This is another one of those games I've been putting off reading
because I was hoping one of my friends would run it. White Noise is a short horror adventure from Just Insert Imagination written by Jamie Pierson, Eric Lamoureux, and Morne Schaap. In my previous review of Aliens vs. Rednecks, I
said this was one of their plug & play adventures designed to be a complete
grab and go rpg adventure but I was mistaken. After a little research, I found
no reference to this being one of their PnP adventures. If it is so, please correct me. Edit: Since publishing this article, Just Insert Imagination has confirmed that White Noise is indeed a Plug and Play adventure.
From the
get go I was stoked to dive into this adventure because I've been craving a good
horror game to get into. The cover art inspires the imagination as if you're
looking out the porthole of a ship or airplane which is backlit with a red
warning light. The game takes place in Alaska during the cold war in 1967. The
players are a part of a corporation security team sent in to "clean up
messes before the public finds out." The players know that the corporation
they work for is dabbling in "biochemical pharmaceuticals" and have
cleaned up some of the experiments before. Their job on this mission is to fly
from the corporation's headquarters in Portland to a research facility in
Alaska and lock down the facility. Then they need to find out what happened and
report back to Headquarters.
White
Noise uses the setting rules of Blood & Guts, Jokers Wild, and Gritty
Damage. It wouldn't be a horror game if Gritty Damage was missing. With chances
of infection after each wound, a player has the possibility to pick up a
mutation from the included Mutation Table (I would prefer to use the Mutation Deck from JII). After the introduction there are 4
scenes for the players to go through. This should be enough for a 3 to 4 hour
game session provided that the players at the table don't just rush through
each location. This is where the GM really needs to manage the game
progression.
It is
mentioned a few times to use "facility worker" encounters but there
are no NPC's included within the two PDF downloads from DriveThruRPG. After
looking through the two documents, it is clear that this was published too
early. It's a shame because there is a good story plot and background info but
it just feels as if it's unfinished. There are also some worker journal
handouts provided but no mention in the adventure of when or where to
distribute them. I have no doubt that most GM's have enough creativity to
figure out how to make this adventure work but as an adventure module it is
incomplete.
Both
documents contain 5 pre-generated character sheets. No, you don't get 10
different characters. There are two different versions of the same 5
characters. Both sets of characters look good but one set clearly has a
different layout so you can easily separate them from each other (you'll see
what I mean if you get this pdf). The character sheets look really, really
good. I love the dot matrix form feed paper used as the background. Each
character is unique and they also come with a secret. After each player picks
their character the GM is instructed to hand out the secrets to the respective
player. My personal favorite secret is Bamm's. I don't want to give away any
spoilers on the player secrets.
I guess I
thought this was a PnP adventure because when I originally looked through the
pdf's there were enough supplements to make me think that was the goal. Out
of all of their PnP games this is the only one that appears to be slightly
disorganized. In this adventure you get a cover page, 2 pages of backstory
and adventure, a one page Mutation Table, a one page sonar map of the Alaskan
area, 2 pages of basic figure flats, 2 pages of Worker Journal handouts, 3
pages of table tents, and 6 pages of pre-generated characters.
As usual,
Just Insert Imagination has set the bar high with excellent artwork and layout.
Plenty of supplements make this adventure almost convention ready. Without
NPC's provided, I can't give this one a complete thumbs up. It just needs some work to make it a great adventure. Now, it is pay what you want on DriveThruRPG so I encourage you to pick it up and form your own conclusions. Edit: For some reason I did not see the section titled Monsters just after the pregen of Doc (Medic). I am very sorry for this error on my part. Thank you for pointing this out to me Eric.
5 out of 10 Lotus Masters recommend this adventure,
but it could easily be 7 out of 10 with minor fixes.
but it could easily be 7 out of 10 with minor fixes.
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