Lead Adventure Forum
Miniatures Adventure => Pulp => Topic started by: Menelduir on November 11, 2016, 10:58:07 PM
-
I was never planning on doing a Christmas theme game, and I do not know why I seem to be working on one, but, well, here I am posting pics...
Just the basics so far, spread out to see what I have and what I will need.
Suggestions, critique, thoughts, all welcome.
I just hope some players will be available during the holidays.
As always, more pictures here.
http://menelduir.blogspot.ca/2016/11/pulp-alley-work-in-progress-vice-alley.html (http://menelduir.blogspot.ca/2016/11/pulp-alley-work-in-progress-vice-alley.html)
-
Very nice looking--presents for everybody! Or does one of those packages contain an infernal device?
-
lol lol Looks like lots of fun! :-* :-*
-
Looks great! :-*
-
I'm not sure what sort of scenario you're aiming for, but at first glance I think some good ideas could be gleaned from this recent Halloween scenario:
http://leadadventureforum.com/index.php?topic=94874.0
Using the presents scattered about, something could be built?...lots of Red Herrings, lots of peril!
Certain gifts would trigger events/revelations? Certain 'guests' would be more than they seem?
...and the clock works its way towards midnight...tick, tick, tick...
PS - In some of my holiday games (Easter, Thanksgiving, et al) I've used appropriate candy/food items as rewards/power tokens - these give players the choice of using the bonus in the game or just eating it... : )
-
Somebody should earn a piece of coal for being naughty. lol
A naughty or nice book?
Stockings hung from above a fireplace
Nutcracker soldiers for decoration or as NPCs
-
I'm not sure what sort of scenario you're aiming for, but at first glance I think some good ideas could be gleaned from this recent Halloween scenario:
http://leadadventureforum.com/index.php?topic=94874.0
Using the presents scattered about, something could be built?...lots of Red Herrings, lots of peril!
Certain gifts would trigger events/revelations? Certain 'guests' would be more than they seem?
...and the clock works its way towards midnight...tick, tick, tick...
PS - In some of my holiday games (Easter, Thanksgiving, et al) I've used appropriate candy/food items as rewards/power tokens - these give players the choice of using the bonus in the game or just eating it... : )
Somebody should earn a piece of coal for being naughty. lol
A naughty or nice book?
Stockings hung from above a fireplace
Nutcracker soldiers for decoration or as NPCs
lol lol Lots of fun suggestions there! lol lol
-
I agree Mr Phipps great suggestions, thank you everyone!
Originally I was thinking of sticking to the peaceful opening scenario from Vice Alley, but, after the week I seem to be having, and the incessant Christmas music I had to endure at the dollar store, all bets are off! :D
As I stood in line, listening to Bing Crosby endlessly crooning away, it came to me, the twelve days of Christmas, it sounds like a countdown, a count down to an explosion! So maybe a mad scramble while the song counts down to doom, (or up, the bomb goes boom when twelve drummers start drumming) or maybe a mini campaign of twelve scenarios based on a twisted version of the song, as sung by a Vice city maniac, clues to solve before death visits someone. I am thinking something kind of campy like the old Batman show with riddles/clues to solve.
Coal sounds like a great alternative to 'red herring'. The candy idea has my mind reeling with good and bad thoughts...
Oh and yes nutcracker soldiers, looks like it's time to go back to the dollar store, and more music, (shudder)
-
Twelve twisted scenarios sounds like a great idea! Looking forward to seeing where this goes!
-
Twelve twisted scenarios sounds like a great idea! Looking forward to seeing where this goes!
Indeed! :D
-
What a fun set up! love it :-*
-
Or 12 turns! ;D
Why be stuck with GW and successors' 6 turns, when we could play 8 turns as in D8s, 10 turns as in D10s, or 12 turns as in D12s and the count-down?! lol
Instead of a series of full scenarios, how about side-scenarios, e.g. characters may step outside of the banquet hall into dimly-lit urban streets for a plot point, perhaps from turns 8 to 12, while the clock is ticking towards 12! o_o
-
Or 12 turns! ;D
Why be stuck with GW and successors' 6 turns, when we could play 8 turns as in D8s, 10 turns as in D10s, or 12 turns as in D12s and the count-down?! lol
Instead of a series of full scenarios, how about side-scenarios, e.g. characters may step outside of the banquet hall into dimly-lit urban streets for a plot point, perhaps from turns 8 to 12, while the clock is ticking towards 12! o_o
Thank you, I look forward to playing out your ideas, when you host... :D
Actually I am working on the side room idea, maybe outside and a somehow a countdown, but you know how much I like extended games! >:(
The 12 days idea may be for 2017, but I hope to have some entertaining ideas for this years game, stay tuned, updates this weekend (hopefully)
-
Well I can admit it now I had "writers block", a bit of procrastinationitis, illness and work issues, but as of last night I seem to have overcome these obstacles, now time is my enemy as the game is set for December 17th..
The project is finally moving along, I have exterior and interior walls (will paint/wallpaper tonight) I have floors and decorations, and more importantly I even have a plot taking shape!
Currently I envision stalking bystanders and moving pseudo plot points that when encountered will point out where the actual plot point is that will be a time sensitive challenge that will have a count down aspect to it. For example you must catch up to the mayor who will then present a clue to something/someone threatening the gathering, that that team will now have to resolve as time quickly ticks down... (plot points rewards might start at 3 points and decrease as time ticks down.
It should be convoluted, but hopefully fun, and yes WuZhuiQiu it will be longer than the normal 6 turns! :)
-
...it will be longer than the normal 6 turns!
Oh yes! The scenario length should definitely match the goals for the specific scenario and how long it will reasonably take to complete the story. Most Pulp Alley scenarios can be completed in 6 turns, but some are shorter, some longer, and some don't have a pre-determined length at all. And then there's the wild cards that can change the turn length. ;) lol lol
I hope we get to see some photos of your game. :D
-
Not so much of a WIP more like a dead stop.
But now visual proof that I am doing something, all be it s l o w l y.
But hope to game this weekend so better kick it up a notch.
Just posted a lucky 13, pictures up some here, more on my blog.
http://menelduir.blogspot.ca/2016/11/pulp-alley-work-in-progress-vice-alley.html (http://menelduir.blogspot.ca/2016/11/pulp-alley-work-in-progress-vice-alley.html)
-
But hope to game this weekend so better kick it up a notch.
Excited to see more of this! :D