Tag: rpg

Tricube Tales – Teenage Ghostbusters in New York: The dangerous outside


Rumors at school mentioning a group of other kids from another class going to Rogue Island: A year ago, five students investigated the Islands, never to return! Another newbie group investigated recently, coming back with wild stories: The Island was really haunted.... We met the ghosts of the disappeared kids in the village, they were … Continue reading Tricube Tales – Teenage Ghostbusters in New York: The dangerous outside

Tricube Tales – Teenage Ghostbusters in New York


The steampunk city-state GOTHAM is surrounded by the Mythago Mists since the nineteenth century, when the veils between the three worlds were lifted. At that time the Wayne Estate founded the Scout Movement to protect the innocent. Many adventurous youngsters have joined the movement since then. Rudolph was one of them... He run away from … Continue reading Tricube Tales – Teenage Ghostbusters in New York

Tales from the Loop: Bugs in the Loop!Something loopy this way comes, feel it in the pricking of thy thumbs…


Rudolf was acting suspicious again, sneaking away after lunch.... Jeffrey gathered some friends to follow the tracks of his weird brother! Arriving at a clearing in the woods they followed the tracks into a cave, finding some strange signs leading deeper inwards.... Rudolfs trail ended at a portal! The curious kids followed the trail to … Continue reading Tales from the Loop: Bugs in the Loop!Something loopy this way comes, feel it in the pricking of thy thumbs…

Tales from the Loop: Runaway kids having trouble at the orphanage in the countryside


Being homeless teenagers in the eighties was very tough in New York:government mismanagement caused near bankruptcy of the city, and the introduction of crack-cocaine unleashed an unprecedented wave of drug addiction and violence.   Somewhere in the worst part of the no-go area the Sisters of Our Lady kept a shelter for the homeless where … Continue reading Tales from the Loop: Runaway kids having trouble at the orphanage in the countryside

Tales from the Loop: stranger things in the countryside 


The village was in state of flux: After the disappearance of Alderman Klaus the conservatives lost majority in council, the progressives started proposing to allow modern ideas like a bus stop and a shopping mall while the old leaders objected the influx of outsiders. Teenagers running away from Hickstown before their thirteenth birthday was considered … Continue reading Tales from the Loop: stranger things in the countryside 

Tales from the Loop: interesting times in the countryside


Teenagers, investing the mysterious...whatever could go wrong? The village is a very old settlement, build on the ruins of a forgotten tribal holy place. The time seems to slow down here, the people still live in the same way of the ancestors. Beginning autumn, a year ago... Some families who lived in the City became … Continue reading Tales from the Loop: interesting times in the countryside

Blurb: Adventures in Mythago World


Ages ago in the time before Time, the Wars of the Gods escalated...Gods fell from the Heavens as falling stars.Daemons rose up from the Hells, shaking the foundations of the Earth.The Veil between the worlds was torn asunder...And the Fae returned to Middle-Earth.Now the powers of the Gods and Daemons are silent and exhausted after … Continue reading Blurb: Adventures in Mythago World

Ghost/Echo crossover World of Darkness and Shadowrun


Skye the Demon, Jason the Grip and Bunk the Hull remembered their first shadowun together: Skye seduced the sysop of VR corp to get information about the security system. Jason blackmailed the sysop for the necessary passwords and login info. Bunk did some breaking and entering to steal the top-secret project. Apparently VR corp was … Continue reading Ghost/Echo crossover World of Darkness and Shadowrun

Ghost/Echo: The First Run reloaded


One of my players, Niek Ooijman, sent me some feedback on the session

I’ll put my comments in brackets:

1. please use printout character cards instead of handwritten, to avoid reading problems.
(comment: alongside the printout of Ghost/Echo rules, I wrote on index cards the name of the character & 2 skills).
2. if new players register at the last time, sent them mail beforehand, instead of writing only on the meetup site. ask them to think about the character they want to play.
(comment: until the very last day I had only one subscriber, we already had extensive mailing ongoing on the subject; the rest subscribed on the same day, too late to sent them mail)
3. danger check: a high roll is always better? It is better to change this: if rolling for danger, higher means more “danger”. Getting a 5 or 6 when rolling for danger means real trouble.
(comment: this is a matter of taste)
4. The goal/danger system is asking a lot of player-creativity , it is annoying to have to state a danger for each goal, that slows down play. In the games I know, the GM tells the player all about the dangers.
(comment: this is a typical old-school conditioning)
5. there was some lack of “supernatural elements”
(comment: this scenario was meant as a foreshadowing of the Shadowrun era, the supernatural still has to intrude into the world, but it was possible to Listen for Echo’s of the supernatural)
6. The skills were too minimal
I have some doubts on the claim “quick play”, there still a lot of work to do on the system.
(comment: the player did not take enough time to read the ghost/echo page)

My observations:
The Game has to be worked out, as stated in the two pages

I was thrilled by the minimalistic setting & rules, a refreshing experience after so many years of D&D tables & rule-lawyering.
The indie-press rpg-community consist of some high-level roleplayers, ‘quick-play’ has to be seen in that context : 2 page rules with bare bones, the rest to be expanded with existing GM skills!
No so user-friendly for newbies, but at the other side: the experienced/brainwashed D&D adepts will have serious adaptation troubles!

Dreamquest

The Government was unwilling to dirty their hands in a backwater Balkan state, so they used some intermediaries to contract the Black-op branch of Orpheus corporation.
If anything went wrong, the whole operation was deniable as usual, the spindoctors would call it a terrorist strike of the separatist.
Coil, Grip, Hull and Vixen discussed their strategy for the job.
It sounded like an easy one: extricate Herr Professor alive (preferrable) or dead to insure the Opposition will never again have access to his theoretical knowledge of Matrix-construction.
He was temporary held at a secret interrogation camp, waiting for transfer to the headquarters of Herr Colonel.
Simple plans are the best, and victory goes to the bold;
The idea was to ‘borrow’ a chopper of the Opposition; flying under false colours it should be possible to infiltrate the interrogation camp.
Well…a battleplan never survives the first shots…
They found a…

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Maylee Fox’s Book of Shadows


The Master of Ravens said:I can teach you nothing new at this moment...take up your visionquest into the world of Men...Remember our compact with Ravenqueen!And so, Foxy Lady went out of Faery into the world of Men.......Remembering the last temple of Earthshaking Sealord, high up the Great Mountain...The faithfull, who fled the wrath of the … Continue reading Maylee Fox’s Book of Shadows