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#23221 From: "hairygumby" <hairygumby@...>
Date: Sun Feb 1, 2009 12:55 am
Subject: DG operation lethality. How do you deal with it? [Convergence Spoiler]
hairygumby
Send Email Send Email
 
I recently started running a Delta Green campaign for a couple of
players. I ran the adventure "A Victim of the Art" first, and then ran
"Music From a Darkened Room."

The PCs perished in MFADR.

The players say they had a blast. The final character actually
committed suicide after murdering his partner, so it wasn't like I
railroaded them into doom or anything. It was just a regular Delta
Green operation that went completely sideways.

Anyway, the end of the session got me to thinking about the lethality
of DG operations, and I'm interested in how other Keepers deal with
it. DG is one of those games that seems geared toward an "every
mission could be your last" play style, especially when you start
investigating stuff like Tillinghast Resonators, Hounds of Tindalos,
and anything remotely connected to OUTLOOK. Adventures like
Convergence even go so far as to suggest having characters kidnapped
and altered or killed off by horrible mi-go engineered viruses.

Personally, I love the desperation of Delta Green agents and the toxic
nature of interacting with the mythos, but I'm wondering how many
people run it that way and have dead agents piling up left and right.

So, to those Keepers who have run long campaigns where the same
characters survived numerous points of contact with the mythos, how do
you do it? Are your PCs particularly plucky? Do they get some help
from behind the GM screen?

#23222 From: "Graham Kinniburgh" <kinnygraham@...>
Date: Sun Feb 1, 2009 1:18 pm
Subject: Re: DG operation lethality. How do you deal with it? [Convergence Spoiler]
kinnygraham
Send Email Send Email
 
> So, to those Keepers who have run long campaigns where the same
> characters survived numerous points of contact with the mythos, how do
> you do it? Are your PCs particularly plucky? Do they get some help
> from behind the GM screen?

Hard one to answer this - I've concluded one long termish DG campaign
(which involved about 5 or 6 decent sized scenarios irrc) and am
running another ongoing one just now. Lethality has varied from player
to player and character to character. In the first campaign I had one
player whose character lived right through to the end of the campaign
only to die at the very end (and he only perished because he was the
unlucky bugger chosen for special attention from the funguys in
Convergence). The other two players had two character deaths each
respectively).

In my new campaign each player has lost at least one character already
due to death or madness (again we've played about 5 or 6 scenarios and
some smaller 'ops'). In most cases these have been a result of poor
choices by the players or just bad luck. Personally I suspect that if
played pretty straight with a 'normal' bunch of players (i.e. those
showing a reasonable mix of caution and curiosity) then a death every
three or four scenarios is pretty inevitable - the mythos plays for
keeps, especially in DG it seems.

I have made the conscious decision to pull my punches once

*** SPOILER warning for Owlshead****

when I ran the Dark Young they encountered it could easily have killed
everyone present but instead I decided that one death per encounter
was appropriate. Even then it killed one NPC, one PC and drove another
PC mad.

********

My suggestion to extend player shelf life is to leaven your campaign
with some lighter 'ops'. Some of Brett Kramer's shotgun scenarios like
'Last Things Last', 'Whereabouts Unknown' and 'UXO' are interesting
and challenging without being overly deadly and some others like 'See
No Evil' and 'A Victim of the Art' are survivable if the players are
smart and / or cautious.

Ultimately though - Nights at the Opera are a risky business and death
and madness are part of the fun !

#23223 From: David Rankus <howlinwolfling@...>
Date: Sun Feb 1, 2009 1:57 pm
Subject: Re: DG operation lethality. How do you deal with it? [Convergence Spoiler]
howlinwolfling
Send Email Send Email
 
I have not run or played CoC in ages, due to not having a group into this
genre.  I've never played Delta Green, though I've written twists and whatnot
for planned games should a group ever actually get past the discussion phase.  I
am currently writing a modern day detective novel set in Lovecraft Country, but
am not sure whether I'll be using DG or not.

So, from this standpoint.

1) Ever read Titus Crow by Lumley?  I haven't yet, though it sounds
as though that could help you.  He and a friend constantly run into Mythos and
instead of doing as Lovecraft's do, these guys fight back.  It sounds like luck
has a little to do with it as well, though.  Look it up online.

2)  I like the idea of recycling characters.  For instance.  Howie plays a
student at Miskatonic named Randall Carter.  Randall goes crazy, gets locked in
the asylumn.  Howie next plays Dr Harold West, New Psychiatrist working in
Arkham Asylum.  Harold is struck by his patient's delusions as Randall Carter,
his patient, describes such hideously real depictions.  In order to try and
help, he tracks down friends Randall babbles about and inadvertently joins the
group.

Harold goes crazy, meets Randall in the ward and the comfirmation he brings
Randall allows Randall enough grip on reality to be released in his friends
custody, to continue on.

