[UA] Dr. Seuss To Go

Alex Lampros alexlampros at airpost.net
Sat Mar 13 12:01:21 PST 2004


Yo,

So, I'm running a To Go game and I could use some advice.  Among other odd 
things that's happened, Dr. Seuss has returned from the dead and smote Los 
Vegas with a mighty earthquake.

I'll put some extra lines in in case someone is worried about spoilers.  
(there are spoilers, but they're pretty minimial)

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So, the three characters an ex-Army Epidiemamancer who doesn't look 
authority, an "amateur stuntman" (think "Jackass") Entropomancer, and an 
FBI agent who was completly clueless at first.  (the plyaer showed up to 
the first game an hour and a half late, without having read the book, and 
then had to take a 20 minute call.  He told us to make him a paranormal 
investigator FBI agent while he was on the phone.  I made him a perfectly 
normal FBI agent sent to spy on one of the other characters owing to his 
milita connections.)  The players wanted to charge straight into the 
Campaign with no introductory material.

This was a bit of a problem, because they didn't have any clear 
philosophical goals or real loyalty.  So when they got to Priest Brothers, 
they blew off the plot hook I had invented and told Dean Matterkot to go 
screw himself.  To make a long story short, I finally just decided the 
Trickster opened the truck bringing the golden calf into the factory, and 
made the cows go crazy and start attacking everybody.  The players killed 
the Golden Calf in self defense (incidentally, the Golden Calf has a 
really good struggle skill) and ended up giving the charge to Dean without 
realizing it.  The FBI agent got a hit of UPS and made about a bazillion 
Unnatural checks.

Next game, I throw Eugne at them to explain what's going on.  They love 
his obnoxious, straight to the point style, and decide to help him.  They 
proceede to Fortuna's game.  I agree that if the Entroponmancer risks his 
sanity, he can get a major charge.  Then when Ollie risks his sanity and 
loses, they ask what he does with his major charge.  As a joke, I announce 
that he's raising Dr. Seuss from the dead - except then Ollie makes his 
roll.  So Dr. Seuss comes up, and I can't think up any good Seussian 
dialogue so I decide he thinks he's Jesus and starts quoting the Bible.  
Then he summons a Seussian flying creature and flys off.  Except the 
Entropomancer decides to jump on - and also makes his roll.  So, I figure 
Seuss-Jesus would probably smite Los Vegas for its idolatry.  Then Fortuna 
ascends because, hey, her gambling just caused the second coming of christ 
and the destruction of Vegas.  Her house vanishes when she ascends, 
leaving the players in the middle of no where, along with a lot of very 
confused NPCs.

And that's more or less where it stands.

No, I figure at this point, I've got a strong theme of "forces beyond your 
control" and "New Age Gods" going on.  I figure I'll play that up.  I'll 
take a session out for them to get their bearings (and for me to start 
working some more of the motifs in - I didn't really have anything going, 
since I'm a new GM and the sessions had been very short.)  That session 
will probably involve them meeting Dion Issacs on the road somewhere.  I 
want the players to see both sides of the coin, and I don't think they'll 
go for Dean/Erica, so we'll do Dion/Eugene instead.  I want to force them 
to think their allegiance through, although I'm not 100% sure how to do it.

So, any suggestions?  I'm open to anything, from weird events I should 
work in, to big themes of the campaign, to which NPCs I should throw in, 
to.....

Yours,

Alex






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