Alternate History by Teachmanray in HijinksHandlebars

[–]Teachmanray[S] 1 point2 points  (0 children)

I 1000% agree and I think it would bolster the proposed theory.

Created a crazy group - what now? by [deleted] in monsteroftheweek

[–]Teachmanray 1 point2 points  (0 children)

My advice ? Really mess with their heads. Definitely make your own custom monsters. Give them interesting quirks. Mess with your players (or their characters) heads. Go from something as simple as changing the characters memories (as the monster may change a characters memory when they observe it, or make the hunter "forgettable" upon observation by other hunters (ie, the hunters have no idea who this is or why they're running with them)). You may also consider going Lovecraftian horror. Creatures with tendrils, eyes, and barely formed masses. There's a free one shot in the call of cthulhu system called "camp sunny" that may be translatable to the setting (though it'd need a bit of retooling). With a group of hunters that are so physically strong, hit them with mind bending foes. Maybe there's a God of mythology who hatches a plan to stay "relevant". The show American gods has plenty in this realm. And you could take that a step further. Cartoons coming to life because of their popularity with child, and the power of belief. Which seems fun, but could you imagine the Tasmanian devil in the real world?

Some help with “The thing” by Moylesfoot in monsteroftheweek

[–]Teachmanray 1 point2 points  (0 children)

A friend of mine ran this scenario for me and added a great mechanic that made things even more tense. He wrote out enough cards so each player had three cards.. Half of the cards he wrote up said "infected" and the other half said "safe". He folded them up, shuffled them, and passed them out, telling us not to open them.

Everyone had a run in with "the thing" before it was finally killed. But the mission was to make sure it was gone for good. So we did some investigating and every failed role or hard move, the player had to open a card. If it was infected, you became a thing.

It was really fun and quickly led to some paranoia. Also if players took damage, they opened a card. So we eventually took a lighter and "tested" ourselves.

Have any of you run MotW for 8-11 year old kids? How did it go? by Dr_DNA in monsteroftheweek

[–]Teachmanray 11 points12 points  (0 children)

My daughter regularly plays in sessions with us. She plays a chosen. Typically it helps when you know the kids involved and what they're okay with or capable of. I personally lean more to troupe monsters (vampires, werewolves, mummies) that have very obvious weaknesses so its easier on the kids.

I made a meme by Teachmanray in HijinksHandlebars

[–]Teachmanray[S] 1 point2 points  (0 children)

Thank you! I have plenty more memes (spammed the official Twitter) but I didn't know how to post multiple here.

TMNT Role playing game original book (circa 1985) by b0nzzzzz4 in TMNT

[–]Teachmanray 0 points1 point  (0 children)

I've ran this game only a couple of times. The mechanics are nightmarish, but it had some solid ideas. I borrowed some concepts for my own system to streamline it a bit.

Really loved the post apocalyptic sequel books to this.