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Liberation at Riverton
Next in the module line up is the classic Liberation at Riverton. The first module released for our favorite game, LAR introduces us to some of the classics of TMP, the bolthole, the helpless survivors, the evil imps and the blue undead.
Overall, I've always enjoyed this module, its a good introduction for new players, encourages interaction with local NPCs, has the classic "fight against the bad guys", and for a change, the bad guys outnumber and outgun the team, encouraging the team to be creative with its assets (its also the only module that introduces the players to the amphibious side of the V-150). And finally, the players get a rude introduction to one of the most deadly "monsters" of TMP (I never fail to kill off 2-3 team members, its all in the timing!). Its also the start of one of the enduring arguments of TMP, the "disposable" bolt hole. Basically this argument runs along two lines: First, the bolt hole is designed for one purpose, to protect the team until recall, then it is abandoned, never to be seen again. The second argument runs along the lines, you have an underground base, why not use it as the headquarters of the team's activities in the area. IMO, both arguments have their points. But I come down on the side of abandoning the bolt, especially for a Recon Team, it encourages the team to get out and get involved with the locals. A Science Team can swing either way and a MARS Team almost requires a base location. Comments?
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