| From: | "David P. Sobel" <dpsobe@**.WM.EDU> |
|---|---|
| Subject: | Gurth's plot ideas |
| Date: | Fri, 5 May 1995 10:59:23 -0400 |
As a player, I can understand missing those little items... SK is not
one of those megacorps I'm always on the lookot for, so don't worry too
much about that.
The mage should detect something more ominous about the mantids when
they go into the club (remembering "Burning Bright" and the scene where
Seeks-The-Moon realizes they are spirits). This would be a good point
for the realization that bigger things are going one here.
They will loose the mantid spirits (you always loose your leads..
hehehe), but I think the mantids would suspect the PCs and would warn
them in some way. I don't know if your PCs have run Universal
Brotherhood or not, but we have, so that becomes an important
realization. If they know about bugs, they are going to be more aware of
the possibilities. If not, they you may have to beat them over the head
a bit more.
Once approached by the mantids, the players have a little time till
the explosion. If they do the old check the Matrix routine, they will
become aware of Knight Errant's search for spirits, and will be more in
touch with KE as an angle. As SK and KE have no apparent connection,
this is a befuddling point. But KE is the new lead, and that can lead
them to the big event......
Dave
