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Post by a moderator on Jan 20, 2014 16:43:18 GMT
I'm currently replaying this, and the fight in section 40 is a mess.
First up, the text says 'resolve the battle below, fighting all of them at the same time'. The rules at the start of the adventure don't say anything about fighting multiple opponents. And the FF books have been inconsistent about how to handle fighting more than one opponent simultaneously - some have you roll one Attack Strength for yourself, and compare each opponent's Attack Strength to it, others require you to roll a separate Attack Strength against each individual opponent, and Keith Martin books are similar to the first version, except that only one blow is struck per round, so even if you get a lousy roll and every opponent beats your Attack Strength, you only lose 2 Stamina. The fight could go very differently depending which variant is used.
Then there's what happens after 25 rounds. That's when the last two criminals listed create a distraction and run away. Except that: a) The opponents have Stamina scores of 9, 10, 11, 8, 14 and 16, and thanks to the 'enemies surrender when down to 1-2 Stamina' rule, that makes it possible (if unlikely) to subdue the first five in 22 rounds, so there's no guarantee that the fifth opponent will be in a fit state to make a break for it after round 25. Besides which, Energy Blast makes it possible to get rid of the second one before combat begins, thereby just making it possible for a character with Energy Blast to overcome all 6 opponents within the 25-round limit. b) One thing on which the three 'fighting multiple enemies at the same time' rule variants agree is that you can choose which opponent you attack in each round. So if you decide to try and neutralise the greater threats (ie the ones with the highest Skill scores) first, that means that the last two enemies listed will be the first ones to get taken out. By the time I reached round 25, only the first and fourth criminals on the list were still standing. And yet the already-defeated fifth and sixth criminals then escaped.
The simplest way of resolving these problems would be to have the criminals attack one at a time. Which would also make the fight a lot less likely to prove fatal to characters with a not-so-great Skill score (unless that's part of the point). Alternatively, the rules section needs to explain how to handle the fight. In which case the best approach would be a new variant, in which the opponents must be attacked in the specified sequence, though the others still all get a chance to try and hit you while you're concentrating on the earliest remaining one. I'd go with the 'one Attack Strength for yourself' version just to cut down on additional rolls, but if Alex wants to make the readers suffer, the 'separate Attack Strength against each opponent' option is viable. Change the target number of rounds from 25 to 20 to virtually eliminate the possibility of taking out the fifth criminal too soon (Energy Blast and use of Luck would still allow a slim chance), and the whole set-up will become a lot more workable.
Further observations to come once I've got through more of the adventure.
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Post by a moderator on Jan 20, 2014 16:54:05 GMT
And it turns out that that wasn't just a diversion, it was the triggering of an incendiary device. And as a consequence of not wanting to be penalised for fleeing enemies I'd already defeated, I got blown up.
Super Strength makes it highly likely that there will only be two criminals still in the fight by round 25. That time limit seriously needs reducing to make this set-up work.
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Post by The Editor (Alex B) on Jan 20, 2014 19:19:15 GMT
The simplest way of resolving these problems would be to have the criminals attack one at a time. Which would also make the fight a lot less likely to prove fatal to characters with a not-so-great Skill score (unless that's part of the point). Alternatively, the rules section needs to explain how to handle the fight. In which case the best approach would be a new variant, in which the opponents must be attacked in the specified sequence, though the others still all get a chance to try and hit you while you're concentrating on the earliest remaining one. I'd go with the 'one Attack Strength for yourself' version just to cut down on additional rolls, but if Alex wants to make the readers suffer, the 'separate Attack Strength against each opponent' option is viable. Change the target number of rounds from 25 to 20 to virtually eliminate the possibility of taking out the fifth criminal too soon (Energy Blast and use of Luck would still allow a slim chance), and the whole set-up will become a lot more workable. Didn't want to make readers suffer! Just wanted it to be more of a free-for-all fight rather than the enemies taking turns to fight the hero (which in my mind always looks silly). If I've stuffed up there on the first fight, then on the other multiple fight occasions I've probably stuffed up too.
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Post by a moderator on Jan 20, 2014 21:14:23 GMT
The main thing that needs doing is to add a 'Fighting more than one opponent' section to the rules. You could adapt the text from the rules of Battleblade Warrior (that being the first book I found with the simpler variant) - just ditch the references to choosing an opponent and specify that the criminals must be fought in the order they are listed. I was being a bit tongue-in-cheek about making the readers suffer, but in a fight on this scale the combat model makes a big difference. Modifying the Battleblade version of the rules means only having to make 7 rolls per Attack Round, whereas adapting the text from TWoFM section 140 would make it 12 rolls per round.