Now, I'm a firm believer in the entropy of sanity, however after slow, repeated
exposure, the same thing doesn't drive you crazy and Randall, much like Pickman
being functional knowing the monsters were real, can better deal with the
issues.  Should something go wrong, Howie always has good old Dr. West on hold
to release from the asylum.

3.) Altering, maiming, disease, not necessarily the end of your career. 
Sometimes it just takes some creative RPing and/or storytelling to overcome
certain handycaps.  Personally, I've always felt flaws can help define a
character better than skills.  The measure of a man based on how he plays the
cards he's dealt.  Can you take AIDs and make LemonAIDs?  That sort of thing.

Death is something you can't avoid unless you've got some seriously witty
players.  I've known one guy who made life difficult for his game masters
because he was too creative.  They couldn't penalize him, because he wasn't
doing anything wrong, wasn't metagaming, he just thought correctly for the
game.  Ironically, those were some of the best games, even though the GM had to
think on his feet constantly.  Now, that was Vampire: The Masquerade, not Call
of Cthulhu.

Call of Cthulhu, as mentioned about Titus Crow, relies heavily on chance/luck. 
There is not much good and evil, but strictly "oops, sorry, didn't see you
there."  In this regard, there isn't a whole lot you can do to save their lives
other than to throw in safety catches.  But this will lead to a much different
experience.

Have you ever seen Cast a Deadly Spell?  The ending is a clear case of the
surviving characters surviving because of how events played out, not because of
anything they did to save themselves.


 



________________________________
From: hairygumby <hairygumby@...>
To: dglist@yahoogroups.com
Sent: Saturday, January 31, 2009 7:55:26 PM
Subject: [dglist] DG operation lethality. How do you deal with it? [Convergence
Spoiler]


I recently started running a Delta Green campaign for a couple of
players. I ran the adventure "A Victim of the Art" first, and then ran
"Music From a Darkened Room."

The PCs perished in MFADR.

The players say they had a blast. The final character actually
committed suicide after murdering his partner, so it wasn't like I
railroaded them into doom or anything. It was just a regular Delta
Green operation that went completely sideways.

Anyway, the end of the session got me to thinking about the lethality
of DG operations, and I'm interested in how other Keepers deal with
it. DG is one of those games that seems geared toward an "every
mission could be your last" play style, especially when you start
investigating stuff like Tillinghast Resonators, Hounds of Tindalos,
and anything remotely connected to OUTLOOK. Adventures like
Convergence even go so far as to suggest having characters kidnapped
and altered or killed off by horrible mi-go engineered viruses.

Personally, I love the desperation of Delta Green agents and the toxic
nature of interacting with the mythos, but I'm wondering how many
people run it that way and have dead agents piling up left and right.

So, to those Keepers who have run long campaigns where the same
characters survived numerous points of contact with the mythos, how do
you do it? Are your PCs particularly plucky? Do they get some help
from behind the GM screen?






[Non-text portions of this message have been removed]

#23224 From: "jonasargham" <jonasargham@...>
Date: Sun Feb 1, 2009 9:43 pm
Subject: Re: DG operation lethality. How do you deal with it? [Convergence Spoiler]
jonasargham
Send Email Send Email
 
--- In dglist@yahoogroups.com, "hairygumby" <hairygumby@...> wrote:

> So, to those Keepers who have run long campaigns where the same
> characters survived numerous points of contact with the mythos, how do
> you do it? Are your PCs particularly plucky? Do they get some help
> from behind the GM screen?

I have pulled punches quite a few times, lowering damage enough to put
the character in the hospital for months without killinng him, or
lowering the san loss enough to leave a character with a permanent
phobia and a white streak in his hair, but not enough to lock him away
for ever. Having to remake characters every couple game sessions makes
it hard to keep players, and it furthers the negative stigma of CoC.
  I like to build up npcs to the point of familiarity with the party and
then when the time comes to pick a party member to die, like in
convergance, I choose the npc. Its important not to abuse this to
the 'oh my god, they killed kenny!' point. Don't get me wrong, I'm not
opposed to killing characters, sometimes they deserve it, and when the
player makes blatantly bad decisions, I send a message to the rest of
the players via gruesome dismemberment.

#23225 From: "jonasargham" <jonasargham@...>
Date: Sun Feb 1, 2009 9:52 pm
Subject: Re: cult terrorizes small town in wisconsin...or not
jonasargham
Send Email Send Email
 
--- In dglist@yahoogroups.com, "Ross Payton" <rpayton@...> wrote:
>
> http://www.metafilter.com/77551/I-know-you-are-but-what-am-I

My agents are in wisconsin right now and I want to keep them there so i
would like to fish the assembled evil geniuses here for mythos twists
on this organization in northern wisconsin called S.I.S.T. in Shawano
Wisconsin, currently accused of trying to hire a canadian man to
assasinate 60 of the town officials. So, yeah, what do you got?

