It's not wall-to-wall goodness, but the high points are so high that you won't even care that some of the scenarios don't fulfill their original promise.
Post originally by Attila at 2005-01-03 04:22:53
Converted from Phorums BB System
Yeah, its an old classic and the adventures are neat. In my experience however, Bad Moon Rising is a better read than an actual adventure. It is heavily railroaded, the players don't have too much important to do in it - just check out the last part of it, which is basically listening some neat-but-not-too-interactive GM-narration.
Lots of good ideas, but it would be better as a short story and not an adventure...
Post originally by Attila at 2005-01-03 12:20:30
Converted from Phorums BB System
Mytholder wrote:
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Hmm. I wonder if you could rework the ending to give the PCs an option about which universe they end up afterwards....
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Its not just that the ending needs some rework IMHO. The railroading gets irritation from the time when the investigators join the expedition...
Great story, great ideas in it, but not for an adventure IMNSHO. I've cannibalized some of the elements, but the second half of it would bore my players to tears.
Post originally by Ian Noble at 2005-01-03 13:27:10
Converted from Phorums BB System
Big time agreement on your Bad Moon Rising comments. It's actually a lousy game scenario but a great read. Way, way too much railroading and PCs simply reacting to events. If they don't do very particular things, the "scenario" doesn't pan out.
Post originally by Dan Davenport at 2005-01-03 15:10:49
Converted from Phorums BB System
Great review, Darren!
One of my old groups ran through "The Spawn" (and several other scenarios in this book) before I joined them. It's an amusing story that illustrates something I've often observed about this game in general. (Spoiler space follows.)
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The group ran into the whole family of Cthonians. The group's ex-mobster just kinda blinked... and emptied his Tommy gun into Papa Cthonian, which promptly dropped dead.
(I'm told an appropriate moment of stunned silence followed before the subsequent chase scene. )
Anyhoo, the lesson is that once again, guns in CoC are much more effective than the rulebook suggests.
Post originally by Armitage at 2005-01-03 15:41:45
Converted from Phorums BB System
Impressive.
20-round burst, an average of 11 hit, although it isn't a bell curve. An average of 8 HP damage per bullet, reduced to 3 per bullet by She'Hudde T'eelka's armor, for a total of 33 hp. It had 72 hp and regenerated 5 per round. Even if all 20 bullets hit (5%), they'd still need an above average demage roll to kill it.
Either their rolls were @#$%& lucky or the events changed in the re-telling.
Post originally by Dan Davenport at 2005-01-03 15:46:56
Converted from Phorums BB System
Armitage wrote:
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<b>Impressive.
20-round burst, an average of 11 hit, although it isn't a bell curve. An average of 8 HP damage per bullet, reduced to 3 per bullet by She'Hudde T'eelka's armor, for a total of 33 hp. It had 72 hp and regenerated 5 per round. Even if all 20 bullets hit (5%), they'd still need an above average demage roll to kill it.
Either their rolls were @#$%& lucky or the events changed in the re-telling.</b>
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Actually, he had one of those 100-round drums. And IIRC, there's no rules cap on the number of rounds you can fire in one round.