Oh, and in view of what happens once the time limit is up, I'd suggest changing it to 15 Attack Rounds. That's still enough time to kill a Skill 7-8 character twice over, and almost guarantees that a better fighter will at best have fought their way through to the fourth criminal by then, making it easy for numbers 5 and 6 to set the device and leg it, and making the penalty for Escaping relevant, as there'll still be at least one criminal left over to hassle the Crusader while the other two are making their getaway. Someone with Energy Blast and a double-figure Skill might get lucky and bring the fourth criminal down between the twelfth and fourteenth rounds, but that's still pretty unlikely, whereas the current set-up makes it that bit too easy for decent fighters to get through the mooks too quickly.
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Post by a moderator on Feb 4, 2014 2:31:36 GMT
More on fighting multiple opponents simultaneously The fight in section 213 further complicates the issue. As this fight allows the reader to choose which combatant to subdue first, it will need different rules from the fight with the six criminals. That means it's no longer possible to get away with just adding a paragraph to the rules at the start - now every section containing a fight with multiple opponents will need its own little ruleset, to make it clear whether or not the combatants must be fought in a specific order.
Continuity confusion Making the man in the suit in that fight Drew Swain is a bad idea. Back in AWF, the Silver Crusader recognised Drew Swain on sight. And may well have rescued him from the Mantrapper. How come in this instance our hero fails to pick up on the identity of the man being attacked by The Warlock (just an FF-related in-joke, or a sneaky dig at Dave Holt?) and goes for both men? Besides, Swain was a retired millionaire back in AWF, yet seems to still be in business here. Why not call the man in the suit something like Terry Stork? The same kind of in-joke as 'Drew Swain' (right down to it's being derived from the civilian identity of a wealthy character whose superheroing relies more on technology than innate powers), but no contradicting established Titan City lore. Oh, and how come there are no formal complaints if the Crusader doesn't bother targeting the obvious bad guy first, but starts by beating up one of Titan City's wealthiest (apparently) law-abiding citizens.
Not a bug, but frustrating The total lack of anything to be gained from that big fight at the start is harsh. Even something as minor as an early Teddy Bear mention would be better than having to make what could easily exceed a hundred rolls, potentially being beaten half to death, and having it all be for nothing.
Not necessarily a bug Maybe there's some explanation for how the first criminal I subdued, who was presumed destroyed (along with all the others I overcame) when the place blew up, is calmly flipping burgers at his place of work the next morning. If the defeated criminals just ran for it at the same time I did, one line to indicate that they were getting away would clear up the confusion (and eliminate any question of whether or not the apparent death of up to four criminals in the conflagration should carry a Hero Point penalty). If there's some less obvious explanation, how about a moment of confusion and relief when it becomes clear that the mooks weren't all blown apart?
Just plain nasty The fight in section 71 is very unpleasant. I really hope there's a way for characters with Super Strength to avoid it (and that the alternate options for characters with other powers include a chance of evading it), because the chances of not killing the hostage are almost as poor as the likelihood of killing Razaak. I'd suggest saying something about the use of Luck in that fight. If the Crusader scores a low-powered blow on Volt Head, how much would a successful Test your Luck increase the damage by? Could Luck potentially be used to avoid killing the hostage?
More feedback to come, no doubt.
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Post by a moderator on Feb 5, 2014 0:45:47 GMT
The scarcity of opportunities to recover Stamina is a bit much. I've already had two attempts end some way before the endgame through Stamina attrition, and that was with decent stats, too.
It's odd that there's no option to check and see if the lamppost really does keep moving in section 199. Considering the bizarre stuff that goes on in Titan City, it's not unreasonable to wonder if there is something to Miranda's complaint. Maybe it's a cue to act on a clue from elsewhere and add such-and-such a number to the section I'm on (or subtract it) in order to confront the villain responsible. Even if that is the case, readers who don't have the relevant clue should still have an opportunity to investigate (they don't need to discover anything, though). And if it's just a gag about the artist having abysmal eyesight, it's in poor taste.
