- Loading...
- No images or files uploaded yet.
|
|
TooB Concept of the GameParticipants: initially just one group, made up of the first players. Hopefully: Chaz, Kristina, Ken, Hugh, Jonathon, Kirk. If interest calls for it, the number of players and groups can expand.
Sessions: monthly I hope, probably on a Saturday (could be Friday or Sunday, though), 6-12 hours each. We'll be using e-mail and a wiki to fill in stuff between sessions. First session should be Saturday, 2 August 2008.
Location: East Bay -- wherever we can gather six people in a circle or square ...
System: the current Call of Cthulhu rules, plus RQ2 hit location rules. Sanity rules will be in play, but will rarely come up. Cthulhu Now and Dark Ages Cthulhu books might come in handy -- I have them, players probably don't need them. Information about character generation can be found here and here.
Setting: initially the modern day; but it's a time (or alternate dimension) travel campaign -- big hint: the 11th Century AD is featured early on... The first characters certainly won't know anything (useful) about the Esoteric. Most, probably all, of the first characters will be firefighters with the Sunnyvale Public Safety Department. Some of the background is stolen from the Feng Shui game, if that's a hint.
Mood/Style: Action, adventure, thwarting of threats to reality itself -- nowheres near as gloomy as Call of Cthulhu, not as stereotyped or cliched as pulp. The referee has a broad set of adventurous situations and information that should intrigue the characters/players, but the players can find their own way. In fact, for the first session or two, "what the heck is going on here?" will be the commonest question.
Antagonists: mooks or Vikings, sinister (but impotent) evil, mad (but unreliable) science, secretive (but uncoordinated) organizations, and anarchistic (anarchistic!) misfits. Plus, of course, anyone else the PCs can piss off. |
Comments (0)
You don't have permission to comment on this page.