Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by seneschal

  1. And yet those detestable, infectious, intolerant, conservative Christians were so dastardly as to express their concerns peacefully and legally. ("It's a trap!"). They utterly failed to smash game shop and bookstore windows and dump their inventory in the street. They proved completely useless at torching those shops and the businesses around them. They absolutely neglected to physically and verbally assault the merchants and their youthful customers, or to follow them home, or to shout and curse on their doorsteps, or to threaten their loved ones, or to attempt to ruin their careers. Oh,
  2. Well, I really didn't intend to start a "dump on Christians" thread. I mentioned the phenomenon merely because it influenced what games I purchased, not whether I role-played at all. Hollywood and the news media, definitely a secular non-evangelical bunch, whipped up public fears for fun and profit. The newsmen and TV execs were just as ignorant of tabletop miniatures war gaming culture (from which role-playing sprang) as any pastor. Apparently no adult, believer or atheist, could be bothered to actually pick up and read a rulebook or sit in on a game session to see what it was actually al
  3. In recent decades I've tried to game with my wife and kids but they never got into it. Most successful tactical war game: Firefly Games' "Monster Island." Giant cryptids vs. the National Guard and each other, using toys as miniatures. My wife used a rubber Halloween spider, backed up with a leftover can of Silly String. Most successful role-playing game: Dark City Games' "Legends of the Ancient World," a brief free-to-download retroclone of "The Fantasy Trip." My dungeon crawl freaked them out, and they managed to evade the monsters until they were running out the front door.
  4. As I read through the various discussions here I get the impression that my role-playing experience may not have been the same as other enthusiasts. Call of Cthulhu, Pendragon and RuneQuest seem to be founded on massive, multi-chapter, pre-written campaigns. But my friends and I never played that way, for several reasons. No Spells For You! --- Fantasy role-playing was considered eeeeeeeevil In the 1970s and '80s. To avoid parental wrath we played (primarily) Classic Traveller, Champions, and Toon -- all safely non-magical. While there were published adventures and campaigns for each
  5. Oh, I dunno. The Eloi and Morlocks had a long successful run descending the evolutionary ladder. Just avoid Aunt Fang's casserole at the annual family picnic. You never know who might be in it. (BTW, have you seen Cousin Ennis, recently?)
  6. Hmmm, don't have info on the book but "Black Label" usually means they charge you more, regardless of what the product is.
  7. You don't need a rune quest. You need a referee quest.
  8. The PCs could become Internal Champions, Fantastic Voyage style, with a strict time limit to complete their investigation/mission and get out
  9. Reading more reprints from 1940. Superman, defender of the weak and oppressed, can be quite the bully, using intimidation to get what he wants. He plays pretty rough even with the people he's trying to help. In one instance he tosses an honest union boss out a window to get him away from gangsters, assuming he can rush outside and catch the guy before he hits the ground. Good thing the union leader didn't have heart problems! He nerve pinches people into unconsciousness to keep them out of his way, even women, decades before Gene Roddenberry invented Vulcans. While he turns bad guys over
  10. Ahhhhhhh, but which Beauty and which Beast? Do you want 17th century drama, all-singing/all-dancing anime, urban '80s romance, or CW super soldiers? (The Winchester Bro.s scenario sounds like a friend's Heroes Unlimited game where the PCs were a SWAT team trying to get the drop on a group of super villains.)
  11. If you're going the low-magic route, you could decree that magic is only for NPCs and usually the bad guys. That way your players don't have to mess with it and your villains can simply do what they do without you having to delve into the mechanics too much. You might provide an occasional magic item (ring, sword, lamp, etc.) but those things are rare enough to be the focus of a particular adventure.