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Post by The Editor (Alex B) on Feb 5, 2014 23:17:44 GMT
Thanks for all this feedback Ed. Really valuable. I'd love for you to play-test future mini adventure for the magazine if you were able to fit it into your obviously busy schedule. I'll try and look at the points you've raised above when I can, but my new teaching job is currently sucking up all my time.
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Post by a moderator on Feb 6, 2014 2:22:33 GMT
I'd love for you to play-test future mini adventure for the magazine if you were able to fit it into your obviously busy schedule. Happy to do so. I'd much rather do what I can to improve the quality of the mini-adventures before they come out than just rant about them after the event. I took a break from Vengeance today in order to finish the latest blog post, but I'll get back to it tomorrow. BTW, I did like the bit with customer service at A B & C. Not the most subtle satire, but amusing all the same.
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Post by paltogue on Feb 6, 2014 19:42:56 GMT
I'd love for you to play-test future mini adventure for the magazine if you were able to fit it into your obviously busy schedule. Happy to do so. I'd much rather do what I can to improve the quality of the mini-adventures before they come out than just rant about them after the event. I took a break from Vengeance today in order to finish the latest blog post, but I'll get back to it tomorrow. BTW, I did like the bit with customer service at A B & C. Not the most subtle satire, but amusing all the same. But the rants are half the fun! Seeing our darlings slaughtered like that is not only entertaining, but useful for anyone who reads it.
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Post by a moderator on Feb 7, 2014 2:09:29 GMT
But the rants are half the fun! Seeing our darlings slaughtered like that is not only entertaining, but useful for anyone who reads it. I take it you want me to jump up and down on In Search of the Mungies' Gold and yell a lot when I'm done here, then? Getting back to Vengeance, I started my latest attempt (playing with Super Strength again - it eliminates the risk of generating a Skill 7-9 no-hoper) at section 186. Having learned from past attempts that there's nothing to be gained by following the truck to its destination, I figured I might as well just get straight on with the fight. I prefer the way it's done here to how it's handled in 40, but there are still problems. First up, there's the way this penalises sensible behaviour. Try to learn more by seeing where the criminals are going, and they all get away, leaving you without a clue. Jump straight in, fists swinging, and (assuming you don't get killed), you're guaranteed some arrests. Possibly even the whole gang. Imagine my surprise when, after subduing five opponents and bringing the sixth down to 6 Stamina, I hit the 25-round limit and discovered that one of the criminals I'd already put out of action and the one I was currently punching in the face were actually escaping in the truck while I was busy fighting. If you want to offer a slim chance of getting the lot, it would be better to have 186 say something like 'If you have not overcome the first four criminals within 15 rounds, turn to 28.' More trivially, the last sentence of 28 refers to 'they police'. Section 52 is interesting. Only characters with ETS can survive meeting the Macro Brain in AWF, and you can't get to 52 if you have ETS, so the time you were 'forced to take on the Macro Brain' must have been between the gamebook and this adventure. Which could have happened, but a little extra detail like 'last year' would clarify the point and help avoid a jarring sense of 'that's not how it happened'. Section 142 gives me a sinking feeling. Back when I first played this adventure, as soon as I read about the Crusader's having got a girlfriend, I thought something along the lines of "I really hope this isn't the tired 'new romantic interest turns out to be a villain' cliché." For all I know, it isn't - I've not had an attempt at the adventure last long enough to find out how Helen fits into the plot, if at all. But Max's warning that my enemies are closer than I think does seem to be pointing that way. Super Strength makes Skill rolls redundant. The cost of Testing your Luck makes it an unsuitable alternative, but having Super Strength produce side-effects like super stealthiness is problematic. Maybe have the rules say something like 'roll for Skill as normal, but in combat you may treat your Skill as 13 (unless it has been reduced in the course of the adventure, in which case the penalty applied to your out-of-combat Skill should also be applied to your in-combat Skill of 13)'. Is there a way of learning the damage package's password without having to successfully Test your Luck three times? If not, there had better be a fair chance of winning the adventure without knowing it. In the hateful section 71 fight there's no need to continue exercising restraint after the hostage dies, so the rule about rolling 1d6 every time you hit Volt Head should only apply as long as the hostage is alive. Titan City's bureaucracy must work with super-speed for Volt Head to be in the Scrubs and visitable so soon after his arrest. Especially if the reader happens to choose the prison as the third location to visit. Kawalski (as named in 71) is 87 in letters-to-numbers. Add 15 as instructed in 139, and you get 102. Which is not the section for meeting with Officer Kawalski at Police HQ. I am disappointed.
