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Down in Flames

Author: Greg Porter
Category: game
Company/Publisher: BTRC
Line: CORPS
Cost: $12.00
Page count: 71
ISBN: 0-9438891-37-X
SKU: BTRC 7105
Capsule Review by Robert J Hisle on 08/18/00.
Genre tags: Science fiction Modern day Post-apocalypse Generic

To open this review I will let the product introduce itself "Down in Flames is a baker's dozen of world-wrecking scenarios just perfect for the coming millenium. Their is nothing guite like global cataclysm to reset your character's priorties." And this is just what DIF sets out to do, and before I continue I will you warn that there are alot of spoilers and other things in this review that would really hack player's off if they knew what this book was going to throw at them.

Down in Flames is a RPG supplement for Game Masters who feel their campaigns have gone on far too long and they want to put an end to it LIKE RIGHT NOW! The first scenario Rising Expectations have the PCs as survivors of a geological expedition sent to investigate volcanic activity on a Caribbean Island. Like all natural disater scenarios things start off relatively good, keeping in mind you're the survivors of a previous eruption. Things will continue to get worse until the island erupts and the all the PCs die with a big Period. That's right, there is no hope of survival. This book was designed to finish campaigns, not create close calls. So no matter what the PCs may try, they are going to die and a smart GM will make positively sure that none of his player's will see this book ahead of time or he could end up being lynched.

That first scenario sets the tone for the whole book; with a another scenario titled When Worlds Collide, just like the old movie another planet is about to collide with Earth, and only a few people will be able to escape on the rocket ship that carries them off to another planet to begin anew. In this scenario the PCs could be either ordinary citizens who will be left behind and are free to do anything they want, or maybe they are the few chosen ones who get to escape the Earth, but they must fight sabotage and other desperate people who also want to leave Earth. When Worlds Collide recommends three possible endings.

One: The PCs are going to be left behind and they should be free to do ANYHTING they want until the very last moment.

Two: they are chosen to leave the Earth, but instead of having them continue the campaign with the same characters the GM should close the campaign and have the PCs create new characters who are decendants of the original survivors many generations later on.

Three: (my personal favorite): make the coming disater a close call. Just last night the PCs were giving away their worldly possesions, quitting work, skipping payments on their mortgages, etc., until the whole thing blows over and it was a false alarm. Now all those careless actions the PCs did will catch up with them big time.

All of the other scenarios in this book are basically along these lines with some clever ones like Heaven and Hell launching into a new all out war with each other, and because Death is busy fighting in this war nobody can die until the war is finished and Death can get back to his day job.

In conclusion, GMs playing modern day or near futire campaigns are going to find this book real fun to have around, but be warned it will take a lot of work to make these scenarios work for your own campaign because none of them were meant to be played as stand alone adventures. Also, the supplement is advertised for CORPS or other RPGs, but in reality its really for CORPS because all the game information is for CORPS only.

So long for now and hope you enjoy sending your campaign Down In Flames.

Style: 3 (Average)
Substance: 4 (Meaty)
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