good run. The main crutch of this first campaign was set in North America, specifically Seattle, and focused on runs based on Metallica song titles. This worked exceedingly well in my mind, allowing me to focus a scenario on an aspect of a really cool song for each session.
Here's a quick recap of the Metallica songs that turned into runs:
"Trapped Under Ice"
"Where the Wild Things Are"
"Stone Dead Forever"
"Holier Than Thou"
"Hit the Lights"
"Whiplash"
"Ain't My Bitch"
"Leper Messiah"
"Invisible Kid"
"Wherever I May Roam" 3 sessions in Africa!
"The Frayed Ends of Sanity"
"The Thing That Should Not Be"
"The Call of Ktulu"
"The End of the Line"
I know I'm missing a few, but those were the big ones. So now it's time to look to the future. I'd like to start a new Shadowrun campaign, this time set in the unstable patchwork continent known as Europe. In keeping with the theme of musically inspired runs, I've decided to use Iron Maiden tunes for these runs.
The new "Iron Maiden" campaign will be more focused on travel as well, since there are a lot of interesting places in Europe to run the shadows (Europort, Brussels, Paris, London, most of the Allied German States, Prague, etc., etc.) and you can expect to hit the highlights and lowlifes. I'd like everyone to make new runners, though you will be starting with a bit of experience under your belts. Many options are available, including new metatype variants - comb through the Shadowrunner's Companion book for ideas.
More details to come.
Here's a quick recap of the Metallica songs that turned into runs:
"Trapped Under Ice"
"Where the Wild Things Are"
"Stone Dead Forever"
"Holier Than Thou"
"Hit the Lights"
"Whiplash"
"Ain't My Bitch"
"Leper Messiah"
"Invisible Kid"
"Wherever I May Roam" 3 sessions in Africa!
"The Frayed Ends of Sanity"
"The Thing That Should Not Be"
"The Call of Ktulu"
"The End of the Line"
I know I'm missing a few, but those were the big ones. So now it's time to look to the future. I'd like to start a new Shadowrun campaign, this time set in the unstable patchwork continent known as Europe. In keeping with the theme of musically inspired runs, I've decided to use Iron Maiden tunes for these runs.
The new "Iron Maiden" campaign will be more focused on travel as well, since there are a lot of interesting places in Europe to run the shadows (Europort, Brussels, Paris, London, most of the Allied German States, Prague, etc., etc.) and you can expect to hit the highlights and lowlifes. I'd like everyone to make new runners, though you will be starting with a bit of experience under your belts. Many options are available, including new metatype variants - comb through the Shadowrunner's Companion book for ideas.
More details to come.
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