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Post by paltogue on Feb 7, 2014 16:39:34 GMT
I take it you want me to jump up and down on In Search of the Mungies' Gold and yell a lot when I'm done here, then? If I recall, you have done a bit of that already! I'd love to revisit the adventure and fix some problems with it and expand it to 400 refs (I have some nice ideas which would help power up the adventurer a bit for one of the big confrontations). Just getting the time is the issue of course. But by all means trash at will.
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Post by a moderator on Feb 7, 2014 18:46:13 GMT
I was critical of some elements of ISotMG when I played it for the '...Books in Order' thread back at the eamped forum. Regrettably, all but the last of my Fantazine mini-adventure playthroughs were lost when the forum got deleted. I'll get back to them on the blog, eventually.
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Post by The Editor (Alex B) on Feb 9, 2014 5:44:56 GMT
Section 142 gives me a sinking feeling. Back when I first played this adventure, as soon as I read about the Crusader's having got a girlfriend, I thought something along the lines of "I really hope this isn't the tired 'new romantic interest turns out to be a villain' cliché." For all I know, it isn't - I've not had an attempt at the adventure last long enough to find out how Helen fits into the plot, if at all. But Max's warning that my enemies are closer than I think does seem to be pointing that way. Basically when I came up with the parameters/outline of my tale I conceived of more material than I could squeeze into my already lengthy "mini" adventure. Stuff like Helen thus became set-up material for a sequel which I'd like to pen at some point. While your train of thought above (love-interest-is-actually-the-villain) is what I first conceived when plotting out my Crusade tale, between coming up with the idea and actually writing the adventure (about a year at least) it had become a cliche in various movies, so I dropped that idea.
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Post by a moderator on Feb 9, 2014 21:21:36 GMT
While your train of thought above (love-interest-is-actually-the-villain) is what I first conceived when plotting out my Crusade tale, between coming up with the idea and actually writing the adventure (about a year at least) it had become a cliche in various movies, so I dropped that idea. That's a relief. When you write the follow-up, please don't stick her in a fridge, either.
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Post by champskees on Jan 25, 2015 7:57:47 GMT
Based on Steve Jackson’s Appointment with F.E.A.R, the adventure shares the same rules but implements them horribly. Probably the most flawed fantazine adventure to date in terms of design and game mechanics. Main issues:
- Talking to Kawalski at Police HQ should be Para 102, not Para 94. - Para 186 – what happens if you defeat them on the 25th round? - Fighting ridiculous amounts of enemies at once whilst counting rounds. - Volt Head combat is flawed in several ways (see greenspine comments above). - Considering the above, you only have two opportunities to recover stamina during the entire adventure. - Superpower choice does not change the adventure in any significant way i.e. limited replayability. - Heavy reliance on Testing Luck with very few opportunities to gain Luck points. - Narrow path to true victory that requires several tough combats and successful luck rolls.
Considering the above, Super Strength is the only viable option, unless you have a Skill of 12. I also recommend Luck 11+ for this adventure due to the three consecutive luck tests taken to receive the password when you encounter Volt Head. I don’t use the initial clues.
Opening Gambit
- Dive into the fray and attempt to end the shipment now through combat. - Fight Sk 6 St 9 Thug with moustache. - Fight Sk 8 St 10 Red-haired Thug. - Fight Sk 7 St 11 Female Thug. - Fight Sk 5 St 8 Male with earring. - Fight Sk 9 St 14 Man with a scarred cheek. - Fight Sk 8 St 10 Buxom Woman. o Fight all enemies together. o Roll D6 for number of hits. For each hit, Roll D6 to see who is hit (3 Damage to that enemy. -1 Hero Point if enemy is killed). - If combat ends in less than 25 rounds: o You do not want to see what is inside. o Take Teddy Bear. o Add codeword: Chain Gang. - If combat continues after 25 rounds: o Finish fighting first four enemies. o Add codeword: Tied Up. - Restore 6 Stamina. - Go to Abudon Park.
Abudon Park
- Try the lake. - Head to the Park Maintenance Office to see what the gardeners have to say. - Add note: Yo Jimbo, Party on this Sunday. From J. - Investigate the rotunda. - Test Luck. Success = Take Teddy Bear. This solution assumes you make this roll. - Leave the park and choose a new location to investigate. - Go downtown.
