Here's a collection of quotes from our Victoriana game, played over a few weeks in July and August 2012. It's what's known as a filler post, as we boardgamed last week and the week before that.
Nothing in particular happened in this episode, because basically, we were just generating characters. It means that things are pretty sane, as opposed to what happened when we finally started playing.
The demonologist didn't end up joining the game in the end, but anyhoo.
Showing posts with label Poetry. Show all posts
Showing posts with label Poetry. Show all posts
We’ll cut the narrative off at the pass and leg it
We were half the team down last Wednesday, so those who were left played the Shadowrun card game in what we later discovered was the hardest mode possible, because we drew opponents from the wrong deck. Oops. Anyway, this is why this week's post instead is going to be a trip to Douglas Adams's Hitchhiker's Guide to the Galaxy, and what happens when a group of Jurisfiction agents are told to go on a team-building exercise inside its pages.
The agents were told to strictly stay out of the narrative ... and while roleplayers would normally decide to completely ignore this, they didn't, so I never got to inflict my specially prepared Vogon poetry on them. I are still disappoints, two years later.
Here's the crew:
The agents were told to strictly stay out of the narrative ... and while roleplayers would normally decide to completely ignore this, they didn't, so I never got to inflict my specially prepared Vogon poetry on them. I are still disappoints, two years later.
Here's the crew:
- Arthur Hastings, senior agent and a former military man and now occasional assistant to Agatha Christie's Belgian super-sleuth Hercule Poirot.
- Captain Haddock, an old seadog fond of grog from Hergé's Adventures of Tintin graphic novels.
- Kaa, a snake from Rudyard Kipling's The Jungle Book.
- Macbeth, a mighty king of Shakespearean fame.
It's all gone a bit Laudanum
Here's a collection of quotes from our Victoriana game, played over a few weeks in July and August. The three players (one regrettably dropped out between character generation and the start of the game a couple of weeks later) were elves, and they woke up in a field somewhere in the English countryside, not far from a burning airship.
Robert Affette ("Bob") was naked, Cedric Ignatius Dashwood ("Cid") wore ill-fitting clothes (because they were Bob's), and no one dared touch Unlike's rags. No one remembered who they were, where they were or how they had got there, but the burning airship and dead parrot probably had something to do with it.
Trying to find civilisation, they came across an awkward lord, Ralph, and his shy Irish farmhand, Ted Doyle, who were discussing what to do about the pesky drainage in the lower field. The gang invited themselves to the lord's manor, where they got offered tea by Ted's missus, who insisted. A lot.
After some investimagating, it was decided to go and talk to a nearby vicar, who might have some clues, and so the vicar did. He recognised them as the paranormal investigators he had hired to suss out what the ghostly nun haunting grounds of the new-built rectory wanted. Poltergeist phenomena occurred, orbs went missing from crypts, churchwardens muttered, and the residents of the local manor house might or might not have murdered one of their maids.
And not once did anyone bat as much as an eyelid at the adventure being set at the most haunted house in England. Guess not everyone is as obsessed with Borley Rectory as myself. *cough* As I ran the game, there was less time to write things down, but I'm planning on transcribing the sessions in the next few weeks.
Robert Affette ("Bob") was naked, Cedric Ignatius Dashwood ("Cid") wore ill-fitting clothes (because they were Bob's), and no one dared touch Unlike's rags. No one remembered who they were, where they were or how they had got there, but the burning airship and dead parrot probably had something to do with it.
Trying to find civilisation, they came across an awkward lord, Ralph, and his shy Irish farmhand, Ted Doyle, who were discussing what to do about the pesky drainage in the lower field. The gang invited themselves to the lord's manor, where they got offered tea by Ted's missus, who insisted. A lot.
After some investimagating, it was decided to go and talk to a nearby vicar, who might have some clues, and so the vicar did. He recognised them as the paranormal investigators he had hired to suss out what the ghostly nun haunting grounds of the new-built rectory wanted. Poltergeist phenomena occurred, orbs went missing from crypts, churchwardens muttered, and the residents of the local manor house might or might not have murdered one of their maids.
And not once did anyone bat as much as an eyelid at the adventure being set at the most haunted house in England. Guess not everyone is as obsessed with Borley Rectory as myself. *cough* As I ran the game, there was less time to write things down, but I'm planning on transcribing the sessions in the next few weeks.
Okay, dynamite enema it is
Courtesy of the last night's 1st Edition Deadlands adventure at Chimera. It's back! And it's actually more stuff than last week, because yes, the party really is that crazy. :D This week in 19th Century Weird West, we found come clues as to where to look for the stolen black diamond a certain Dr. Hellstromme hired us to find. On the way there, we took the train, which meant the GM could finally unleash Murder on the Hellstromme Express on us!
Again, we bring you random comments from players and GM, along with a party consisting of an Alchemist Snake-oil salesman, a geriatric Gunslinger, a dynamite-obsessed Huckster, a Mad Scientist with an antique Gatling gun, and a high-falutin' Reporter. And a chorus of a train full of mad scientists, automaton ants and a train manipulation contest. Oh, and casual racism.
Again, we bring you random comments from players and GM, along with a party consisting of an Alchemist Snake-oil salesman, a geriatric Gunslinger, a dynamite-obsessed Huckster, a Mad Scientist with an antique Gatling gun, and a high-falutin' Reporter. And a chorus of a train full of mad scientists, automaton ants and a train manipulation contest. Oh, and casual racism.
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