#23226 From: Ross Payton <rpayton@...>
Date: Sun Feb 1, 2009 10:27 pm
Subject: Re: Re: cult terrorizes small town in wisconsin...or not
clockwerkjoe
Send Email Send Email
 
Hmm. A cult of Ithaqua the wind walker? Mix in Indian legends of the wendigo
and flavor for taste. Cultists attempt to kill nosy intruders by luring them
into the woods and then summoning a byakhee to grab them and drop them from
a great height? (yeah I found a dead body in the forest but I got spooked.
It's right by the creek. Why don't you check it out?)

On Sun, Feb 1, 2009 at 3:52 PM, jonasargham <jonasargham@...> wrote:

> --- In dglist@yahoogroups.com, "Ross Payton" <rpayton@...> wrote:
> >
> > http://www.metafilter.com/77551/I-know-you-are-but-what-am-I
>
> My agents are in wisconsin right now and I want to keep them there so i
> would like to fish the assembled evil geniuses here for mythos twists
> on this organization in northern wisconsin called S.I.S.T. in Shawano
> Wisconsin, currently accused of trying to hire a canadian man to
> assasinate 60 of the town officials. So, yeah, what do you got?
>
>
> ------------------------------------
>
> The Delta Green Mailing List:
> http://groups.yahoo.com/group/dglist
>
> Yahoo! Groups Links
>
>
>
>


--
Ross Payton
Raillery: A Comedy video podcast
http://www.raillery.tv


[Non-text portions of this message have been removed]

#23227 From: Ross Payton <rpayton@...>
Date: Sun Feb 1, 2009 10:31 pm
Subject: Re: Re: DG operation lethality. How do you deal with it? [Convergence Spoiler]
clockwerkjoe
Send Email Send Email
 
When I ran Owl's Head mountain, (which you can listen to on role playing
public radio
http://slangdesign.com/rppr/2007/12/actual-play/actual-play-delta-green-eyes-onl\
y-a-night-on-owlshead-mountain/)
I crippled a PC that got too close to Cooter rather than kill him. I
am
not afraid of killing characters but I hate to do it in the middle of a one
shot game that would force the player to sit the rest of the game out. At
the end of the game, I had the fun guys abduct the player in question. Same
end result basically :)


On Sun, Feb 1, 2009 at 3:43 PM, jonasargham <jonasargham@...> wrote:

> --- In dglist@yahoogroups.com, "hairygumby" <hairygumby@...> wrote:
>
> > So, to those Keepers who have run long campaigns where the same
> > characters survived numerous points of contact with the mythos, how do
> > you do it? Are your PCs particularly plucky? Do they get some help
> > from behind the GM screen?
>
> I have pulled punches quite a few times, lowering damage enough to put
> the character in the hospital for months without killinng him, or
> lowering the san loss enough to leave a character with a permanent
> phobia and a white streak in his hair, but not enough to lock him away
> for ever. Having to remake characters every couple game sessions makes
> it hard to keep players, and it furthers the negative stigma of CoC.
>  I like to build up npcs to the point of familiarity with the party and
> then when the time comes to pick a party member to die, like in
> convergance, I choose the npc. Its important not to abuse this to
> the 'oh my god, they killed kenny!' point. Don't get me wrong, I'm not
> opposed to killing characters, sometimes they deserve it, and when the
> player makes blatantly bad decisions, I send a message to the rest of
> the players via gruesome dismemberment.
>
>
> ------------------------------------
>
> The Delta Green Mailing List:
> http://groups.yahoo.com/group/dglist
>
> Yahoo! Groups Links
>
>
>
>


--
Ross Payton
Raillery: A Comedy video podcast
http://www.raillery.tv


[Non-text portions of this message have been removed]

#23228 From: Peter Kisner <kisnerp@...>
Date: Mon Feb 2, 2009 1:36 am
Subject: Re: Re: DG operation lethality. How do you deal with it? [Convergence Spoiler]
kisnerp
Send Email Send Email
 
Hah.  That'll show 'em for bad decision making!

Makes me wish I had some thugs of my own on call to drag players
kicking and screaming into the night. :D


