In any case,
since this was a surprise for the characters, their first order of
business was to find out who they were and what they needed to do to
get back to their proper time. And not change history while doing it.
Clancy was Dixon Hill, as he had been in charge during the episode.
That's one thing I may do more often, have the characters make a
Command test with the highest result being in command. I'll have to
give the higher ranking characters a bonus.
They took the scenario well, more or less mingling with the inhabitants
of mid-20th century San Francisco. All the funny looking people were
obviously from South America, or really they didn't look that inhuman.
Shannon and Sweet had fun overly describing everything and tripping
over common 20th century items and customs, much like what happens on
the real tv show. Even Eric and Woo got more involved than usual, while
Pick seemed a bit put-off with the whole episode.
It was not a hard mystery. Clues just kind of appear and build up until
the characters know what's going on. That's one problem with Eric's
riddle-based campaigns, we don't know what the heck Eric is thinking
and have a hard time figuring out the clues. Unless you have players
who really like puzzles, it's best to have no red herrings and to give
them plenty of hints. And they'll still go off into tangents. You just
have to roll with it, let them fail a bit, then let their deductions be
correct.
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Overall I was
pleased with the way the adventure ran. Lots of activity and everyone
was involved. It's a classic "how would these characters handle this
unusual situation" motive. It almost took four hours to run, a bit
longer than I had planned but nobody seemed to mind. This was the kind
of night where once it started flowing it was easy to leave the script
and come back to it as the situation warranted. I didn't have to force
the characters, everything flowed naturally. That's the kind of
adventure I like to run.
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