You are a member of Security Team Bravo Blue, a patrol unit assigned with securing the perimeter of the Nevada Test and Training Range (a place known to many as 'Area 51').
But despite the fancy name, and the 'exotic' location, it's a boring job, really; most of the time you're simply sitting in your JLTV (Joint Light Tactical Vehicle) counting the tumbleweeds blow by, while trying to remember where exactly the God-damned virtual fence line actual lies! Worse, given the shift nature of your job, you're either sweating like a hog in the desert sun or freezing your unmentionables off in the cold of night while doing it...
Hell, the most excitement you've ever had is that time a group of college geeks straying too close to the base's gates (shouting how they were gonna 'Naruto run' the place - whatever the hell that meant) or when a lost herd of cattle wandered onto the rocket engine test pad (place smelt like barbeque for a month afterwards!). Let's be honest, in the months and years you've spent in the plains and hills around Bald Mountain you've never seen hide nor hair of any secret alien technology or anything even slightly resembling little green men. Instead - all jokes aside - you just get on with your job, which, in this case, is allowing the base's hard working military and civilian personnel to simply do what they need to do in peace!
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Truckstop is a modern day, horror-sci-fi scenario for a 3 or 4 players, utilising a homegrown version of the OpenD6 mechanics (what I've called Raw Six) to quickly bring play to the table. As this is a flexibly written adventure, I can ramp up or toned down the horror as required, so happy to have players of all ages at the table!
Note - This scenario was run (under a different system) way back in the mid 2000s - just in case any might have jump on board back then!
London, England, 2015
The latest headline in the Daily Mail read "Terror Killing Continues, Police Mystified" and went into morbid detail about the latest murder. Like all the others, this one was a wealthy but largely unknown businessman, murdered in his own home by an unknown assailant who left no DNA evidence or fingerprints of any kind, nor any indication of breaking into the victim's house. Each of the five victims had all been killed in the same way - their bones shattered and their bodies broken, looking like they had been beaten with a sledgehammer for a week.
In a rare example of perfect honesty, the Daily Mail was correct when it said police were mystified. In this modern age of forensic teams, in-depth analysis and the marvels of online records, it was odd that a crime scene would throw up no clue as to the nature of the attacker. But before consigning the murders to the realm of unsolved cases, Detective Inspector Pauline McCullough of Scotland Yard has turned to another side of investigations that she knows of.
She has turned to the Monster Hunters. You.
Monster of the Week is probably best described as "B Movie Gaming". It's absolutely raucous fun, and always comes with over the top shenanigans and intense confrontations. You play the part of a monster hunter, one of those who has seen the impossible, the paranormal or the eldritch. Each game plays like an episode of those Monster of the Week shows like Buffy The Vampire Slayer or Doctor Who. You identify the monster, find it, and stop it monstering. Simple as that.
This particular game is set in modern day London and well, the rest is spoilers. What is nice about MotW is that you don't need any form of preparation, you only need to bring 2 six sided dice and some monster hunting ingenuity (and I will provide the 2d6 if you need it!).
As an investigation team for The Collectors Institute, you've recovered weather-control totems from Central American jungle temples, mind-altering Pink Floyd records from music collectors, and supernatural weapons from abandoned Cold War research bases.
So it was probably time that a less glamorous scenario occurred, as contacts are alerting you of strange goings-on in the exotic metropolis of Sheffield. Identification and collection of the Artifact is the main priority, though a chance to be a hero shouldn't be passed up.
Expect a comic, if occasionally creepy game both facing and wielding artifacts of variable power.
Imagine the children in The Lion, the Witch and the Wardrobe. They visited a magical land, fought battles alongside talking animals and centaurs and won a war against a powerful and evil enemy. Then they returned home, no-one would believe them and they were back to war time rations and maths homework.
What does that feel like?
How do you live with the memories of what you saw?
Did Edmund drown his sorrows in alcohol and drugs, did Lucy vent her repressed rage by being violent towards her loving husband?
Did they end up in therapy?
The players in this game are all Clients in a real-world, modern day setting undergoing group therapy. They all have serious psychological disorders which are damaging them and those closest to them. Everyone has come to the therapy session as a final attempt to get their lives back on track.
The Clients have all repressed memories of a magical world that they visited often in their school summer holidays. Many things happened in that far away land and those repressed memories hold the key as to why the Clients have all self-destructed so spectacularly in the years since. Players will build up and create the memories of what happened in that world; uncover the events that scarred them and work to resolve them to allow each client to heal.