Wednesday, October 29, 2014

Shadowrun Rat's Nest: Fun and Games

My players are on their way to smuggle a truckload of chocolate from Seattle to Boston. After a tornado damaged their RV, they had a bit of downtime and decided to visit an amusement park. Okay, two players decided and the rest groaned and went along.

I had this throwaway idea of a fortune teller who'd give them a cliché reading and then later would be seen leaving the park in a hurry. This worked absolutely beautifully. The characters had found out that the fortune teller was the real deal or at least had actual magical talent. If you are doing something illegal, maybe it's not such a brilliant idea to let someone like this read your past and future, no? Cue major freak out of the players.

I thought they were going to rugby-tackle the poor woman when I describes her heading for the park exit. But the characters were content with some bullshit explanation and the advice to one of them to keep away from the white-water ride. For some added paranoia, they placed an RFID tag in the lady's backpack and where does she seem to be headed? To the town where they left the truck full of chocolate.

The rest of the day didn't go exactly smoothly (there was a guy who might or might not be a vampire and they attracted his attention AND a spirit took over a drug addict and ran amok), but the fortune teller was my personal favourite. I wanted them to feel a bit unsure, but I had not thought that I would cause this amount of panic. And we are not done with Madame Esme because part of the group wants to find her and ask her what in hell all this actually was about?

We are on Obsidian Portal

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