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Messages - Review Cultist

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1
General Chaos / Re: 200 Word RPG Challenge
« on: April 12, 2017, 12:08:30 AM »
Well this has my interest peaked.

Here's what I was thinking:
https://docs.google.com/document/d/1GHjfk2maaszoIMHHWDE1zi4ikuFFMgMTdAeKpBpTrRM/edit?usp=sharing

Also
Commentary and criticism welcome!

I really like the idea of using the mechanics to co-build the heist scenario itself using the same rules as the actual play. Feels like Fiasco or base creation techniques. It's a good means of keeping it player-centric.

2
RPGs / Re: Monster of the Week: Fulci Glen Inquests
« on: August 24, 2016, 08:39:50 PM »
Well, the first session is now up for people to see, cut into episodes for easy listening.
https://archive.org/details/FulciGlenInquestCharacterCreation

3
RPGs / Re: Monster of the Week: Fulci Glen Inquests
« on: August 17, 2016, 03:29:40 PM »
I have several sessions recorded, just need to go through it and patch some separate files together and some quick edits for dead air. once I've got them edited I plan to post them.

4
Aamu was that character I loved to hate in this campaign, and I say that in a good way? Like she was just so god damned selfish and cold hearted at times and caused so much drama when she got angry and spiteful and I LOVED the role-play of it. (That fight between her and Half... "Magnifique!") And then her ending was so heart warming and sweet that I all but forgave her actions previously.

Good job Faust! 

5
RPGs / Monster of the Week: Fulci Glen Inquests
« on: July 21, 2016, 07:08:24 PM »
So, a ways back I came up with this setting idea based off of Ross's book: "Zombies of the World". An island or small continent in a dimensional space not unlike the Lovecraftian Dreamlands or Carcosa or even like the Hedge (Thanks again Ross for inspiring!), where human concepts and pop-culture of the undead (films, games and folklore mainly) exist as a sort of ecosystem or series of biomes. It's heavily inspired by zombie film culture with names and landmarks. This place also has human survivors but they are "dreamers" or just unfortunates who have been pulled into this reality or are the descendants of those people that now try to exist in what can be described as a (sometimes sanity blasting) post-apocalyptic zombie horror fantasy. There are heavy hitters, "zombie lords" and beings who have interests and agendas in this place as well that aren't very human.

Setting Notes: https://docs.google.com/document/d/1PxpbfvM4iCMI7T6k4lo8snYQGDTQC-qgVLs1QDfEXLw/edit?usp=sharing

At first I had thought to run it in MaOCT, perhaps Gumshoe or even Cthulhu, but then my live group discovered Monster of the Week, and really enjoyed the way the game felt and played and we needed something to test it in. So I pulled out my setting notes for this, came up with a set of scenarios heavily inspired by Lucio Fulci's "Trilogy of Death" and other italian horror films, and we started it up.

It's been going really well thus far, a hell of a ride at times. The group really likes the system and setting and we've been recording so once I get around to editing them, I'll see about posting them as well. I figured since this was a very Ross inspired game as well (I'm essentially using Zombies of the world as a supplement source and in game mythos tome... and the main benefactor of the crew is a Worm that Walks Necrozoologist/Archivalist named Dr.Paytonius) I should probably start posting some of my notes on it and updates as it goes along.

Session Synopsis: Dreaming Dead - Fulci Glen Inquest
"You went to sleep and as the darkness of blissful oblivion encompassed you, a series of sounds were heard. “1-0-6-5-Z-M-B-I-...” repeated over and over by a deep synthetic voice with calliope music. You opened your eyes to find yourself not in your bed but a very new and wrong setting. You weren’t able to leave this dream no matter how many nights you’ve tried. That’s either your story or the story your folks told you in the survivalist holdouts scattered around. Welcome to Muerto Perdidos Island, don’t mind the locals… only some bite."

