Archive for the 'Survival' Category

we finish our discussion how to tell if you are biting off more than you can chew and what to do about it.


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Welcome back to our second episode on surviving the Zombie Holocaust! This time around John and Bruce wheel out their ideas on the best places to hide from those nasty zombies, Amber takes us on a boat trip, Paul goes to jail, and then we go on a cruise on the Blood Boat with Bruce. Then we go spelunking and hiding out on various military bases.

So sit back, grab a beverage of your choice, some snacks... brains... and listen to the podcast!

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This week we conclude our discussion on how to defeat the mellor invasion of Earth Prime.  We jump right into it after just a minute or so of review so you might want to listen to the first part again where we explained how quickly the mellor could create a massive assault force while undermining defense efforts with biological attacks and command replacement by mellor 4th columnists.

We concluded last time that after one month, there isn't any Earth Prime worth taking back.

We cover all the possible help you can get from the many worlds on the Fringepath that would be available in the middle campaign (-20 to + 20 nodes).    You, of course, may have many more worlds that your gm has added to your campaign that aren't part of our standard Fringe Map product.  We fully recommend that you use all the resources your GM will let you get your hands on.  The Mellor are that tough.

While we conclude that we will be continuing with a final, late campaign, example of EP taken over by the Coptics, Richard Tucholka has asked us to table that while he and Trav work out the details.  Sorry for the delay, but the final result will be awesome.

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This week we take a sober look at what losing your planet means to your campaign.  While this can be a campaign ender, it can also provide the fresh start you might be looking for.

While we discuss this in the context of the interdimensional exploration game, Fringeworthy, this topic is germaine to almost any game and campaign.  What happens when the characters are cut off from all that they know and love?

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This week we continue our exploration of the late campaign and how it is different from the middle and early campaign.

We are joined by Fringeworthy creator, Richard Tucholka for more previously unknown Fringe Lore.

Specifically we discuss those portals to Alternate Earths and Other Places that are not explored until the late campaign.  What makes them different?  Why wait until the late campaign?  How does advanced crystal use allow us more options and strategies.

If you've wondered why play a mature Fringeworthy campaign, this episode will give you all the reasons you need.

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This week we conclude our series on setting an adventure during a disaster.  We gush about floods and water damage.  Then we raise our eyes to the heavens as Death from Above descends on us.  Space catastrophes.

We may continue this series with a final episode on disasters caused by man seeking things he was not meant to know.  Let us know if you are interested.

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This week we continue our discussion of setting your adventure during a disaster with the searing power of Fire!  Trav leads a hot discussion of how it will affect your game.  How it can be used to drive player actions and plot.  Blix provides excellent methods of using it in Savage Worlds campaigns.

Next week we'll take a break and give you something entirely different. 

Be sure to listen to our upcoming 100th episode and 3rd Chrismas special!

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This is part of our continuing series on Adventuring during a disaster.

This week we dig in and Blix leads us on an exploration of tornadoes, hurricanes, and all matter of storms. 

Then John continues with the grand daddy of rock and roll, Earthquakes, tsunami, mudslides, and more.

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This week we begin our 3 part discussion on creating and running adventures whose settings and plot include a disaster.

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This week we take off for the beach.  Jay Libby joins us for a romp across the sands as we cast off our preconceptions on what an adventure should be and soak in the inspiring rays of the sun.  We scrunch our toes in the conundrum of whether our characters are ever off the job and can enjoy a golden afternoon with their worst enemy.

So belly up to the bar and order an unbrella drink on us

Show Notes:

What kind of adventures would be interesting if they occured on or near the beach?  

What adventures already exist from various sources that use a beach as a center piece?  

  • beach bunny bimbos with blasters
  • shadow over insmouth
  • any D-day adventure
  • pirates
  • thunderball
  • dr No
  • sea hunt
  • blood beach
  • club paradise
  • horror of party beach
  • Thunder in paradise    

Beach associated locations:

  • art gallery
  • amusement park
  • aquarium
  • cannery
  • marina
  • outlet for storm drain
  • aquatic arcology
  • hotel strip
  • hot dog stand  

Danger Island -- A Mock Horror Adventure for GURPS(tm) http://www-personal.umich.edu/~superman/JPK/APA-Best-of/Danger-Island.html  

What kind of equipment would you still be wearing, carrying if you were in a swimsuit at a beach?  What kind of contingencies would you set up?   

  • shoulder bag with additional gear and/or 13th pocket.  This shoulder bag goes over the back with strap across chest which provides storage but wearer can swim and run normally - hands free
  • submerged gear
  • buried gear
  • remote delivery gear
  • remote control seeking vehicles (big tire not hover)  

swim suits: 

  • string,
  • athletic bikini,
  • one piece,
  • triathelon, wet suit  

string - any suit that is designed primary for legal modesty and to draw attention to body attributes.  Does not limit mobility except for modesty reasons.

athletic bikini - bare midriff with good support and good sand protection one piece - best support, skin coverage while still showing off body lines

triathelon - designed to be used in or out of water with thigh to neck skin coverage.  Provides support for additional equipment.  Maximum legal protection

Wet suit - maximum thermal protection.  best non-magical threat protection that doesn't raise too many eyebrows.  Hot out of water.  Limits mobility  

Why Sun tan lotion is your best friend

  1. Should not be used to protect skin in rpg - burns not fun
  2. Can be used to write message
  3. both a physical and social lubricant  
  4. bonus to wriggling out of bonds (escape artist) or grapple checks  
  5. bonus to sliding  
  6. bonus to chemical or burning material spray  
  7. can be used as a social ice breaker and then used to distract  
  8. minus to hide  

bureau 13: 

  • watch (waterproof),
  • cell phone (kirilean detector),
  • c4 tennis shoes,
  • bureau lighter,
  • 13th pocket

Fringeworthy: 

  • comm link
  • watch
  • high tension cord
  • knife

it is always good to keep some cord on you.  Can be worn as a belt or strap for bag.  

Do you ever assume you are off the clock?  Would you share a tray of umbrella drinks with Mathias Bolt for just one golden afternoon?  

  1. all off the clock - dress for show
  2. most off the clock - off dress for show but with good shoes,
  3. on the clock should wear triathelon suit and carry bag with additional equipment. 

How does it change the threat level if the big bad is also in a swim suit (note Cthuthu in a swim suit is the ultimate no change in threat level)?   How does it inform the adventure and your tactics when you are in a highly visible, populated, and possibly congested area?

What impromptu equipment can you find on the beach?

  • propane tanks for explosives
  • tiki torches and fuel for splash weapons and flame thrower
  • tiki torch holders make nasty spears
  • rocks in towel makes a sling or a bunch makes a club
  • kevlar covered rescue floats for shields
  • electrical devices for shocking
  • Life Guard med kit for first aid
  • beach patrol atv for mobility, attacking and fleeing
  • Jet Ski with tow rope for clotheslining aquatic foes - maybe grab and pull on land?
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