Downtown
- Try Radd Square. - Hang around here to see if something notable happens (+1 Luck). - Become physically involved in the fight yourself. - Fight Sk 6 St 9 Man in Business Suit & Sk 8 St 10 Man in Costume together. - Target the man in costume first. - Add note: Detective Wojak. - Add 2 Hero Points. - Leave Downtown altogether. - You have now ticked a second box.
Volt Head
- You have not captured Volt Head. - Add note: Detective Kawalski. - Enter the store. - Sneak in to assess the situation. - Test Luck. Fail = Start again (you have missed important information). - Test Luck. Fail = Start again (you have missed important information). - Test Skill. Fail = Start again (you have missed important information). - Test Skill. Fail = Start again (you have missed important information). - Test Luck. Fail = Start again (you have missed important information). - Add note: Password is Voldemort. - Take him on despite the hostage in your way. - Fight Sk 10 St 15 Volt Head. - If enemy is hit: Roll D6. o 1 = Hostage dead (-2 Hero Points). o 2,5,6 = 1 Damage to enemy. o 3,4 = 2 Damage to enemy. - Add 2 Hero Points if hostage still alive (very unlikely). - Test Skill. Fail = Death. - Go to Manny’s Coffee Shop.
Manny’s
- Talk to the young man in the trilby. - Add codeword: Tangled Web. - Go to Police HQ.
Police HQ
- There is a particular person you wish to consult. - Kawalski = 11+1+23+1+12+19+11+9=87. 87+15=102. Turn to Para 102. - Error: Turn to Para 94. - Take him up on his offer. - You have the codeword Tangled Web. - Add codeword: Justice Served. - You have the codeword Chain Gang or Tied Up. - Talk to the red-haired thug. - Note his name is Patrick ‘Yojimbo’ O’Modell. - Add note: Janus. - Add note: Banner Street. - From previous clue: Yo Jimbo, Party on this Sunday. From J. - You have a Teddy Bear in your possession & want the crime lab to have a look at it. - Place a tick next to Para 120. - You have now ticked a fourth box.
Daiichi
- You have Super Strength. - Fight Sk 10 St 17 Daiichi. - Each round: Roll D6. Odd = 2 Damage. - Add 2 Hero Points. - Go to McWhimpy’s Burger Bar.
McWhimpy’s Burger Bar
- You have the codeword Chain Gang or Tied Up. - Go to Wormwood Scrubs.
Wormwood Scrubs
- Look somewhere else for clues. - You have ticked at least six boxes below and there is a tick in the above box.
Endgame
- Restore 6 Stamina. - The event will take place on Sunday. 19+21+14=54. 54-20=34. Turn to Para 34. - Location is Banner Street. 2+1+14+14+5+18=54. 54+1=55. Turn to Para 55. - Try the front door. - You do not have the codeword Red Light. - Crash the criminal’s party by bursting in on them. - You have the codeword Chain Gang or Tied Up. - Ignore Lady Macbeth. - Ignore Butterfingers. - Ignore Yojimbo. - Ignore Frenzy. - Fight Sk 4 St 6 Thug. - Fight Sk 8 St 6 Thug with Knife. - Fight Sk 5 St 5 Skinhead Thug. - Fight Sk 8 St 9 Tattooed Thug. - Fight Sk 7 St 8 Thug with Chain. - Fight Sk 5 St 7 Hired Goon. - Fight Sk 7 St 6 Thug. o Fight all enemies together. - Call out to the leader of this operation to come out of hiding. - You know the name of your nemesis, Janus. 10+1+14+21+19=65. 65-2=63. Turn to Para 63. - Launch an attack on her. - Fight Sk 11 St 19 Janus. If you defeat Janus: You have failed in your mission. - If you hit enemy three times in a row: make a play for the computer terminal. - You know the password being used. Voldemort = 22+15+12+4+5+13+15+18+20=124. 124+20=144. Turn to Para 144. - Fight Sk 11 St 12 Janus. - Add 10 Hero Points. - You have the codewords Justice Served. - Add 3 Hero Points. - You have once again saved Titan City.
