Episode 131: Quite Gnostic In Places

That was originally going to introduce the end show, but then got displaced by the emergency insert for the Arkham Gazette. Thanks! Just uploaded a new version.

1 Like

I quite enjoyed Kult, but fitting in with the theme of adventures that didn’t go quite as you’d like, I remember buying the scenario “The Judas Grail” (in which the plot is moved forward by all the players dieing and then they have to do gruesome things to come back to life) which had printed on the inside of the back cover some notes from playtesting that gave advice on how to avoid the whole thing getting derailed. Clearly the crucial playtest notes came too late to affect main layout.

I paid the equivalent of 12 pints of beer for a copy of “Secrets of the ancients” (adventure 12) back in the 90s, so I suppose I’m one of those Traveller old hands. I liked it, but if they’ve altered the big twist is it still worth it?

I have played a little of the first adventure of the Islands campaign, but we derailed it through bad planning and terrible dice rolls. I love Mongoose Traveller because I played an awesome Pirates of Drinax campaign. We nearly died at the crucial space battle, but we were good at that minigame and the ace pilot’s player hadn’t quit by that point. We also did very well at the trading minigame, and became Legitimate Traders of Drinax, followed by Plutonium dealers of Drinax (there’s a big profit margin on radioactives). Thinking of Trav minigames, I remember The New Era’s “Fire, Fusion and Steel” supplement allowing you to design all sorts of technology and vehicles, adding a GURPS-like design game.

I quite like games where people play more than one character, but then Ars Magica has been a big part of my life for the last 13 years.

1 Like