On Sun, Feb 1, 2009 at 5:31 PM, Ross Payton <rpayton@...> wrote:
> At the end of the game, I had the fun guys abduct the player in question. Same
> end result basically :)
>
> On Sun, Feb 1, 2009 at 3:43 PM, jonasargham <jonasargham@...> wrote:
>
>> --- In dglist@yahoogroups.com, "hairygumby" <hairygumby@...> wrote:
>>
>> > So, to those Keepers who have run long campaigns where the same
>> > characters survived numerous points of contact with the mythos, how do
>> > you do it? Are your PCs particularly plucky? Do they get some help
>> > from behind the GM screen?
>>
>> I have pulled punches quite a few times, lowering damage enough to put
>> the character in the hospital for months without killinng him, or
>> lowering the san loss enough to leave a character with a permanent
>> phobia and a white streak in his hair, but not enough to lock him away
>> for ever. Having to remake characters every couple game sessions makes
>> it hard to keep players, and it furthers the negative stigma of CoC.
>> I like to build up npcs to the point of familiarity with the party and
>> then when the time comes to pick a party member to die, like in
>> convergance, I choose the npc. Its important not to abuse this to
>> the 'oh my god, they killed kenny!' point. Don't get me wrong, I'm not
>> opposed to killing characters, sometimes they deserve it, and when the
>> player makes blatantly bad decisions, I send a message to the rest of
>> the players via gruesome dismemberment.
>>
>>
>> ------------------------------------
>>
>> The Delta Green Mailing List:
>> http://groups.yahoo.com/group/dglist
>>
>> Yahoo! Groups Links
>>
>>
>>
>>
>
> --
> Ross Payton
> Raillery: A Comedy video podcast
> http://www.raillery.tv
>
> [Non-text portions of this message have been removed]
>
>



--
democratsforlife.org - feministsforlife.org
amnesty.org - voteforjoe.com
theologygirl.com - protozoic.com

#23229 From: Joe Crazyperson <joe.crazyperson@...>
Date: Mon Feb 2, 2009 2:00 am
Subject: Re: Re: DG operation lethality. How do you deal with it? [Convergence Spoiler]
theunholyrav...
Send Email Send Email
 
I'm not sure how people have the problem with lethality so much, I run a lot
of games and send some really nasty shit at PCs, but I rarely come away with
a huge body count. The trick I think is foreshadowing or at least allowing
the players the abillity to gather clues before the end encounter. Ditsy
players jump the gun and they do get killed when that happens, maybe my PCs
are just smarter than yours? :P But they rarely seemto die.




On Sun, Feb 1, 2009 at 8:36 PM, Peter Kisner <kisnerp@...> wrote:

>   Hah. That'll show 'em for bad decision making!
>
> Makes me wish I had some thugs of my own on call to drag players
> kicking and screaming into the night. :D
>
>
> On Sun, Feb 1, 2009 at 5:31 PM, Ross Payton
<rpayton@...<rpayton%40gmail.com>>
> wrote:
> > At the end of the game, I had the fun guys abduct the player in question.
> Same
> > end result basically :)
> >
> > On Sun, Feb 1, 2009 at 3:43 PM, jonasargham
<jonasargham@...<jonasargham%40yahoo.com>>
> wrote:
> >
> >> --- In dglist@yahoogroups.com <dglist%40yahoogroups.com>, "hairygumby"
> <hairygumby@...> wrote:
> >>
> >> > So, to those Keepers who have run long campaigns where the same
> >> > characters survived numerous points of contact with the mythos, how do
> >> > you do it? Are your PCs particularly plucky? Do they get some help
> >> > from behind the GM screen?
> >>
> >> I have pulled punches quite a few times, lowering damage enough to put
> >> the character in the hospital for months without killinng him, or
> >> lowering the san loss enough to leave a character with a permanent
> >> phobia and a white streak in his hair, but not enough to lock him away
> >> for ever. Having to remake characters every couple game sessions makes
> >> it hard to keep players, and it furthers the negative stigma of CoC.
> >> I like to build up npcs to the point of familiarity with the party and
> >> then when the time comes to pick a party member to die, like in
> >> convergance, I choose the npc. Its important not to abuse this to
> >> the 'oh my god, they killed kenny!' point. Don't get me wrong, I'm not
> >> opposed to killing characters, sometimes they deserve it, and when the
> >> player makes blatantly bad decisions, I send a message to the rest of
> >> the players via gruesome dismemberment.
> >>
> >>
> >> ------------------------------------
> >>
> >> The Delta Green Mailing List:
> >> http://groups.yahoo.com/group/dglist
> >>
> >> Yahoo! Groups Links
> >>
> >>
> >>
> >>
> >
> > --
> > Ross Payton
> > Raillery: A Comedy video podcast
> > http://www.raillery.tv
> >
> > [Non-text portions of this message have been removed]
> >
> >
>
> --
> democratsforlife.org - feministsforlife.org
> amnesty.org - voteforjoe.com
> theologygirl.com - protozoic.com
>
>
>


[Non-text portions of this message have been removed]

#23230 From: Edward Lipsett /t <translation@...>
Date: Mon Feb 2, 2009 2:02 am
Subject: Re: Re: DG operation lethality. How do you deal with it? [Convergence Spoiler]
elipsett
Send Email Send Email
 
The biggest problem is not that a character dies, but that the player comes
to EXPECT that he or she will die. They can get a lot less interested in
surviving, which is unrealistic and can really eat the heart out of a game.

