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Thread: [MoN] Planning a Relaxing Savannah Safari

  1. #1

    [MoN] Planning a Relaxing Savannah Safari

    Hi all,

    'S been awhile... My shiny new job steamrolled our weekly game night for about a month there, and talking about RPGs is only fun when I get to play them too.

    We're back on track as of last Wednesday, and my players met up with Old Bundari and his buddy Okomu (that surly son of a bitch!), received the old man's gifts and instructions, and seem to be just about ready to take on a trip into the African wilderness. My question for you fine people is this: How did you handle the actual journey? I suppose the two extreme positions would be 1) handwaving the whole travel period, with a brief interlude for the dead area marking the massacre site; or 2) Doing the whole trek in semi-detail, describing each day of travel (however briefly) and inserting encounters along the way.

    I imagine I'll fall somewhere between those poles; we've discovered how long this campaign is already, having been at it for a year, and we're loving every second but it really doesn't need more dragging out. But it would feel like a waste of valuable opportunities for both setting flavor and cool encounters to just skip the whole trip. So I'll probably do a few "...it continues like that for a couple of days.." between some encounters. Drawing inspiration from the Gaming Grunts' playthrough, I'll probably have the bearers/guides grow restless and/or mutiny as they realize where they're headed. I also had the group spot what they could have sworn was Edward Gavigan in Nairobi last session, so I'll probably pay that off by having him lead a Bloody Tongue attack (having faked his death in London, he's been sent by Shakti to aid the Brotherhood's sister cult).

    Any other ideas/general pointers? Not to belabor the point, but I really want to strike a nice balance between flavor and time efficiency here, so anything you guys can offer to help would be huge.

    Thanks!
    Legs, yes. Bowtie - cool. I can buy a fez.

  2. #2
    Master of the Silver Twilight wombat1's Avatar
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    Not everything in Call of Cthulhu needs to be Mythos-related to give an air of adventure and danger to the story. A mad elephant in a village could provide an evening's diversion:

    http://www.online-literature.com/orwell/887/

    One could play off of the mad elephant is danger angle, the imperialism angle or both.

    Oh, and make sure the players don't forget to feed the chameleon.

  3. #3
    Community Patron Knight of the Outer Void Zarozinia's Avatar
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    When my investigators were in Kenya (and Australia for that matter), I only went into detail for the set-piece scenes and described the rest of their journey fleetingly, focusing on the senses to try and set the mood (the heat, the sounds of insects, etc).

    Were I do it again though, I'd be tempted to add a few more non-mythos vignettes to try and add a bit more depth to the journey.

    FNH's excellent Cthulhu Podcast is serialising How I Found Livingstone by Stanley, and it includes all sorts of fascinating information about an expedition across Africa that may enrich your game.

  4. #4
    Knight of the Outer Void Insanity's Avatar
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    I agree that even just African wildlife would be dangerous enough; being attacked by an angry hippo while in a small boat, a crocodile snagging someone who hung too close to the river's edge too long, a bull elephant in musk charging the jeep just for the hell of it. I plan on having much of the same when my MoN group gets into Africa, as its one of the few continents with more then a few large dangerous animals and most have a decent armor number.

    After a croc dragged someone to the bottom of the river as they are helpless to really do anything, noone would dare go near any river edge again.
    Insanity is relative. It depends on who has who locked in what cage. - Ray Bradbury

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