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- I ran "Allegheny Uprising" once (see sig), but PvP conflict ended it PDQ. - I played in "Sat. Down," I didn't like it so much-- I'm not a fan of adventures that key on the PCs infiltrating the bad guy camp. -"Kidnapped," IMO, would be a good one to start with, as it gives them a finite mission, but lets them loose to achieve it on their own. It could be followed up by "Allegheny," since the areas aren't too far apart, and they can use some of the information they gathered on the way. -"Boomer" would also work as a starter, if you say that the PCs were leaving Europe on a Navy ship, and were detailed to the SSN on the way home. After it's over, drop them off at the East Coast port of your choice. I should mention that for me, the magic of the early Poland modules ("Krakow," "Black Madonna") was that they were set up without a story to follow. Instead, the PCs were given Something Important that they couldn't use themselves, but had to negotiate with the world around them to make real its value. The GM was given multiple NPC groups who could use the Something, and how that could happen. "King's Ransom" was the same way, and "Urban Guerrilla" is similar.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. Last edited by Adm.Lee; 12-09-2010 at 07:41 PM. |
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