|Neil Spicer RPG Superstar 2009, RPG Superstar Judgernaut, Contributor|
Just bought the pdf and on a quick read through it looks very cool, but I have a few spoilery type questions.
Hey, Bob...I'll do my best to answer, but I think Rednal hit on most of them already.
1.)Does the Con damage on the infected villagers from the virus or another source? I didn't see Con dmg in the viral description.
This stems from the flawed version of the assimilation strain which induced madness in the villagers.
2.)I would assume that the players leave the rescued children with the gnome, but then in part 3 we see that the gnome has been abducted. Won't someone think about the children?
This is an outcome each GM will have to adjudicate, but yes...it's possible the children are there when Rexel is abducted. You could handle that in many different ways. Rexel could have been abducted in his sleep with the children none the wiser. Or, Rexel could have defended the children, directing them to flee before he eventually succumbs to his attacker. Or, the children could have ventured away from the treehouse to retrieve something important from the Mulnarin farm and been entirely absent when Rexel's abductor appears. Lots of ways to go with that which don't involve violence against the children. But, if you want to include them as part of the abduction, too, that's entirely possible, as well. They could show up in Part 3 alongside Rexel and give the PCs an even greater moral dilemma to face.
3.)How do the events of this tie into the Legendary Planet AP proper? The player's guide seems to suggest that players would already be interplanetary type characters, but the Assimilation Strain seems written for core-type characters. Will there be suggestions for this in the first book of the AP?
The Player's Guide is meant to support the AP moreso than the prequel adventure (which is entirely optional). So, starting with interplanetary characters isn't your best bet if you're going to run The Assimilation Strain, because it's meant to invoke a sense of mystery and wonder about the larger multiverse. Whereas, if the PCs originated from off-world, the mystery is mostly absent from The Assimilation Strain.
That said, we did our best to layer in as many different options as we could. So, you certainly can run TAS with interplanetary characters. The GM will just have to engineer some greater explanations for it. Meanwhile, if you start interplanetary characters out with To Worlds Unknown, that'll work far more easily. Bottom line, you can go either direction with it. And, yes, we do spend a bit of text in TWU discussing how TAS can fit into the AP.
All in all though, a really cool little adventure. Looking forward to the rest of the series.
Awesome. Glad you're enjoying it.