This scenario was set in Helmand Province in Afghanistan and was a chance to try out the expanded combat options from the Esoterror Factbook. A small team of soldiers was set out to investigate a field hospital where strange things were happening. It was a partially improvised game so we could spend investigation points to make things be true, such as the presence of a tunnel in some ruins (architecture) or a way of suppressing magical comms interference using Fourier analysis and noise reduction (2 points of electronic surveillance, one of data analysis).
It was basically an extended combat mission for players who don't necessarily like that kind of thing but there was a 3:16 vibe and banter and a healthy team spirit as well as interest in the "veil out" (the OV term for cover up). And the new rules worked very well,
In all, a very enjoyable couple of sessions.
Comments
I'm inclined to look more closely based on your write up - the zombies especially sound cool! :D
Graham
Combat in ToC tends to be, in my experience, horrible. There are no head shots so people get pummeled to death in a rather brutal way. Which may, or may not, match your expectations of a Lovecraftian death but more options would allow the group to play around with this a bit more.
Are suggestions on how to do this written up anywhere? I've tried looking but can't seem to find them and it sounds like a great addition to the Gumshoe rules.
I'm definitely enthused to run some special ops Esoterrorists now.
- Neil.
- Neil.
Edited at 2010-02-24 10:02 am (UTC)