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Post by The Editor (Alex B) on Jan 25, 2015 8:29:24 GMT
Main issues: - Talking to Kawalski at Police HQ should be Para 102, not Para 94. - Para 186 – what happens if you defeat them on the 25th round? - Fighting ridiculous amounts of enemies at once whilst counting rounds. - Volt Head combat is flawed in several ways (see greenspine comments above). - Considering the above, you only have two opportunities to recover stamina during the entire adventure. - Superpower choice does not change the adventure in any significant way i.e. limited replayability. - Heavy reliance on Testing Luck with very few opportunities to gain Luck points. - Narrow path to true victory that requires several tough combats and successful luck rolls. Considering the above, Super Strength is the only viable option, unless you have a Skill of 12. I also recommend Luck 11+ for this adventure due to the three consecutive luck tests taken to receive the password when you encounter Volt Head. I don’t use the initial clues. Ouch! I must do better next time!
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Post by champskees on Jan 25, 2015 23:53:16 GMT
Yeah, there were quite a few issues with it, but I think the main problem is perhaps the challenge of condensing F.E.A.R into 200 paragraphs. To balance it for all four powers with such limited space would be tricky.
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Post by jmisbest on Oct 14, 2019 18:15:05 GMT
Can someone link me to where I can download the fan-made FF Adventure Vengeance at Midnight?. Please and thank you
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Post by jmisbest on Oct 14, 2019 18:40:15 GMT
My little brother E-mailed me A Guide to Vengeance at Midnight but it's not mine or his so sadly I don't know who to credit it with. Anyway here it is
Based on Steve Jackson’s Appointment with F.E.A.R, the adventure shares the same rules but implements them horribly. Probably the most flawed fantazine adventure to date in terms of design and game mechanics.
Main issues:
- Talking to Kawalski at Police HQ should be Para 102, not Para 94. - Para 186 – what happens if you defeat them on the 25th round? - Fighting ridiculous amounts of enemies at once whilst counting rounds. - Volt Head combat is flawed in several ways (see greenspine comments above). - Considering the above, you only have two opportunities to recover stamina during the entire adventure. - Superpower choice does not change the adventure in any significant way i.e. limited replayability. - Heavy reliance on Testing Luck with very few opportunities to gain Luck points. - Narrow path to true victory that requires several tough combats and successful luck rolls.
Considering the above, Super Strength is the only viable option, unless you have a Skill of 12. I also recommend Luck 11+ for this adventure due to the three consecutive luck tests taken to receive the password when you encounter Volt Head. I don’t use the initial clues.
Opening Gambit
- Dive into the fray and attempt to end the shipment now through combat. - Fight Sk 6 St 9 Thug with moustache. - Fight Sk 8 St 10 Red-haired Thug. - Fight Sk 7 St 11 Female Thug. - Fight Sk 5 St 8 Male with earring. - Fight Sk 9 St 14 Man with a scarred cheek. - Fight Sk 8 St 10 Buxom Woman. o Fight all enemies together. o Roll D6 for number of hits. For each hit, Roll D6 to see who is hit (3 Damage to that enemy. -1 Hero Point if enemy is killed). - If combat ends in less than 25 rounds: o You do not want to see what is inside. o Take Teddy Bear. o Add codeword: Chain Gang. - If combat continues after 25 rounds: o Finish fighting first four enemies. o Add codeword: Tied Up. - Restore 6 Stamina. - Go to Abudon Park.
Abudon Park
- Try the lake. - Head to the Park Maintenance Office to see what the gardeners have to say. - Add note: Yo Jimbo, Party on this Sunday. From J. - Investigate the rotunda. - Test Luck. Success = Take Teddy Bear. This solution assumes you make this roll. - Leave the park and choose a new location to investigate. - Go downtown.
Downtown
- Try Radd Square. - Hang around here to see if something notable happens (+1 Luck). - Become physically involved in the fight yourself. - Fight Sk 6 St 9 Man in Business Suit & Sk 8 St 10 Man in Costume together. - Target the man in costume first. - Add note: Detective Wojak. - Add 2 Hero Points. - Leave Downtown altogether. - You have now ticked a second box.
