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How's the Campaign Guide?

OMG, "Battledresses"! Now I have this image of Strephon striding to the Iridium Throne flanked by a squad of burly marines in a uniform attractive floral print off-the-shoulder number.

Perhaps they mistaked kilts for women's wear? ;)
 
Wow, hope my product is okay. I suffer dyslexia, and often even when I read a document a dozen times I'll still miss the same mistakes over and over again.

It just sounds like this person needed another set of eyes to go over his writing. That way the review could have focused on the game mechanics itself.

I'm also dyslexic and its a problem. I get my LSVTP to read over pretty much everything I write. And this one sounds like Annililik "giant mutant space fungus" Run bad.
 
OMG, "Battledresses"! Now I have this image of Strephon striding to the Iridium Throne flanked by a squad of burly marines in a uniform attractive floral print off-the-shoulder number. I think I need a brillo pad for the inside of my brain.
I thought it was the new camo scheme :(
 
:eek:o:

NOT wanting to start an argument, but is it significantly worse than the usual classic traveller B-Movie tropes ?
I mean, you know the tropes -"bugs keep arriving in a bus, kill them". Or, "O Noes space nazis landed on the planet we were stealing stuff from", or "we got hired to kill people we never heard of" or "bandeets will raid our veeellage come the harvest and we need seven Samuri I mean adve
nturers" or even "you come across an ancient ruin/artifact with wierd crap/writing in it".
This is an honest question; I'm not expecting Ian Banks from Traveller adventures.

Back on topic here; well, I think those are tried and true story vehicles. I think the term "trope" is misused here. There's a lot of story material that I think we've been so exposed to that it may come across as repetitive, but if if the reader takes the time to sit back and perhaps savor the flavor of the story, then it may prove to be unique in its own way.

I've not read any of Mongooses stuff other than the snippets posted here, so I can't really say either way, but it does occur to me that cliche story vehicles aren't so much cliche as perhaps tried and true. One alien invasion really doesn't resemble another too much, nor that time travel story, but poor ones will repeat not just structure, but flavor. Good ones, stories that is, will deliver those story mechanics with unique twists and settings. I think that's part of what good adventures and refereeing are all about, regardless of system.
 
Plus it's not just the idea, but how it's handled and how it fits the milieu. Bugs in a bus can work. As can brain eating zombies caused by some "virus". But when rolled randomly off a table, the second is harder to blend into a conventional campaign than the first.

I've known many refs that something crazy out of the blue works for them as inspiration. But they also never play things just as they roll them. I once co-DMed a D&D game with a guy who worked this way. I'd lay out adventure plotlines carefully from 2 or 3 literary inspirations, draw maps and timelines, extract the key encounters and a couple of alternate paths and red herrings. Tick-tock, by the book.

He'd rip pages out of Jeane Dixon books at random, circle the craziest items on each page, ask questions of his Magic 8 ball to create a plot "Will the party experience a period of soul searching?" (Taken _literally_ in game--searching for a soul jar, frex.) "Will they discover the lost continent of Atlantis? Will the orcs have an amazing cure for cancer based on herbs and mental visualization?" and turn out great adventures that didn't seem any weirder than any other when played. (I've since adopted some of his methods. I keep a copy of "Predictions for 1976" for the purpose.)
 
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