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Ultraviolet Grasslands Second Edition Is A Trip Within A Trip
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<blockquote data-quote="Enaknomolos" data-source="post: 9550945" data-attributes="member: 7047434"><p>Yeah, that's what I meant about events just snowballing.</p><p></p><p>My players came across a radiation ghost while they were quarrying porcelain in Potsherd Crater. It silently pointed off into the distance. After trying some different things, they followed it. It led into an area contaminated by magic radiation, so they went on a two day mission to the nearest nomad camp to get some protective equipment.</p><p></p><p>When they returned, the ghost led them to its corpse, which was wearing a 'badass bandana' with a treasure map printed on it. Of course, nothing gets my players going like a treasure map; so they went on a multiple day journey to a ruined tower containing a fairly nasty autofac.</p><p></p><p>On leaving the tower with the autofac's power source, they found the corpse of a member of a porcelain prince's patrol. They stole his power armour which (of course) had a tracking device in it. This led to a multiple-session pursuit and, ultimately, them getting new identities, including new faces, in the Violet City.</p><p></p><p>All of this came from following the procedures in the book and using some of its handy other tables. I improvised the tower a bit using stuff from the book, but that was all.</p><p></p><p>At one point, after they had found the power armour but before the pursuit began, a humanoid with crab arms emerged from a small crater and tried to wave down the caravan. They ignored it because they 'had a lot going on'. One of my players uses this to illustrate what UVG is like: in most games a crab-human emerging like that would be a plot-point for players to grab hold of, or at least the strangest thing to happen that session; but in UVG they already had so much stuff going on that they just kept on trucking.</p></blockquote><p></p>
[QUOTE="Enaknomolos, post: 9550945, member: 7047434"] Yeah, that's what I meant about events just snowballing. My players came across a radiation ghost while they were quarrying porcelain in Potsherd Crater. It silently pointed off into the distance. After trying some different things, they followed it. It led into an area contaminated by magic radiation, so they went on a two day mission to the nearest nomad camp to get some protective equipment. When they returned, the ghost led them to its corpse, which was wearing a 'badass bandana' with a treasure map printed on it. Of course, nothing gets my players going like a treasure map; so they went on a multiple day journey to a ruined tower containing a fairly nasty autofac. On leaving the tower with the autofac's power source, they found the corpse of a member of a porcelain prince's patrol. They stole his power armour which (of course) had a tracking device in it. This led to a multiple-session pursuit and, ultimately, them getting new identities, including new faces, in the Violet City. All of this came from following the procedures in the book and using some of its handy other tables. I improvised the tower a bit using stuff from the book, but that was all. At one point, after they had found the power armour but before the pursuit began, a humanoid with crab arms emerged from a small crater and tried to wave down the caravan. They ignored it because they 'had a lot going on'. One of my players uses this to illustrate what UVG is like: in most games a crab-human emerging like that would be a plot-point for players to grab hold of, or at least the strangest thing to happen that session; but in UVG they already had so much stuff going on that they just kept on trucking. [/QUOTE]
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