Volt Head
- You have not captured Volt Head. - Add note: Detective Kawalski. - Enter the store. - Sneak in to assess the situation. - Test Luck. Fail = Start again (you have missed important information). - Test Luck. Fail = Start again (you have missed important information). - Test Skill. Fail = Start again (you have missed important information). - Test Skill. Fail = Start again (you have missed important information). - Test Luck. Fail = Start again (you have missed important information). - Add note: Password is Voldemort. - Take him on despite the hostage in your way. - Fight Sk 10 St 15 Volt Head. - If enemy is hit: Roll D6. o 1 = Hostage dead (-2 Hero Points). o 2,5,6 = 1 Damage to enemy. o 3,4 = 2 Damage to enemy. - Add 2 Hero Points if hostage still alive (very unlikely). - Test Skill. Fail = Death. - Go to Manny’s Coffee Shop.
Manny’s
- Talk to the young man in the trilby. - Add codeword: Tangled Web. - Go to Police HQ.
Police HQ
- There is a particular person you wish to consult. - Kawalski = 11+1+23+1+12+19+11+9=87. 87+15=102. Turn to Para 102. - Error: Turn to Para 94. - Take him up on his offer. - You have the codeword Tangled Web. - Add codeword: Justice Served. - You have the codeword Chain Gang or Tied Up. - Talk to the red-haired thug. - Note his name is Patrick ‘Yojimbo’ O’Modell. - Add note: Janus. - Add note: Banner Street. - From previous clue: Yo Jimbo, Party on this Sunday. From J. - You have a Teddy Bear in your possession & want the crime lab to have a look at it. - Place a tick next to Para 120. - You have now ticked a fourth box.
Daiichi
- You have Super Strength. - Fight Sk 10 St 17 Daiichi. - Each round: Roll D6. Odd = 2 Damage. - Add 2 Hero Points. - Go to McWhimpy’s Burger Bar.
McWhimpy’s Burger Bar
- You have the codeword Chain Gang or Tied Up. - Go to Wormwood Scrubs.
Wormwood Scrubs
- Look somewhere else for clues. - You have ticked at least six boxes below and there is a tick in the above box.
Endgame
- Restore 6 Stamina. - The event will take place on Sunday. 19+21+14=54. 54-20=34. Turn to Para 34. - Location is Banner Street. 2+1+14+14+5+18=54. 54+1=55. Turn to Para 55. - Try the front door. - You do not have the codeword Red Light. - Crash the criminal’s party by bursting in on them. - You have the codeword Chain Gang or Tied Up. - Ignore Lady Macbeth. - Ignore Butterfingers. - Ignore Yojimbo. - Ignore Frenzy. - Fight Sk 4 St 6 Thug. - Fight Sk 8 St 6 Thug with Knife. - Fight Sk 5 St 5 Skinhead Thug. - Fight Sk 8 St 9 Tattooed Thug. - Fight Sk 7 St 8 Thug with Chain. - Fight Sk 5 St 7 Hired Goon. - Fight Sk 7 St 6 Thug. o Fight all enemies together. - Call out to the leader of this operation to come out of hiding. - You know the name of your nemesis, Janus. 10+1+14+21+19=65. 65-2=63. Turn to Para 63. - Launch an attack on her. - Fight Sk 11 St 19 Janus. If you defeat Janus: You have failed in your mission. - If you hit enemy three times in a row: make a play for the computer terminal. - You know the password being used. Voldemort = 22+15+12+4+5+13+15+18+20=124. 124+20=144. Turn to Para 144. - Fight Sk 11 St 12 Janus. - Add 10 Hero Points. - You have the codewords Justice Served. - Add 3 Hero Points. - You have once again saved Titan City.
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Post by thealmightymudworm on Oct 14, 2019 18:41:37 GMT
Can someone link me to where I can download the fan-made FF Adventure Vengeance at Midnight?. Please and thank you It's in issue 8 of the Fantazine. You can download issues here.
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Post by daredevil123 on Oct 14, 2019 18:50:17 GMT
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Post by jmisbest on Oct 14, 2019 18:51:36 GMT
Sorry I didn't know
Anyway thanks for the good work champskee's
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Post by a moderator on Sept 9, 2020 22:19:13 GMT
I'm in the middle of another go at this for my blog, and have just become aware of an ambiguity that could do with clearing up before I continue. I got two boxes ticked at section 120, so I had to respond to the call to Megabyte Modem and deal with Volt Head (an anagram I should have spotted a long time ago). Having survived the destruction of the store, I've been sent back to 120. Megabyte Modem was described as being 'in the Downtown area'. Does that mean I now have to tick the box by 'Downtown' even though I have not yet taken the 'Downtown' option at 120? What did you have in mind here, The Editor (Alex B) ?
