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Published by Dawn Somewhere
Four friends struggle to get through their weekly roleplaying campaigns together.
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In a system where the players can mechanially force a villain to answer hard questions, like, "what are you trying to achieve, actually," it's important for a GM to remember that your villains don't always have to be rational. Sometimes it's just as good to say something deranged and then laugh like a lunatic.
The dreaded Inglethom is revealed, but Sid finds that the real reveal are the dread and arcane powers of his own player characters. In a system where anyone can be or do anything they feel like, the risk of introducing a "high level" demigod, completed unsupported and undefended, is a risky idea indeed.
The party manages the simplest part of their adventure! Finding the ancient tomb of Inglethom - a figure shrouded in mystery possibly if only because Paul didn't do any actual research on him. The tomb isn't empty, however.
Mayson enlists the help of one of his co-workers, Sid, to run a new campaign! However, Sid isn't used to a highly proactive play group, and is used to needing to move all his players around like static pieces on a board. The group swiftly gets out of his hands, and blows something up.
Those who lose will at first go to battle, then seek a way to win afterward. All of Kimon's successes are owed largely to him choosing and shaping his own battlegrounds, but now the battleground has been chosen for him, and the odds of success are so dim that it would take superhuman feats to manage it. Feats perhaps more superhuman than Kimon's own average.
Kimon has made almost all the plans and has had most of the ambition so far, and in many ways this has given him the control to see through his schemes. Men who'd otherwise coast and rely on others to succeed have had to rely on Kimon. It can continue just so far.
The trap at Luna Island has been placed and set, but now the jaws have to be closed around Mercury. Every super hero and every villain must have his weakness.
It's time to close the snare on Phil and do the Luna Island job, but for this to work, absolutely everything has to go the right way. Everyone is equal on Luna Island, and even the Great Kimon becomes as mortal as anyone else.
Securty on board the Unstoppable Fortress is not, as it turns out, totally fortress-like. Call it a consequence of turning something like that into a messy corporate operation. Kimon has a good reason to take a lot of interest in what's on Lawry's computer.
Kimon's schemes are at last approaching their dreaded culmination. The constant planning helps make sure the foreseeable faults can't materialize, but even the most meticulous plans can fail to account for the unforeseeable. There's no choice but to leap ahead and into the fire!
When you've invested all you have into a single career path or dream, it's hard to just cut your losses and walk away. The prospect becomes even worse when it feels like the whole setup was rigged in the first place, and the only answers were ones somebody else chose for you.
You can't simply introduce something like a flying, amphibious fortress to a city and not upset some people. You have consult with so many experts! There's city planners, zoning laws, and let's not forget about whoever owns the original rights to the plans.
Following a disaster like a failed mission, a certain amount of introspection is required. Yes, it all went wrong, but it went wrong in far, far too many ways. Everyone knows it, and everyone has to face it in their own ways. Even Lightshow has some good reasons to speak up.
Being a super hero is an unusual craft. Now, technically, you can hang a guy from a lightpost with a note saying "this dude done crimes" duct-taped to his forehead, and if that guy were someone like the Joker, who the police already had incontrovertible, video evidence of as a criminal, then they can still take the Joker in. There are those criminals, however, which require a little due process and so on, for whom the ol' lightpost trick is not sufficient.
Investigation takes time, but business works on a schedule of quarterly reports. Lawry understands this better than anyone, and though the team itself might have liked to do some genuine police work for once, good business always supercedes good quality.
Evil works on a slope. At the very top are the people making small concessions in the hope things will turn out for the greater good. At the bottom of that slope, it would turn out, are men like Captain Guei.
It turns out there are a few confounds present aboard Captain Guei's ship aside from Captain Guei and his crew, and this means that the party has to figure out what to do with them. However, there are easy ways, and there are ethical ways.
Being super and special doesn't necessarily mean having more power. Sure, Superman is immune to bullets, which makes him a safe bet to walk directly into a line of fire, but that'd make him more valuable as a tank than anything. What makes a person truly special is the ability to do insane things, like hiding in a box for two weeks. Not only can nobody else do it, but most people would never have the discipline to try.
The party needs to board a boat and survive on it for two weeks. That means planning ahead - though in this case, not about the boat, but about those plans not related at all to the boat. Or possibly, those things not even necessarily grounded in reality.
How does one catch a turtle? It's actually a really good question! Turtles are patient themselves, and surprisingly good at hiding, since waiting and hiding are really the only two hobbies any turtle has. One possible way to do it by using a triumvirate of fantastical super powers.
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Observed November 4, 2026.
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