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Re: [DL] Plot Help



this site is friggin awesome... I can't stop opening boxes!!!!

Dirk "Help" R.

Douglas Lange wrote:

> Here's a site that our own HOE Marshal Kimmet used to create a truly bizarre
> Pinkerton warehouse of the Darned.  It could provide some especially twisted
> inspiration.
>
> www.warehouse23.com/basement
>
> -----Original Message-----
> From: Matthew M. DeForrest <mmdeforrest@worldnet.att.net>
> To: deadlands@gamerz.net <deadlands@gamerz.net>
> Date: Thursday, January 06, 2000 11:45 AM
> Subject: RE: [DL] Plot Help
>
> >> -----Original Message-----
> >> You see the posse will head for a Private Museum guarded by the Agency
> >> and I want to make it a bit quirky or even downright strange, any ideas
> >> would be brilliant.
> >
> >Rely on the theory of Cognitive Dissonance (Given a random set of
> >information and occurrences, the human brain will come up with a
> >connection).  First, map the museum and mark the display areas.  Vary them
> >in size and make sure to include some paintings and wall hangings.  ID
> >sculptures and jewelry and artifacts as well, if you like. Just make sure
> >you determine the size of the objects.
> >
> >Find a set of encyclopedias and some method of randomizing them (20
> >dictionaries, 1d20.  25 dictionaries, d100 with a=1, 26, 51, 76, etc.).
> >Don't worry about being too exact -- after all, you are going with a random
> >set of information.  Roll for each object and then open the book at random.
> >Read whatever is on that page and make it fit to the display area.  This is
> >where things can get creepy.  Say you have a small display case and you
> roll
> >up a squid.  You have a handful of options.  The first is easy -- a squid
> >statuette or flute from the South Pacific or from an ancient Viking site
> >(Your party will start to wonder if it's a relic of some sort -- especially
> >those who have played Call of Cthulhu).  Perhaps you want to make it a
> >tentacle, preserved in formaldehyde, which bobs up and down disturbingly as
> >the posse creeps around the dark room (One botched Cognition roll and it's
> >beckoning to you).  Maybe it's a small aquarium with squid swimming in it.
> >Perhaps it's just a normal squid, marked and labeled.
> >
> >Using this, paintings and tapestries will be of strange objects.  Cases
> will
> >have no relation to one another in a single room -- something which will be
> >very wrong in a museum and violate the posse's sense of order (Or, perhaps,
> >the random list will spark some sinister plot in your imagination).  The
> >only thing left to do is get a creepy caretaker (I love the blind man
> >looking at the pictures Ghoull dreamed up) and place the entire thing in
> >shadows and you're all set to run.
> >
> >No matter which option you choose, your posse will try to place some
> >significance on it if the Pinkertons are watching the museum (After all, it
> >might just be an easy place to meet contacts, make drops, and shuffle
> >paper....).
> >
> >Matt
> >
> >
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> >
> >
>
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