----------
Edward Lipsett, Intercom, Ltd.
translation€@intercomltd.com
Publishing: http://www.kurodahan.com
Translation & layout: http://www.intercomltd.com

#23231 From: SGlancy12@...
Date: Sun Feb 1, 2009 11:29 pm
Subject: Re: Re: cult terrorizes small town in wisconsin...or not
adamscottglancy
Send Email Send Email
 
In a message dated 2/1/09 1:52:28 PM, jonasargham@... writes:


> My agents are in wisconsin right now and I want to keep them there so i
> would like to fish the assembled evil geniuses here for mythos twists
> on this organization in northern wisconsin called S.I.S.T. in Shawano
> Wisconsin, currently accused of trying to hire a canadian man to
> assasinate 60 of the town officials. So, yeah, what do you got?
>

Why make it Mythos? Don't you think it's about time your players investigated
something and it turned out not to have any Mythos connection at all? Like
the commercial says: "It's always a good time for a Red Herring!"


A. Scott Glancy, President TCCorp, dba Pagan Publishing



**************
Great Deals on Dell Laptops. Starting at $499.
(http://pr.atwola.com/promoclk/100000075x1217883258x1201191827/aol?redir=http://\
www.dell.com/co
ntent/products/features.aspx/laptops_great_deals&
#63;c=us%26cs=19%26l=en%26s=dhs%26&#126;ck=anavml)


[Non-text portions of this message have been removed]

#23232 From: SGlancy12@...
Date: Mon Feb 2, 2009 12:00 am
Subject: Re: Re: Sometimes these things write themselves
adamscottglancy
Send Email Send Email
 
In a message dated 1/31/09 11:55:59 AM, ktulu_rises@... writes:

> I read it with great interest, but he came off as an opportunistic fan-base
> exploiter who chose to make the file "lovecraftian" in order to build in an
> audience
> It's a sometimes-interesti   It's a sometimes-interesting,
> sometimes-highly-self-fellating piece where he plays off his drug abuse and
misogyny as part
> of some sort of hipster lifestyle.
>

Here's what struck me about that article. When a man presides over a disaster
like the movie "Cthulhu" clearly was, you'd think that if he got to write an
article about it he'd use the article to explain what went wrong, but
simultaensouly paint himself in the best posible light. Instead, we got this
mess of
an article only slightly less muddled than the movie where we learn that this
wanker was more interested in living the lifestyle of a film maker rather than
actually making a film. It shows on screen too.

But I don't think this was him being honest... not him saying "This movie
failed because I was a duche bag."   He thinks this article paints him as cool
and charming. I think it just makes him look like a duche bag.

And no, I didn't need to hear about the blow jobs he got in his office while
his production was failing.

> Either that, or he's too cool for school and I'm an old fuddy duddy.
>
He comes off as a duche bag. If that's the best face he could put on things,
I can only begin to imagine what he's really like....


A. Scott Glancy, President TCCorp, dba Pagan Publishing



**************
Great Deals on Dell Laptops. Starting at $499.
(http://pr.atwola.com/promoclk/100000075x1217883258x1201191827/aol?redir=http://\
www.dell.com/co
ntent/products/features.aspx/laptops_great_deals&
#63;c=us%26cs=19%26l=en%26s=dhs%26&#126;ck=anavml)


[Non-text portions of this message have been removed]

#23233 From: "Graham Kinniburgh" <kinnygraham@...>
Date: Mon Feb 2, 2009 2:49 pm
Subject: Trailer for DG'ish' movie 'The Objective'
kinnygraham
Send Email Send Email
 
Someone posted this movie link over on rpg.net and suggested it had
DGish tones:

http://www.movie-list.com/trailers.php?id=objective

I can certainly see where they are coming from..........

#23234 From: David Rankus <howlinwolfling@...>
Date: Mon Feb 2, 2009 3:58 pm
Subject: Re: Trailer for DG'ish' movie 'The Objective'
howlinwolfling
Send Email Send Email
 
My first thought was that Clive Barker video game.  Jericho?




________________________________
From: Graham Kinniburgh <kinnygraham@...>
To: dglist@yahoogroups.com
Sent: Monday, February 2, 2009 9:49:17 AM
Subject: [dglist] Trailer for DG'ish' movie 'The Objective'


Someone posted this movie link over on rpg.net and suggested it had
DGish tones:

http://www.movie- list.com/ trailers. php?id=objective

I can certainly see where they are coming from........ ..






[Non-text portions of this message have been removed]

#23235 From: Abrigon Gusiq <abrigon@...>
Date: Mon Feb 2, 2009 4:52 pm
Subject: Using Wiki for Games?
abrigon66
Send Email Send Email
 
Just thought of something, PBeM and world design could be done via Wiki or like?

Mike


[Non-text portions of this message have been removed]

#23236 From: Ross Payton <rpayton@...>
Date: Mon Feb 2, 2009 5:39 pm
Subject: Re: Trailer for DG'ish' movie 'The Objective'
clockwerkjoe
Send Email Send Email
 
The director, Daniel Myrick, previously worked on a great little film
called The Believers, about an apocalyptic cult in a bunker. It's also great
DG fodder.

