Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
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Originally Posted by Lord Apathy
Maybe the employer only plans on having to pay the snipers...
I said deadEarth, not Shadowrun.
I'm trying to think of a few real forehead-slappers that I've come across in Call of Cthulhu modules, but I'm drawing a blank at the moment.
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Currently Running: Tri-Stat dX: Squirrels! (AP thread)
"Reader, Carthegena was of the mind, that unto thoſe Three Things, which the Ancients held Impoſſible, there ſhould be added this Fourth ; To find a Book Printed without Errata's."
Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
There were some bemusing decisions in the Cthulhutech modules in the core book.
Basically, as one example there's a plotpoint which only happens when the PCs hand over an Extremely Important book to someone for translation overnight.
...Which, you know, they would be entirely willing to do.
And then it turns out that the person they gave the book to was evil, and stuff.
The thing that confused me was that there's no discussion of what to do if the PCs don't hand over the book. There's no information at all, from memory.
So it's not a simple railroad, or the GM is on it as well.
EDIT: It's not 'beaten senseless,' which I tend to ignore as a framework anyway, but more of a 'Why would you DO that?'
Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
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Originally Posted by Coyote's Own
Most that I read suffered from this
That was a common problem, but I'm not certain I'd call it "beaten the writers senseless" so much as an artifact of early game design that should have been replaced long ago.
Though one non-CoC one did pop to mind: The Campaign Book Vol. 1: Fantasy, White Wolf's first professional non-magazine publication (and pre-dating their merger with Lion Rampant) is a collection of skeletal scenarios/mini-campaigns that vary in detail from more of a campaign setting with story possibilities, to brief sketches of the setting combined with a number of events that occur as you guide the players from place to place in order to advance the story.
The first one in the book -- Astria, Realm of Faerie by Ken Cliffe -- is of the latter variety. It spends a decent amount of time in the scene and background descriptions talking up this one particularly baddie, making it obvious that he's the Big Bad which the PCs have to take down to save the land.
That all said, when it comes time for the final showdown with him, a treasure that the GM is told to make certain the PCs pick up and can't get rid of (going so far as to suggest adding it to their inventory without them knowing, IIRC) promptly turns into the plot's Gandalf/Eleminster-analogue (presumed dead following a previous encounter where he defeated the monster by GM fiat). This NPC then goes on to -- you guessed it -- defeat the big bad by GM fiat. At which the PCs are then dropped into a fight with characters who have had no real plot relevance/mention up to this point.
So: GM fiat of winning a fight, not once but twice (and there aren't that many important fights) -- including against the talked-up Big Bad.
(That mini-campaign also had some odd suggestions for how to start it off, which leads me to believe that Ken Cliffe may have indeed been the author of the AM scenario that Shannon mentioned.)
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Currently Running: Tri-Stat dX: Squirrels! (AP thread)
"Reader, Carthegena was of the mind, that unto thoſe Three Things, which the Ancients held Impoſſible, there ſhould be added this Fourth ; To find a Book Printed without Errata's."
Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
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Originally Posted by Black Vulmea
Any adventure that begins with, "Okay, your characters are in prison . . . "
...unless it's immediately followed by "Care to tell me how you got there?"
I've both played and run that variation a couple of times, and it works wonders to make the scenario more enjoyable.
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"Sometimes the things that may or may not be true are the things a man needs to believe in the most. That people are basically good; that honor, courage, and virtue mean everything; that power and money, money and power mean nothing; that good always triumphs over evil; and I want you to remember this, that love... true love... never dies. You remember that, boy. You remember that. Doesn't matter if it's true or not. You see, a man should believe in those things, because those are the things worth believing in."
-- Hub McCann, in Secondhand Lions
Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
There's a Star Wars free adventure where, for the climax, the PCs get caught in a four-way fight between some criminal scum, Imperials, and the locals.
In a sandstorm.
A magic sandstorm that stops radio transmissions.
Apparently the big thing about the fight is misidentifying your target, as the storm lowers your effective vision radius to 10' or so.
Which is, of course, so very Star Wars.
However, there's another adventure where it says:
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Originally Posted by The First To Strike
Otherwise, they shoot first at any hero who doesn’t have cover, and then at any hero who seems heavily armed. If a character shows a lightsaber, that character is targeted with frag grenades until the stormtroopers run out.
Which is satisfying in sadistic anti-Jedi kind of way.
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Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
The Horn of Roland The first published adventure for Lords of Creation, begins with a murder mystery, so far so good, set in the modern day, ok fine, at a role-playing game convention- *facepalm*
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Re: Things so dumb in pre-made scenarios, you should've beaten writers senseless.
I'm surprised I'm the first person to mention Songs of the Fantari in Fatal Experiments.
This is the one where the PCs are captured by Deep Ones, imprisoned and then basically raped to death. I mean the title of the book was "Fatal Experiments" but damn...