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Signs... A good d20 Modern adventure?
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<blockquote data-quote="Ghostwind" data-source="post: 920348" data-attributes="member: 3060"><p>I think the firearms question was never addressed in the movie because it didn't really have a purpose in terms of the story itself. There is also no reason to believe that the pastor simply didn't have a moral objection to firearms and therefore didn't own one.</p><p></p><p>Now back to the original topic, a low level adventure where the characters may not have the funds to purchase firearms might be an option. You could always make the "alien menace" tougher where bullets wouldn't necessarily harm it. It would be up to the characters to figure out its weaknesses (bludgeoning weapons and water). I still think the psychological aspect is what could be the real treat. Remember the effect the movie had in that it wasn't what you saw, it was what you didn't see or what you heard that made it unsettling. Hearing footsteps on the roof, movement in a field of tall corn, the growl of the alien as he reaches under the door (severed fingers=critical hit). Think about the success of Alfred Hitchcock's movies as they work upon the psyche without ever revealing the actual visual horror of the situation. If a GM were to focus on that more than the actual "alien invasion story", it could be a really cool adventure.</p></blockquote><p></p>
[QUOTE="Ghostwind, post: 920348, member: 3060"] I think the firearms question was never addressed in the movie because it didn't really have a purpose in terms of the story itself. There is also no reason to believe that the pastor simply didn't have a moral objection to firearms and therefore didn't own one. Now back to the original topic, a low level adventure where the characters may not have the funds to purchase firearms might be an option. You could always make the "alien menace" tougher where bullets wouldn't necessarily harm it. It would be up to the characters to figure out its weaknesses (bludgeoning weapons and water). I still think the psychological aspect is what could be the real treat. Remember the effect the movie had in that it wasn't what you saw, it was what you didn't see or what you heard that made it unsettling. Hearing footsteps on the roof, movement in a field of tall corn, the growl of the alien as he reaches under the door (severed fingers=critical hit). Think about the success of Alfred Hitchcock's movies as they work upon the psyche without ever revealing the actual visual horror of the situation. If a GM were to focus on that more than the actual "alien invasion story", it could be a really cool adventure. [/QUOTE]
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