On Mon, Feb 2, 2009 at 9:58 AM, David Rankus <howlinwolfling@...>wrote:

> My first thought was that Clive Barker video game.  Jericho?
>
>
>
>
> ________________________________
> From: Graham Kinniburgh <kinnygraham@...>
> To: dglist@yahoogroups.com
> Sent: Monday, February 2, 2009 9:49:17 AM
> Subject: [dglist] Trailer for DG'ish' movie 'The Objective'
>
>
> Someone posted this movie link over on rpg.net and suggested it had
> DGish tones:
>
> http://www.movie- list.com/ trailers. php?id=objective
>
> I can certainly see where they are coming from........ ..
>
>
>
>
>
>
> [Non-text portions of this message have been removed]
>
>
> ------------------------------------
>
> The Delta Green Mailing List:
> http://groups.yahoo.com/group/dglist
>
> Yahoo! Groups Links
>
>
>
>


--
Ross Payton
Raillery: A Comedy video podcast
http://www.raillery.tv


[Non-text portions of this message have been removed]

#23237 From: Keith Boyle <eoin.keith.boyle@...>
Date: Mon Feb 2, 2009 5:51 pm
Subject: Re: Trailer for DG'ish' movie 'The Objective'
e01n65536
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On Mon, Feb 2, 2009 at 11:39 AM, Ross Payton <rpayton@...> wrote:
> The director, Daniel Myrick, previously worked on a great little film
> called The Believers, about an apocalyptic cult in a bunker. It's also great
> DG fodder.<

Not to be confused with the 1987 movie "The Believers" (with Martin
Sheen). Not so good as DG fodder, but kinda useful in how to be subtle
with mythos magics...

Speaking of DG/undercover LEO duplicity fodder, anyone else watching
"The Beast"? Not as good as "The Shield" was, but still pretty
decent... so far. I smell the shark and hear the 2-stroke revving up,
though...

#23238 From: Nick Meredith <nick.meredith@...>
Date: Mon Feb 2, 2009 6:23 pm
Subject: Re: Using Wiki for Games?
nmeredit
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Done it in a roleplaying game context sreveral times. Most successful
has been an Ars magica game. Main issue is that most wiki software
isn't designed for content management, so once posted content is
availaboe to all players.

2009/2/2 Abrigon Gusiq <abrigon@...>:
> Just thought of something, PBeM and world design could be done via Wiki or
> like?
>
> Mike
>
> [Non-text portions of this message have been removed]
>
>



--
Nick Meredith
nick.meredith@...

#23239 From: "James Haughton" <james.haughton@...>
Date: Tue Feb 3, 2009 2:06 am
Subject: Re: Using Wiki for Games?
james_haught...
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Check out "The Toothpaste Disaster", a Paranoia wiki mediated
lexicon game. http://paranoia.allenvarney.com/

Happiness is Mandatory.

--- In dglist@yahoogroups.com, Nick Meredith <nick.meredith@
...> wrote:
>
> Done it in a roleplaying game context sreveral times. Most
successful
> has been an Ars magica game. Main issue is that most wiki
software
> isn't designed for content management, so once posted content
is
> availaboe to all players.
>
> 2009/2/2 Abrigon Gusiq <abrigon@...>:
> > Just thought of something, PBeM and world design could be
done via Wiki or
> > like?

#23240 From: PlutoNick <plutonick@...>
Date: Tue Feb 3, 2009 10:49 am
Subject: Re: Trailer for DG'ish' movie 'The Objective'
plutonick1
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On Mon, Feb 2, 2009 at 11:39 AM, Ross Payton <rpayton@...
<mailto:rpayton%40gmail.com>> wrote:
  > The director, Daniel Myrick, previously worked on a great little film
  > called The Believers, about an apocalyptic cult in a bunker. It's
also great
  > DG fodder.<

And if this reminds you of Blair Witch project, it's because Myrick was
one of the two directors of blair witch

#23241 From: PlutoNick <plutonick@...>
Date: Tue Feb 3, 2009 10:54 am
Subject: Re: Trailer for DG'ish' movie 'The Objective'
plutonick1
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oops, my bad.
It is said on the trailer too.

#23242 From: ialdaloboth *genzundheit!* <ialdaloboth@...>
Date: Tue Feb 3, 2009 3:10 pm
Subject: worlds of cthulhu?
ialdaloboth
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Do we have any more information on when a future issue might be published? It
does seem to be taking a long time to get a new one out.

J

_________________________________________________________________
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#23243 From: Adam Crossingham <the.wolery@...>
Date: Tue Feb 3, 2009 4:18 pm
Subject: Re: worlds of cthulhu?
bad_or_mad
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2009/2/3 ialdaloboth *genzundheit!* ialdaloboth@...

