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Call of Cthulhu, Greyhound style
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<blockquote data-quote="arwink" data-source="post: 1226186" data-attributes="member: 2292"><p>Why not make the reasons for being on the bus part of the mystery itself - No matter what they do to get off the bus and get away from it, they end up back on it by the time it leaves town. Something about the bus calls them back, and they find themselves sitting in exactly the same seats again and again.</p><p></p><p>This works better if they don't realise this at the beginning - everyone thinks they're on the bus for a legitimate reason at the beginning of the first session, and are quite likely to do so for a few sessions to come. It isn't until someone tries leaving town on another vehicle, or people should have gotten off the bus, that it becomes apparent that they're trapped ("Hey, Joe, didn't you get off at Pheonix? Where you going now?" "Er, I'm not entirely sure, I was sleeping on my cousins couch last I remember...")</p><p></p><p>Even more fun is if this happens one by one, and they originally think that this is somehow a curse related to the first PC it happens to (it's not like they know one anothers backgrounds, and this has been one strange journey so far). Run a session where they try to break the curse, let the PC leave and give them an NPC to run for the session between breaking the curse and leaving the next town, then bring him back.</p><p></p><p>This also gives you the added advantage of having a time-limit on all scenarios - things have to be solved before the Greyhound leaves town or everyone is called back to their seats. Also handy if you need to pull everyone's butt out of the fire, although it's only likely to work once or twice.</p></blockquote><p></p>
[QUOTE="arwink, post: 1226186, member: 2292"] Why not make the reasons for being on the bus part of the mystery itself - No matter what they do to get off the bus and get away from it, they end up back on it by the time it leaves town. Something about the bus calls them back, and they find themselves sitting in exactly the same seats again and again. This works better if they don't realise this at the beginning - everyone thinks they're on the bus for a legitimate reason at the beginning of the first session, and are quite likely to do so for a few sessions to come. It isn't until someone tries leaving town on another vehicle, or people should have gotten off the bus, that it becomes apparent that they're trapped ("Hey, Joe, didn't you get off at Pheonix? Where you going now?" "Er, I'm not entirely sure, I was sleeping on my cousins couch last I remember...") Even more fun is if this happens one by one, and they originally think that this is somehow a curse related to the first PC it happens to (it's not like they know one anothers backgrounds, and this has been one strange journey so far). Run a session where they try to break the curse, let the PC leave and give them an NPC to run for the session between breaking the curse and leaving the next town, then bring him back. This also gives you the added advantage of having a time-limit on all scenarios - things have to be solved before the Greyhound leaves town or everyone is called back to their seats. Also handy if you need to pull everyone's butt out of the fire, although it's only likely to work once or twice. [/QUOTE]
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Call of Cthulhu, Greyhound style
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