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Post by The Editor (Alex B) on Sept 11, 2020 4:42:37 GMT
I'm in the middle of another go at this for my blog, and have just become aware of an ambiguity that could do with clearing up before I continue. I got two boxes ticked at section 120, so I had to respond to the call to Megabyte Modem and deal with Volt Head (an anagram I should have spotted a long time ago). Having survived the destruction of the store, I've been sent back to 120. Megabyte Modem was described as being 'in the Downtown area'. Does that mean I now have to tick the box by 'Downtown' even though I have not yet taken the 'Downtown' option at 120? What did you have in mind here, The Editor (Alex B) ? The anagram was a bit childish of me! Lordy, I'll actually have to read the adventure if I was to try and recall what the idea was there.
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Post by a moderator on Oct 24, 2020 20:45:25 GMT
It is just gone quarter past eleven on a pleasant evening in Titan City. Having just seen Helen Gray safely back to her place at the end of a date, Jean Lafayette is strolling home when the unmistakable sound of violence emanates from a nearby alley. Wondering if it would be better to change into the Silver Crusader's garb or just intervene at once, Lafayette hurries closer, preparing to take action. More noises: the impact of a fist, followed by the crash of a body slamming into something metallic. A rough voice calls out, "Take that, Vengeance at Midnight." Upon learning the identity of the recipient of this beating, Lafayette hesitates, and takes a quick look at the Crimewatch, which reads '11:17'. "What's that, Gerry?" whispers the Silver Crusader. "Something requiring my urgent attention at apartment 11, 17th Avenue? I guess I'd better investigate straight away." Our hero makes a rapid departure as the assailant begins to inflict a savage kicking on the mini-adventure.
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Post by The Editor (Alex B) on Oct 26, 2020 19:03:38 GMT
It is just gone quarter past eleven on a pleasant evening in Titan City. Having just seen Helen Gray safely back to her place at the end of a date, Jean Lafayette is strolling home when the unmistakable sound of violence emanates from a nearby alley. Wondering if it would be better to change into the Silver Crusader's garb or just intervene at once, Lafayette hurries closer, preparing to take action. More noises: the impact of a fist, followed by the crash of a body slamming into something metallic. A rough voice calls out, "Take that, Vengeance at Midnight." Upon learning the identity of the recipient of this beating, Lafayette hesitates, and takes a quick look at the Crimewatch, which reads '11:17'. "What's that, Gerry?" whispers the Silver Crusader. "Something requiring my urgent attention at apartment 11, 17th Avenue? I guess I'd better investigate straight away." Our hero makes a rapid departure as the assailant begins to inflict a savage kicking on the mini-adventure. Tell me how you really feel!😝
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Post by Peter on Aug 13, 2022 5:08:31 GMT
Even though I'm not a big fan of Appointment with F.E.A.R., I found myself really caught up in the "solve the mystery" aspect of this one. Maybe it was the writing style, or the game design, or something else, but I could see I was getting closer to figuring it all out.
Probably if I had taken more copious notes I would have solved it after the third attempt, but I didn't so I hadn't. But I think that if I had read through a few more times without dice, I would have really enjoyed being able to finally put all the clues together. In hindsight, I should have done this.
I won't add to other people's comments about the rules around multiple opponents or the incorrectly-numbered paragraph. These were stumbling blocks.
In summary, I thought this was a great whodunnit and a worthy addition to the series.
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Post by The Editor (Alex B) on Aug 14, 2022 2:44:41 GMT
Even though I'm not a big fan of Appointment with F.E.A.R., I found myself really caught up in the "solve the mystery" aspect of this one. Maybe it was the writing style, or the game design, or something else, but I could see I was getting closer to figuring it all out. Probably if I had taken more copious notes I would have solved it after the third attempt, but I didn't so I hadn't. But I think that if I had read through a few more times without dice, I would have really enjoyed being able to finally put all the clues together. In hindsight, I should have done this. I won't add to other people's comments about the rules around multiple opponents or the incorrectly-numbered paragraph. These were stumbling blocks. In summary, I thought this was a great whodunnit and a worthy addition to the series. Thank you, Peter. Between these nice words and Mark Lain's recent-ish review ( Review Link) I'm feeling a bit better about the mess!
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