We have now spent three sessions with Greed.
Session I: In the tavern - the player characters are instructed to travel to the Plerorealm, find Lee Harvey Oswald and bring him to the oil tavern. They have JFK with them.
Session II: The players infiltrate the Damned Colonist's Oil Plantation, find Lee Harvey Oswald and return with him to the Oil Tavern.
Session III: Escalation in the tavern: a lot of violence threatens to break out. The player characters flee back to the Plerorealm and after some time are almost all killed by 3 Scientists and 2 Jawbreakers. The last survivor is taken to the Fell Science Facility, brainwashed and now ekes out an existence as a construction worker for Maxwell.
Cool game.
aaron boehler
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I can't find the right opportunity to bring this beautiful little game to the table. But I've often thought about it and always wished I could do something with it. Yesterday was the day. We were playing Ultraviolet Grasslands, the group had just lost their caravan and were trying to repair two Prismatic Walkers (sort of like transport mechs). The original owners of these transports were Spectrum Satraps, members of a race capable of copying their personality into memory crystals... that sounded a lot like Echo to me.
Well, the player characters are not children and the Spectrum Satraps can duplicate a deceased person with such a memory crystal and a mind-body substitute. So for us it's about something other than mourning over transience. Nevertheless, we had a great conversation, which came relatively close to my idea of Echo. The deceased wanted to know which hands his memory crystal had fallen into and whether the modern world was worth leaving the eternal twilight. We just talked for an hour and a half. It was very nice. Thank you for this wonderful game and the great inspiration.
I can't find the right opportunity to bring this beautiful little game to the table. But I've often thought about it and always wished I could do something with it. Yesterday was the day. We were playing Ultraviolet Grasslands, the group had just lost their caravan and were trying to repair two Prismatic Walkers (sort of like transport mechs). The original owners of these transports were Spectrum Satraps, members of a race capable of copying their personality into memory crystals... that sounded a lot like Echo to me.
Well, the player characters are not children and the Spectrum Satraps can duplicate a deceased person with such a memory crystal and a mind-body substitute. So for us it's about something other than mourning over transience. Nevertheless, we had a great conversation, which came relatively close to my idea of Echo. The deceased wanted to know which hands his memory crystal had fallen into and whether the modern world was worth leaving the eternal twilight. We just talked for an hour and a half. It was very nice. Thank you for this wonderful game and the great inspiration.
I understand to some extent what the page behind the link explains. I even know what the rule is supposed to create: an irregular, cyclic fluctuation of the value for Concordance, so that a Rotapriest has access to all four spokes of the wheel alternately. Nevertheless, I don't understand which game element the imaginary number “i” refers to. Is it not possible to give an example from a real game situation? That would make me happy.
A kind of dungeon with 25 locations that are well connected and contain three or four storylines in a small space, sometimes quite bizarre, but attractive. The foundations of the temple described are in Southeast Asia, the interior looks as if it were taken from the dreams of Asimov or Miéville. The background is only hinted at, which makes the adventure all the more flexible. I was a bit surprised about R4 and the "Consequences" (...when does the cobra perceive the player characters as intruders? Is it enough to open the door here to cause the downfall of Het Thamsya as a temple?), otherwise that's a Dungeon that I can only recommend.
Alright. Thanks a lot. I picked your system because I was looking for a way to play "Lorn Song of the Bachelor." I realized that you are already playing the adventure and have written a play report about it on your blog. I was astonished! I'm reading your report with interest (and I'm asking if it'd be possible to somehow get the stat blocks for the NPC´s you used? That would be great!)