Feb. 10th, 2007

subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)

Just had the second Emirikol session and they've reached Deitrich's manor house. I forgot to being up the map I was planning to use for it, but everyone was comfortable with a roough description. As per usual when I need a fancy house I pull out the map from Pacesetter's CHILL module "Haunter on the Moor" with its lovely Victorian. Always a classic, and I already had the map. 

In flipping through the module again tonight I was reiminded of one of the big flaws in CHILL, typified in this sentence: "to kill a bargest a character must plunge a dogwood stake through the creatures chest or belly while dancing the samba and singing Rule Brittania." 

Ok, I made that last part up - it has to be while the beast is corporeal. But it might as well be the latter - the PCs are in the middle of nowhere, have nothing to research with, and have never encountered this beast before. I mean honestly, how are they supposed to figure out which tree on the property they're supposed to cut into stakes to attack the spectral hound, and how are they supposed to catch it while solid? Really, how is that supposed to work? A revelation like "well, it looks like a dog, so maybe dogwood could hurt it?"

The first time I ran this module the characters were stuffing fowling guns with the tines snapped from the good silver forks in the hopes of wounding the beast under the theory that it might be a werewolf. They ended up shooting each other when the creature started throwing its voice onto the various PCs, which is just as well - If I had tried to tell them the dogwood theory I suspect some of those shotguns might have perforated my spiffy CHILL GM screen....

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subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
Brian Rogers

March 2025

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