Chris - GM
Aaron - Niles (the Spellslinger)
A man with a mysterious past and a gift for the arcane. He can't remember where he came from, only that he’s wandered the island a while now.
Nathan - Jitterbug (the Flake)
A conspiracy nut from the “real world” who woke up in this place and now uses his skills to gather intel on how to survive and get back. He believes that Niles is the key to that.
Tyler - Kramer-o (the Crooked)
A thief and criminal who woke up here, possibly trading one underworld for another. He has an ancient imp stone relic that talks to him, a battle van, connection with survivor groups and an intimidating demeanour.
Other Chris - Crash (the Wronged)
He woke up here with his wife and brother, when scoping out a medical centre, his addict brother took the wrong drugs, reanimated, killed Crash’s wife in his undead state and escaped. Broken, looking for revenge and wielding a homemade flamethrower.

Initial Hook: When you arrive into Eibmoz after hours of wandering the roads for salvage or other goods amidst the zombies their a single open business: the Gorecroft, the Barkeep has a letter for you from someone who you don’t know but they know you. His name is a Doctor Paytonius and he treats you as a friend in the letter and has an Inquest for you to look into...

Session 1: The Housed Dweller By the Cemetery
A band of wandering survivors, on their way to find the next meal amidst the shambling infested lowlands of Fulci Glen, park outside a single inhabited pub in a southern town of urban decay and isolation. Upon entering the Barkeep hands them a letter from a mysterious doctor who seems to know them and invites them on an investigation to a house by a cemetery. What will they find there? And Who is this strange benefactor and why does he know these living among the undead?
(Zombies Encounter: Italian Zombie, Cabin Lurker)

Session 2: Beyond Seven Doors
A new strange letter, a new destination. Our survivors have fortified a base of operations in the lonely town of Eibmoz but now it seems they must venture back in the Glen and to another even stranger town with seven doors. There an art gallery is held and they have a ticket to see this place most macabre. What secrets does this place hold? And will they surrender what they find to their mysterious benefactor truthfully or not.
(Zombies Encounter: Italian Zombie, Egyptian Mummy, Dancing Zombie)

Session 3: The Catacombs of the Living Dead
A final inquiry, one that will grant the crew the last requirement to a key that will unlock the truth of what has transpired, upon delivery of new material of course. There is always a price to be paid, and as they will discover, the Mattei Islands on the Argento River will test them before the day for night is up! What lays beneath the sandy village in its subterranean abode?
(Zombies Encounter: Italian Zombie, Zombie Sharks, Revenant)

Session 4: Ghoulrilla?
The Inquests are done, now to collect the true reward, that requires travelling North to New Morto City and West Mercy Hospital. There’s some distractions between here and there for our wayward sons, shadows from the past and some golden opportunities that might be too good to pass up before the final stretch.
Zombies Encountered: Reanimated, Grey Shamblers, Zombie Animals - Lions and Gorillas, also a mutant zombie bird man variant from the italian horror film Zombi 5: Killing Birds.

Session 5: No Mercy
The Hospital is in sight now as the crew arrives into the core of New Morto City. All they have to do is traverse a towering gauntlet of reanimated and medical abominations. Old wounds never quite heal, especially when it comes to family.
Zombies Encountered: Reanimated, Left 4 Dead special variants, Blight Zombies (I stat'd out casualties, and vectors in MotW)

6
Might just be my own silly interest in the concept and idea of taking ARGs into such a direction or seeing how far this thing advances, but I really like this idea. I think I might have to borrow or pull inspiration for a leg, job or even the basis of a game. I also love the "keeping it current" social commentary of this.

7
If you ask, it will be...



This should be a new Dread Gazebo meme.

8
General Chaos / Re: Weirdest Scenario You have Ever Run
« on: April 20, 2016, 09:07:39 PM »
I think mine would be the session in my 1920's campaign where I essentially ran "Pastoral Manor" in Call of Cthulhu and added a lumber company vs. Redwallian woodland critter ecoterrorists subplot. It ended in a farmhouse gunfight when the party joined the woodland critters side.