> Do we have any more information on when a future issue might be published?
> It does seem to be taking a long time to get a new one out.
>
I approved the final corrected layout the week before last, but that's the
last time I have contact with it. So its ready to print.

I'm guessing that it should be on your FLGS shelf within two months.

--
Adam Crossingham


[Non-text portions of this message have been removed]

#23244 From: ialdaloboth *genzundheit!* <ialdaloboth@...>
Date: Tue Feb 3, 2009 5:59 pm
Subject: RE: worlds of cthulhu?
ialdaloboth
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>> Do we have any more information on when a future issue might be published?
>> It does seem to be taking a long time to get a new one out.
>>
> I approved the final corrected layout the week before last, but that's the
> last time I have contact with it. So its ready to print.
>
> I'm guessing that it should be on your FLGS shelf within two months.

sweet! : D

thanks for the update, Adam.

J

_________________________________________________________________
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#23245 From: "paultucker1uk" <paultucker1uk@...>
Date: Tue Feb 3, 2009 1:23 pm
Subject: Through a Glass Darkly
paultucker1uk
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Following a HDD crash I found that I'd managed to fail to backup the
excerpt of 'Through a Glass Darkly'. I don't suppose anyone who has it
would be kind enough to email a copy to me?

#23246 From: Robert Lint <ktulu_rises@...>
Date: Tue Feb 3, 2009 9:16 pm
Subject: Free custom handwriting fonts (Handout resource)
ktulu_rises
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http://www.yourfonts.com/

Basically, you print out a template that you fill out with your handwriting,
scan it back up to the website and then you get a font that you can use on your
computer which mimics the handwriting.

So, you can make your crazy cult leaders diaries just as cribbed and
incomprehensible as you like without have to actually personally hand write each
page.

If someone out there has particularly amazingly insane handwriting, you could
even hint, hint) upload the font to the files section of the yahoogroup.



  -----
Free market capitalism is more efficient than religion because instead of a
whole invisible man there is just an invisible hand.




[Non-text portions of this message have been removed]

#23247 From: Ross Payton <rpayton@...>
Date: Wed Feb 4, 2009 4:09 am
Subject: Veterans sell IEDs to gangs and other war blowback
clockwerkjoe
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http://www.d-n-i.net/dni/2009/02/03/on-war-290-blowback-revisited/'*
*


*Some time ago, I wrote a column warning that our involvement in Fourth
Generation wars overseas would spur 4GW here at home. One way it would do so
is by introducing soldiers to statelessness.*

*I do not see e-mail, but I was told that column generated lots of it. Many
e-diots howled that I had somehow "attacked the troops."

Well, guess what? It's starting to happen. A reader sent me a copy of a
story from The Oklahoman dated December 25, 2008. The title is, "Police Say
Vet Made, Sold IEDs to Gangs." It reads in part:*

*Police spent the day searching the house of a decorated, two-tour Iraq war
veteran on Tuesday, one day after he was arrested and charged with making
explosive devises and attempting to sell them…*



ObDG: Veterans come back with strange experiences and stranger skills. A
soldier comes into contact with a cult as part of a mission to win hearts
and minds - finds out how to cast flesh ward but his version requires the
blood of the innocent to work. Easy to get in a warzone. Not so easy back
home. The veteran builds IEDs for a gang, offers to teach them the spell in
exchange for more blood and drugs. Soon cell A gets reports of bullet proof
gangbangers bombing squad cars and laughing off shotgun blasts.

--
Ross Payton
Raillery: A Comedy video podcast
http://www.raillery.tv


[Non-text portions of this message have been removed]

#23248 From: Russell Rayburn <rusrayburn@...>
Date: Wed Feb 4, 2009 4:53 am
Subject: Re: Veterans sell IEDs to gangs and other war blowback
rusrayburn@...
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On Tue, Feb 3, 2009 at 11:09 PM, Ross Payton <rpayton@...> wrote:
>
> ObDG: Veterans come back with strange experiences and stranger skills. A
> soldier comes into contact with a cult as part of a mission to win hearts
> and minds - finds out how to cast flesh ward but his version requires the
> blood of the innocent to work. Easy to get in a warzone. Not so easy back
> home. The veteran builds IEDs for a gang, offers to teach them the spell in
> exchange for more blood and drugs. Soon cell A gets reports of bullet proof
> gangbangers bombing squad cars and laughing off shotgun blasts.
>

to follow up on that thought, Cryptome has some interesting reading on
white supremacist groups recruiting from active duty troops.

http://cryptome.org/spy-whites.pdf

Short answer is the white supremacist groups aren't doing much.
There's speculation that a new group using military tactics could
emerge, but that's it.*

Also, building an IED isn't the hard part.  Basic wiring and using off
the shelf components, including accelerants, is something groups like
the ELF have been doing for years.

Placing an IED for maximum effect, small unit tactics, target
selection... now there's something veterans might help with.


