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DarkMatter D20: Drunk Southern Girls with Guns ... UPDATED - 8/18/05!
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<blockquote data-quote="jonrog1" data-source="post: 163593" data-attributes="member: 189"><p>Yes, sorry about the delay. I just moved and lost the DSL connection, plus an old project that SHOULD be off my desk dropped back on (Flynn, you'll be getting an annoyed phone call tomorrow). I'll endeavour to stay on track now.</p><p></p><p>As a quick reminder, the next one ought to wrap up RAW RECRUITS. We then dive into three homebrews: NIGHT OF THE CATTLE MUTILATORS, GONE MISSING, and DARK CANADA.</p><p></p><p>Bought CoC d20. I love it, although the single Investigator class doesn't quite fit the pulpy feel we kind of evolved into over these few sessions. And I'm not sure about the Sanity rules -- they work great, but I would have very dead PC's on a regular basis if they kept fainting ...</p><p></p><p>It has reminded me of one thing -- my PC's have faced surmountable odds lately. They were practically old hands in DARK CANADA, I think I only <em> really </em> creeped them out three times during that one. Time to throw them some stuff that there's no damn way they can survive. (I rather thought the unpleasant ending of NIGHT OF THE CATTLE MUTILATORS was going to be it, but they are a resourceful lot.)</p><p></p><p>Oh, and might I say -- Ross is DM'ing our Scarred Lands campaign and is running a scaled-up version of OF SOUND MIND. Very, VERY Dark*Matter in tone, one of the few creepy, true mystery-feel published modules I've played. Big kudos to the author, whoever he may be ...</p></blockquote><p></p>
[QUOTE="jonrog1, post: 163593, member: 189"] Yes, sorry about the delay. I just moved and lost the DSL connection, plus an old project that SHOULD be off my desk dropped back on (Flynn, you'll be getting an annoyed phone call tomorrow). I'll endeavour to stay on track now. As a quick reminder, the next one ought to wrap up RAW RECRUITS. We then dive into three homebrews: NIGHT OF THE CATTLE MUTILATORS, GONE MISSING, and DARK CANADA. Bought CoC d20. I love it, although the single Investigator class doesn't quite fit the pulpy feel we kind of evolved into over these few sessions. And I'm not sure about the Sanity rules -- they work great, but I would have very dead PC's on a regular basis if they kept fainting ... It has reminded me of one thing -- my PC's have faced surmountable odds lately. They were practically old hands in DARK CANADA, I think I only [I] really [/I] creeped them out three times during that one. Time to throw them some stuff that there's no damn way they can survive. (I rather thought the unpleasant ending of NIGHT OF THE CATTLE MUTILATORS was going to be it, but they are a resourceful lot.) Oh, and might I say -- Ross is DM'ing our Scarred Lands campaign and is running a scaled-up version of OF SOUND MIND. Very, VERY Dark*Matter in tone, one of the few creepy, true mystery-feel published modules I've played. Big kudos to the author, whoever he may be ... [/QUOTE]
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