Session 14 – At great personal loss the party fix the machine and then chase down those who would tell the world the horrible secret.
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Listened all the way through, thank you (then read through the MoM adventure). I’m really not sure what to make of this campaign. On the surface, it’s got a lot going on. Polar exploration, the loneliest place on earth, rival expeditions. But in play… It has plenty of segments of lengthy, tedious minutia and detail. Not fun to play… and yet slashing them out loses all the feel of the sheer work involved in a real Antarctic expedition. There’s a lot of preordained segments – the months on the ship, all the setting up on the ice. Hal’s choice to… Read more »
Thanks – I appreciate the comments and yes, this is one massive railroad scenario. It is famous for having sections, like checking all the equipment before you set off, that if you neglect to do it, you can just die on the ice or have to just fail and return without getting to the meat of things. The problem is that if you don’t railroad things, the players really have no momentum or authority to do anything on their own so they just hang about. I have run Masks of Nyarlathotep in the past as well and it is a… Read more »