*ObDG: Perhaps the Karotechia never recovered from the loss of their
South American compound?

--
I can picture in my mind a world without war, a world without hate.
And I can picture us attacking that world, because they'd never expect
it.
   - Jack Handey

#23249 From: Russell Rayburn <rusrayburn@...>
Date: Wed Feb 4, 2009 5:09 am
Subject: Mexican Drug War, and the Soup Maker
rusrayburn@...
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Working on the idea that the mythos is attracted to conflict ( lack of
oversight leads to freedom to operate ) is anyone using the drug
related violence in Mexico for their campaign?  Perhaps Tiger Transit
opened an office in tiajuana?

The LA Times has a timeline of events, if you're interested:

http://projects.latimes.com/mexico-drug-war/#/its-a-war

On a related note, did anyone else catch the arrest of the 'Soup
Maker' in the news?

http://www.latimes.com/news/nationworld/world/la-fg-tijuana-drugs24-2009jan24,0,\
3280419.story

"Reporting from San Diego -- A suspected hit man who allegedly dumped
more than 300 bodies in vats of lye at the behest of a top Tijuana
crime boss has been arrested near Ensenada, according to the Mexican
military.

Alleged crime boss Teodoro Garcia Simental, nicknamed El Teo, narrowly
escaped after soldiers on Thursday raided an upscale resort outside
the Baja California port city 70 miles south of San Diego, according
to one Mexican news report.

The military said Santiago Meza Lopez, a 45-year-old from the state of
Sinaloa, was arrested after allegedly trying to flee from soldiers and
federal agents on the Ensenada- Tijuana coastal highway. Soldiers also
arrested Garcia's cook and seized four automatic weapons and two
grenades.

Military authorities said Meza admitted being Garcia's body disposal
expert, nicknamed "El Pozolero del Teo" -- roughly translated: Teo's
soup maker."

ObDG: Perhaps some of the ghouls from NOLA, or some home-grown Mexican
ghouls, had a deal with Meza for a steady supply of corpse slushies.
Alternatively ( note the lye use ) a ghoul treat is saponificatied
corpses... extra chewy.

--
I can picture in my mind a world without war, a world without hate.
And I can picture us attacking that world, because they'd never expect
it.
   - Jack Handey

#23250 From: "hairygumby" <hairygumby@...>
Date: Wed Feb 4, 2009 6:20 am
Subject: Re: Mexican Drug War, and the Soup Maker
hairygumby
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[KOOL AID VOICE] Ooooh Yeah!

This story was crazy, and I've been thinking about turning it into a
DG operation since I first read about it.

Right now I'm working at the tentative beginnings of a campaign
involving angry ranchers,illegal aliens/human trafficking, citizen
border protection groups, strange religious practices, and the Soup
Maker. I hadn't even thought about ghouls until I read this post.
Mmmmm, Ghoul slurpee!



--- In dglist@yahoogroups.com, Russell Rayburn <rusrayburn@...> wrote:
>
> Working on the idea that the mythos is attracted to conflict ( lack of
> oversight leads to freedom to operate ) is anyone using the drug
> related violence in Mexico for their campaign?  Perhaps Tiger Transit
> opened an office in tiajuana?
>
> The LA Times has a timeline of events, if you're interested:
>
> http://projects.latimes.com/mexico-drug-war/#/its-a-war
>
> On a related note, did anyone else catch the arrest of the 'Soup
> Maker' in the news?
>
>
http://www.latimes.com/news/nationworld/world/la-fg-tijuana-drugs24-2009jan24,0,\
3280419.story
>
> "Reporting from San Diego -- A suspected hit man who allegedly dumped
> more than 300 bodies in vats of lye at the behest of a top Tijuana
> crime boss has been arrested near Ensenada, according to the Mexican
> military.
>
> Alleged crime boss Teodoro Garcia Simental, nicknamed El Teo, narrowly
> escaped after soldiers on Thursday raided an upscale resort outside
> the Baja California port city 70 miles south of San Diego, according
> to one Mexican news report.
>
> The military said Santiago Meza Lopez, a 45-year-old from the state of
> Sinaloa, was arrested after allegedly trying to flee from soldiers and
> federal agents on the Ensenada- Tijuana coastal highway. Soldiers also
> arrested Garcia's cook and seized four automatic weapons and two
> grenades.
>
> Military authorities said Meza admitted being Garcia's body disposal
> expert, nicknamed "El Pozolero del Teo" -- roughly translated: Teo's
> soup maker."
>
> ObDG: Perhaps some of the ghouls from NOLA, or some home-grown Mexican
> ghouls, had a deal with Meza for a steady supply of corpse slushies.
> Alternatively ( note the lye use ) a ghoul treat is saponificatied
> corpses... extra chewy.
>
> --
> I can picture in my mind a world without war, a world without hate.
> And I can picture us attacking that world, because they'd never expect
> it.
>   - Jack Handey
>

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