...well, there was also that one time I ran a Weird West one-shot (tied to the setting of the 1920's campaign) where alien crocodile men dwelling beneath Devil's Tower, Idaho were becoming werewolf/crocodile hybrids and attacking the local town because they were tampering with the realms of Fae magic. The crew was a Colonal, a Convict, and a Mercenary Bodyguard for a travelling scholar who happened to be in the town at the time. The Merc kept loosing SAN and by the end he believed the Mothmen aiding the Crocodile mens affliction (did I mention there were Mothmen too?) were angels delivered by the lord, and that the Convict was the second coming of Jesus... oh and he got a vampiric flintlock pistol when they travelled through the Hedge to help find a cure to the crocodile mens lycanthropy. The Colonel was out gunned and forced to let the Convict go for now and thanks to the Mothmen's powers he got a nice head start as they gated him to Paris with the Merc as a bodyguard.

Oh wait!

There was another one-shot where it was a gaslight period game in Paris where the characters tracked down and fought thieving mummies and their musketeer mummy lord at the top of the newly constructed Eiffel Tower. Well one player made it to the Mummy Lord, the other's were desiccated to death at the base of the tower by a small band of guarding mummies. after a duel, the last player booted the mummy lord of the tower and left the scenario.

In hindsight, that campaign and series of spin-off games went from "street level Call of Cthulhu" to Pulpy weird fiction over the course of 17 sessions. Was really fun though and the Players consider it their most memorable campaign.

9
You know in your heart of hearts Ross...
(In whisper): "vaporwave"

10
Oh I see! I didn't catch that. If you want to be technical, Moon Men look like this https://farm6.staticflickr.com/5718/22556669789_7fda7f3f44_o.jpg

But hybrids could have some face tentacles.
Oh snap, I was using the imagery of more Lovecraftian Moonmen. Woops! (shows me for planetary profiling?) I'll fix that for the final version.

Nicely done. I'll make sure to include some 10s when I bring more money units to GenCon this year.

Awesome! I'll be sure to send you the final version.

11
Ha! Is that Ross the Moon Man from Monster of the Week? Classic.

Yes. :)

12


Got around to doing up the preliminary rendition of the ten money unit piece for this year, very Red Markets-y for obvious reasons. The back still needs quotes, thought I would toss this up to get people excited and to bounce some ideas for quotes to include and the like.

I'm early this year Tad! XD

13
RPGs / Re: Hacking Red Market question.
« on: February 22, 2016, 07:37:24 PM »
Not entirely sure how much work would be involved or if it would be worth it, but what about using the system for a Stone Age period campaign? Based on my recent discovery of the genre of "Stonepunk" (they will slap -punk on anything) and what Glancy had talk about the Obsidian industry in prehistory.

Needs currency, not just bartering, but I guess you could fake it - history of money is kind of vague https://en.wikipedia.org/wiki/History_of_money#Emergence_of_money

That's where the obsidian shards come in -- it's a currency and a weapon at the same time!

That's what I was thinking, though I don't know what I'd call this obsidian shard currency?

14
RPGs / Re: Hacking Red Market question.
« on: February 18, 2016, 12:38:41 AM »
Not entirely sure how much work would be involved or if it would be worth it, but what about using the system for a Stone Age period campaign? Based on my recent discovery of the genre of "Stonepunk" (they will slap -punk on anything) and what Glancy had talk about the Obsidian industry in prehistory.

15
"from here on, I will no longer be rewarding racism" (or something close to it) 

I've heard it a couple times, most recently referenced in the Glancy Iconoclasts game, but I don't know what it refers to or what necessitated the statement in the first place.

In the "Slasher Flick" game they ran called "The Festival" Ross had been awarding points to player characters for using stereotypical horror film tropes (As the system dictates so characters can survive slasher encounters). Some people went a bit overboard with the same schtick of "blonde racist white girls" and thus Ross began cutting back the points given for it, stating the now iconic "Alright, I will no longer be rewarding racism."

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