  12. The "Berlin '61" monograph is set in divided Cold War Germany if you want something with a military/real-world espionage feel. Plenty of political conspiracies as well as the supernatural ones. https://www.chaosium.com/berlin-61-pdf/
  13. I'd like to do Dan Garret, the original Blue Beetle, but the more I learn about him the tougher the job becomes. He was created by Fox Features Syndicate but Holyoke, who published these other characters, got ahold of him for a while when Fox used its best-selling title as collateral for a failed business deal. Holyoke published some of the Beetle's best stories but there never was any consistency in the writing and illustration. Garret was a rookie policeman who acted as an armored vigilante in his spare time. The impenetrable costume and the Blue Beetle's assorted gadgets were invent
  14. Miss Victory Captain Fearless Comics, 1941 - Captain Aero Comics 1946 Does she or doesn't she? No, we're not talking about whether Miss Victory colors her gorgeous blonde tresses but whether the patriotic pugilist possesses actual super powers. While she appears to have "leveled up" late in her career, for most of her adventures it is hard to tell. Super strength? She routinely trashes six to eight beefy male goons at once, without the aid of a kid sidekick. She leaps to the top of 8-foot-tall walls. But she doesn't break down steel doors and hoist cars overhead. (She says "ou
  15. Part of the reason I haven't posted more write-ups is that, in game mechanics terms, many of the early mystery men are similar if not identical -- detectives with a gat and a hard fist. Take away the jumpsuit, cape or domino mask and they could easily swap places with Philip Marlowe or Sam Spade. Some had a technological gimmick, an unusual origin story, or a unique (but not superhuman) talent that set them apart from the crowd. But they tended to be very much cut from the same cloth. The differences are in the story telling and presentation, something the numbers on a character sheet don'
  16. Not related to BRP rules, but we've seen this scene in innumerable horror, mystery and jungle adventure films. Our intrepid heroes (the PCs) are caught in quicksand, helpless to evade the crocodile/giant snake/bog monster/spectral hound that is pursuing them. The adventurers sloshed right into the stuff and became trapped. The hungry monster moonwalks/does the Batusi across the mire as if its a sidewalk. What's the deal?
  17. It isn't one monster frozen in the hold. It's seven of them. Or rather, it is the would-be boy band "The Universals" seeking to promote their bubblegum glam-rock revival. Unfortunately, business has been as dead as Dracula's tomb. Now he's scheming to use the tour to cover an interplanetary crime wave, using the group's knowledge of disguise, sonics and special effects to cover their tracks. And of course The Universals will carefully plant clues to implicate the PCs if authorities catch on to their activities. The musicians could be just desperate thieves. Or maybe that is a cover for
  18. One fun thing I've seen done for other games is to give your free ship some quirks to make it memorable. These can be pleasant, annoying, helpful or humorous -- as long as they don't significantly affect the vessel's overall performance but do help advance the GM's adventure. For instance, the crew quarters were recently upgraded and are particularly luxurious. Some of these luxuries may be embarrassing, or not yet programmed, or illegal on some worlds. Or the alarm clock always goes off 20 minutes after a PC has drifted off to sleep -- no matter what his duty schedule is. The engines
  19. If They provide you with a ship and cargo, They can tell you where to go and what to do with it. Maybe They have means of keeping tabs on you to make sure you do as you are told. What happens if you slip up, or don't follow the plan due to circumstances beyond your control? What happens if They slip up, and you see something you weren't supposed to, or wind up someplace you weren't supposed to be, or get loaded with another carrier's cargo?
  20. For a smaller universe setting, check out vintage Buck Rogers strips. Action is limited to the Sol system -- but every large planetary body is inhabited by somebody, usually several somebodies, so there are plenty of potential foes and allies to encounter, lots of weird critters and exotic habitats, even ancient generation ships that got lost en route to someplace.
  21. In addition to Star Trek, check out the movies "Things to Come" (1936), "The Time Machine" (1960), "Planet of the Apes (1968) and "Logan's Run" (1976)," all presenting post-scarcity societies where "life keeps getting lovelier and lovelier." You never need to worry about where your next meal or your clothes are coming from, living space is free, no difficult decisions to make. Life is just one big party for the self-actualized. Oh, what about those dark tunnels or those brawny fellows in sable spandex? We don't talk about them. Look over here! Oooh, shiny?
  22. Mr. Fuzzytail still gets 1AP even though he's been downsized? You're more generous than my old boss. 😉 He can scan, but can he FAX afterwards?
  23. The Deacon Cat-Man Comics No. 1, 1941 We never learn the Deacon's real identity. All we know is that he was a mouthy young thug with dreams of becoming a big-time mob boss -- until he balked at committing murder and found himself hunted by his former companions. Wounded, he took refuge in abandoned Marshland Church and attempted to disguise himself by replacing his blood-stained clothing with the dusty vestments he found there. The ruse failed. However, his foes were distracted by the arrival of Mickey Matthews, a boy who liked to play in the old church and its grounds. Summonin
  24. Ouch! Cat-Man and the Kitten don't typically slay their opponents, although the bad guys' actions may result in their own deaths. Fisticuffs are the order of the day. Hit-Girl and her mentor go out armed, expecting to off some criminal scum. On the other hand, the Kitten is no stranger to violence, and she wouldn't confront Hit-Girl without first thoroughly studying her from the shadows. And she is used to fending off weapon-wielding foes with her bare hands. Both kids know how to fight dirty. Tough call. Katie Conn has morals. Mindy McCready is amoral. She'd try to murder the Kitten
  • Create New...