Beyond the Threshold 11: Behind the Hedges

Topiary shaped like people sitting in a park

Finally away from immediate danger, the team tries to get more intel from an unexpected source.

GM: Aser
Players: Matt W, Megan, Phil
System: Night’s Black Agents

Music by Kevin MacLeod, “Hitman”(incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

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Beyond the Threshold 10: Setting Charges

A sniper is in the grass wearing a ghillie suit.

As horror sets in, the team tries to find a way to retreat without being caught.

GM: Aser
Players: Matt W, Megan, Phil
System: Night’s Black Agents

Music by Kevin MacLeod, “Hitman”(incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

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Beyond the Threshold 9: Like Cattle to the Slaughter

Cattle being lead through a narrow passage

The team starts to investigate a secretive facility near Mountain Home, Idaho.

GM: Aser
Players: Matt W, Megan, Phil
System: Night’s Black Agents

Music by Kevin MacLeod, “Hitman”(incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

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Scary on the Choo-Choo 15: Devil Take the Hindmost

 

Caves with columns under groundAs the cold winds continue to blow through Trieste, the party heads to a cave to find answers.

GM: Megan
Players: Aser, Eli, Phil, and Zack
System: Call of Cthulhu 7e

Music by Kevin MacLeod, “Alchemist’s Tower”(incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

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Scary on the Choo-Choo 14: Room with a Killer View

Bacchus' face wreathed with clusters of grapes

The party begins to investigate Mr. Winkelmann and find some of their new friends aren’t 100% human.

GM: Megan
Players: Aser, Eli, Phil, and Zack
System: Call of Cthulhu 7e

Music by Kevin MacLeod, “Alchemist’s Tower”(incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

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Scary on the Choo-Choo 13: A Gentle Push

Baby heads in a doll factory, dripping with wet slurry. 1947:  Dolls' heads in the doll factory waiting to dry. Original Publication: Picture Post - 4292 - Dolls Factory - unpub.  (Photo by Merlyn Severn/Picture Post/Getty Images)

The party forcefully invites a new victim to join their team as they recover another piece of the simulacrum, and find their sleep to be troubled.

GM: Megan
Players: Aser, Eli, Phil, Zack
System: Call of Cthulhu 7e

Music by Kevin MacLeod, “Alchemist’s Tower”(incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

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Scary on the Choo-Choo 11: The Hater’s Heart

Shantaks fly over spires and peaks

Professor Corwin and Dr. Gleiss wait to rid themselves of their fears in the Gulf of Nodens, but maybe it would have been better if the more action oriented members of the party had waited around.

GM: Megan
Players: Aser, Eli, Phil, and Zack
System: Call of Cthulhu 7e

Music by Kevin MacLeod, “Alchemist’s Tower”(incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

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Scary on the Choo-Choo 10: DOOM

A green reptilian statue near a lake with mountains in the background

As the team scrambles to find the thing that committed the most horrific murder in the entire campaign, they’re drawn into the conflicts and drama of the other passengers on the Dreamlands Express.

GM: Megan
Players: Aser, Eli, Phil, and Zack
System: Call of Cthulhu 7e

Music by Kevin MacLeod, “Alchemist’s Tower”(incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

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Scary on the Choo-Choo 9: Murder on the Dreamlands Express

A twisted black cat in profile, with spooky trees and a strange figure behind it.

As the group choo-choos towards Venice, they take the chance to get some much needed rest. Unfortunately, their sleep is troubled when they board the Dreamlands Express.

GM: Megan
Players: Aser, Eli, Phil, and Zack
System: Call of Cthulhu 7e

Music by Kevin MacLeod, “Alchemist’s Tower”(incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Direct Download!

#RPGaDay 31: Best advice you were ever given for your game of choice

RPG a Day 2016 image

Each year we celebrate Autocratik’s #RPGaDay, where we spend a month celebrating RPGs, discussing what we love and what we love about them. Here are the responses of the TRF crew. Be sure to tweet, blog, or post your own with the #RPGaDay!

For August 31, what is the best advice you were ever given for your game of choice?
Aser – I was told a long time ago that if you’re a GM and the roll goes against plot direction, just lie…
John D. – ‘Don’t worry about the rules; it’s more important for everyone to have fun. You can retcon or fix the plot later if needed but try to just roll with what the players give you.’
Jonn P. – Making sure everyone is having fun isn’t the responsibility of the GM, it’s the responsibility of everyone at the table.
Landan – I forget who said it but I really liked hearing someone say “Don’t let the dice get in the way of the Story” and in that vein people need to remember the books are guidelines to play. If something is not written in them and a player wants to do figure out a way for it to happen if possible.
Megan – I think the best advice I’ve gotten is to relax and let the plot go where it goes instead of rigidly depending on an outline.
Mike G. – I have a great, very experienced group that introduced me to games like FATE, Apocalypse World, and other systems that drive story instead of muddying things up with rules. Their advice was always to concentrate on the story and the rules will flow from that.
Patrick – Don’t be a dick.
Phil – Don’t get too attached to your character, it’s going to go mad or die.