I haven’t seen a topic like this before, so I thought I’d try it out.
How about we share some stories about interesting things that have happened in the games you’ve played or GM’d. As someone who has never actually gotten to play a session, I’m curious to know what crazy/funny/amazing things your characters/players have done.
I’ll start out with a story that got me interested in UA to begin with. A college friend of mine was in a group. Their GM had planned an exciting and dangerous car chase.
My friend was the only person who had taken points in Driving over the standard 15%, so he was the natural to handle that part.
He was also the only Entropomancer.
Great story idea that unfortunately never got beyond the third game session:
A recently promoted detective has to take a leave of absence after his wife disappears. She as it turns out was a Plutomancer lying low for a few years, copping charges out of her “allowance” that she’d recieve to buy groceries, etc. Now she’s gone off with a cabal hoping to cop a major charge. And the detective has lost it. He’s been given a two month leave of absence to get his “shit together” and he’s decided to pool his assets to go figure out what happened to his wife.
What means more to a person, magic or love? Finding his wife is half the battle, the second half is convincing her to come back home…
I just ran the Delta Green module, ‘Music from a Darkened Room’, using the UA rules with a few extra tweaks- the d100 system made for a super-quick learning curve.
The result was more awesome than DG already is – the sense of motive, passion, and frailty is much stronger in UA than it is in Call of Cthulhu.
Big credit to the Obsessions and Triggers. Those psychological benchmarks (with in-game effects) kept the players focused on their character’s goals and reactions. It also made it easy to set up dramatic dillemas that I didn’t have to plan in advance.
What are the chances of getting a character obsessed with hunting to blow off his own foot with a 12 gauge shotgun in order to break free of the grasp of some dead clammy thing in a lightless bedroom?
Even better, what are the chances that his friend refuses to help him make good his escape because that friend has a mortal fear of amputations?
Thank you, Unknown Armies, for making synchronicity easy to GM!
Atrocity can happen too easily in RPGs without consequences. The Triggers helped to keep a strong human element during the bloodbath.
Second big credit to the low skills, matched crits and botches, and hidden wound tracking. Players were much happier when they succeeded, more anxious when they failed, and absolutely paranoid about collapsing unexpectedly from blood loss and shock.
All the players can’t wait to recruit some reinforcements and finish off the scenario!
You must be logged in to reply to this topic.