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Allegheny Uprising

Allegheny Uprising Capsule Review by Graham Donald on 08/07/02
Style: 3 (Average)
Substance: 3 (Average)
A solid adventure, with the potential to become a long-term campaign.
Product: Allegheny Uprising
Author: William H. Keith Jr
Category: RPG
Company/Publisher: GDW
Line: Twilight 2000
Cost:
Page count: 48
Year published: 1987
ISBN: 0-343580-29-3
SKU: 510
Comp copy?: no
Capsule Review by Graham Donald on 08/07/02
Genre tags: Science Fiction Modern day Post-apocalyse
WARNING: This review contains spoilers.

"ALLEGHENY UPRISING", OVERVIEW.

"Allegheny Uprising", by William H Keith Jr, is an adventure published for GDW's "Twilight 2000", post-WW3 role playing game.

The basic plot is similar to that of "Armies of the Night", also by William H Keith Jr (See my Review), in that the players are on a treasure hunt that involves intrigue and negotiation, as well as gunplay.

After their previous adventures and/or having returned to the United States, the players are hired by the CivGov official heading the Emergency Government of Maryland. He wants them to enter southwest Pennsylvania and locate a supply cache, started as a politician's illicit bomb shelter, but now a Strategic Reserve site holding supplies that could prove vital to ensuring the survival of the people of Maryland & Pennsylvania.

Once the PC's have started the mission and entered Southwest Pennsylvania, they will discover several things that change the focus of the mission, of which the most important fact is that the only person who knows the exact location of the cache is prisoner of the leader of a bandit alliance, which is planning to attack the communities of the Allegheny Mountains as the first step of a deranged scheme to conquer the United States.

"ALLEGHENY UPRISING", THE VERDICT.

This adventure as noted above does not simply rely on gunplay, in one incident the PC's encounter a militia group that has been turned into a virtual bandit gang by its leader, rather than simply shoot him, the players could defeat him by exposing his military pretensions, thus discrediting him in the eyes of his followers.

There are only two maps, one on page 7 showing the Maryland-Pennsylvania border area and another on page 19 showing the region in which the adventure will take place. Several NPCs are provided and the areas towns are provided with a one to two paragraph description.

Wisely, the author has provided several possible locations for the supply cache the players are seeking, each has a description of the site, as well as clues pointing towards the site. Aside for increasing the ability to replay the adventure, this enables the GM to scale the adventure. For example if the players have been very successful, they may discover that the cache is located deep within bandit country, which means that the bandits must be defeated to recover the cache.

Only part of the contents of the cache are detailed, the rest of the contents are left up to the GM to determine from the price list contained in the rule book with a starting budget of about $50,000,000.

There is only one real problem with the book as presented, while there should be not problems photocopying the map on page 19, the operation orders on page 15 will have to be copied by hand before use to remove GM only information also on page 15. The orders should have been placed on a separate sheet for ease of photocopying.

Overall, this is a sold, but not spectacular adventure, which has the potential to evolve into a long-term campaign.

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