From: | Mockingbird mockingbird@*********.com |
---|---|
Subject: | Harlequim |
Date: | Fri, 20 Aug 1999 14:50:14 -0500 |
From: Sommers <sommers@*****.umich.edu>
To: <shadowrn@*********.org>
Sent: Friday, August 20, 1999 1:40 PM
Subject: Re: Harlequim
At 02:03 PM 8/20/99 , Rafael Vega wrote:
>Hi all!
>
>I Just got home from buying Harlequim´s Back (YAY!). Flipping the pages
I
>read that you should be familiar with the original Harlequim book in
order
>to run the adventure. Since I don´t have the original book, I would
>apreciate if someone could tell me briefly (few paragraphs) what the
first
>book was about, something like a plot sinopsis.
>Thanx in advance.
The short answer is you really don't need to run the first adventure at
all
to run H Back. The only difference is that if the characters have run H,
then they know him and know that he has major mojo. They also won;t have
his sword from one of the last adventures, but that only gives H an
extra joke.
I do suggest letting it build for a while, like they describe in the
beginning with all the weird things happening around the characters. I
was
just about to start a group going through it when we broke up, but I
played
it for a good 5 or 6 sessions. A few of them were getting REALLY
paranoid
about clowns running around...
S
P
O
I
L
E
R
S
P
A
C
E
(just in case)
I ran Harlequin's Back without first running Harlequin, or even reading
it. Didn't have a problem with it. One thing I do reccommend is going
screwy on the PC's before running it. Really helped get them into the
mood right before the module. Also, DO THE NIGHTMARES. I typed them
out and handed each PC their nightmare. That way the other characters
don't know what's on each others paper. Had my shaman running for his
medicine lodge to commune with Raccoon after he woke up from his.
Mockingbird