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Call of Cthulhu, Greyhound style
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<blockquote data-quote="Lord Zardoz" data-source="post: 1239204" data-attributes="member: 704"><p><strong>Sounds like fun</strong></p><p></p><p>Using a Bus trip as the anchor for the campaign sounds like as good an idea as any, since it si guaranteed to keep the locale fresh. But I strongly suggest using the "Following a Cultist" angle or some other focus to keep your investigators on this "Road Trip To Hell".</p><p></p><p>Here are a few other suggestions for you to consider.</p><p></p><p>NPC's:</p><p></p><p>Not all people on the same bus are going to the same place. It would be a good idea to have a few recurring NPC's end up on the same bus as the PC's to forshadow things to come. Each time they meet the NPC, either the NPC has encountered what they will encounter '2 sessions from now', or has been screwed over by what the players did a session or two ago.</p><p></p><p>Ever notice that your sense of time on a long road trip tends to change? Just because the players are on the bus at the same time as other passengers does not mean that they are on the same trip. People could leave the bus, but get on two stops later to start their trip. The best way to use this would be to have an NPC try to tell them something important, but get killed before he can finish. Then, he gets on the bus, and the PC's have to get him to tell them what it was he was going to say. Except he does not know the PC's and there is no guarantee he even knows what it is he will eventually tell them.</p><p></p><p>Modes of Travel:</p><p>Keeping things confined to the bus may become troublesome. Where possible, you will want to provide other modes of travel. Such as a really crappy car, hitch hiking, and the like.</p><p></p><p>Thts all I have for now.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 1239204, member: 704"] [b]Sounds like fun[/b] Using a Bus trip as the anchor for the campaign sounds like as good an idea as any, since it si guaranteed to keep the locale fresh. But I strongly suggest using the "Following a Cultist" angle or some other focus to keep your investigators on this "Road Trip To Hell". Here are a few other suggestions for you to consider. NPC's: Not all people on the same bus are going to the same place. It would be a good idea to have a few recurring NPC's end up on the same bus as the PC's to forshadow things to come. Each time they meet the NPC, either the NPC has encountered what they will encounter '2 sessions from now', or has been screwed over by what the players did a session or two ago. Ever notice that your sense of time on a long road trip tends to change? Just because the players are on the bus at the same time as other passengers does not mean that they are on the same trip. People could leave the bus, but get on two stops later to start their trip. The best way to use this would be to have an NPC try to tell them something important, but get killed before he can finish. Then, he gets on the bus, and the PC's have to get him to tell them what it was he was going to say. Except he does not know the PC's and there is no guarantee he even knows what it is he will eventually tell them. Modes of Travel: Keeping things confined to the bus may become troublesome. Where possible, you will want to provide other modes of travel. Such as a really crappy car, hitch hiking, and the like. Thts all I have for now. END COMMUNICATION [/QUOTE]
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