Boring GM Stuff: Phoenix (eps 68-72)
/Hello, Gannon here. Here are some very fun pics and inside info on eps 68-72 of the neoscum podcast. I’m sorry the image sizes are so big. swear to god there’s good stuff if you can just get around how big these images are. Can’t figure out how to make them smaller. It’s probably very easy. any way, I’m still the best gm in the biz, even if i can’t work a squarespace page.
enjoy!
Ep 68: In Too Deep
I made this grid up so that I could get a good grip on where everyone was, how far apart they were, how they moved. Useful for orienting yrself!
Ep 69: Not Nice
Here’s where the crew start off.
Ep 70: Raining Death
Here’s the diagram I had to whip up mid ep to figure out Dak’s heroic flight.
Also here’s some pics of the new technomancers. check it out i figured out how to not make the pics so big
Ep 71: Over and Out
Here’s the graph I whipped up for this ep: here are the guys hangin out on the second floor of the dome building, and there’s Pox riding the StairWhale to jump and grapple to sleeping TW.
Ep 72: Factory Settings
In ep 72, the crew starts making their way out of Phoenix after causing some havoc. My big goal was to give the crew the space to go anywhere in a city, while also being pursued by cops, an potentially running into vigilantes. I made a map:
I started with environmental descriptors - I wanted to make each street feel alive, like you could just go nuts going down any street. I broke the city down to districts and then a general vibe on each indv street
From there made an enviro randomizers for what a block might look like. Also wrote 20 more specific, weirder things they might see. For each street the crew would go down, I planned to roll a d6 and a d20 to get the lowdown
To figure WHO or WHAT would be on each street. I made a generator with a deck of cards. I drew twice for each street: first for what was there, second for how many and how they felt about the crew.
This was the result. I think red was aggressive, pink was friendly, green was suspicious, yellow was ambivalent. (There were also more esoteric encounters - one street one of crew would encounter “a memory,” on another, there was a bunch of bugs, etc etc)
I also made rules for the cops pursuit. Wrote down the factors that might lead to reaching the crew, wrote down the factors that might throw em off the scent.
Hers the route the crew ends up taking, the beats, the timing, and the fuzz. Oh well for me. I’ll get em next time
Finally , here’s a pic of the copper factory they ventured through. wo!!!