Brad, Beard, and Jet come to terms with their situation, and begin to look for a way out.
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16 Wednesday Dec 2015
Posted in Podcast
Brad, Beard, and Jet come to terms with their situation, and begin to look for a way out.
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12 Saturday Dec 2015
Posted in Podcast
Brad, Beard, Kyle, and Jet venture through the wardrobe for a second time, and immediately end up in a no-holds-barred shootout with the Gendarmes.
(Keeper’s note- if you’re not a fan of extended , utterly ludicrous combat scenes, go ahead and skip this episode).
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29 Sunday Nov 2015
Posted in Podcast
The Crazy Train begins to pull out of the station in earnest as Brad, Kyle, and Beard head back through the wardrobe and into a strange situation involving a model train, vampires, and the Void. If you missed the first episode and have no desire to slog through muddy audio, start here. The recap is pretty good, so you won’t miss out on much.
Keeper’s Notes:
1) The very odd story of Crazy Train has accidentally evolved beyond the scope of the core Delta Green rules. While DG provides the strong backbone on which the system we are using is built, we have also chosen to include elements from other games that we find appealing, in order to really play through Horror on the Orient Express in a completely new and unique way that is capable of handling much stranger PC requests than DG. To that end, we have created the “RIFTS: BACK TO THE FUTURE PART IV: THE CALL OF DELTA GREEN’S DRAGON FILES, NARNIA EDITION” character sheet, the latest iteration of which can be found here. The sheet may change a bit during the first few weeks as we try out the various new systems we’ve implemented, but feel free to follow along with us and give it a try in your own games!
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15 Sunday Nov 2015
Posted in Podcast
On this, the first episode of Crazy Train, Group A and some special guests from the cast of Paranoid Delusions learn what they’re in for, work on their characters, and begin their descent into madness. If you’re not particularly interested in the new character creation process/characters/house rules we’re operating with, you can probably skip to around the 1:13:00 mark to get into the story right away.
Once again, I do apologize for the audio quality. We think we’ve got it figured out moving forward, but in the meantime, you can mitigate the awfulness by listening in with headphones.
A couple retcons (there will be more of these than usual due to the way we’re setting this game up):
1) The organization that the players are working for is Delta Green.
2) The time portal doesn’t only open on the train, it opens in different places and times within the 1920s, with no real rhyme or reason.
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