Issues with Weirdzone for long term campaigns

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Issues with Weirdzone for long term campaigns
« on: July 24, 2018, 04:13:26 PM »
For those that have attempted to run Weirdzone as a long term campaign, what issues have you run into with your campaign?

Are there things that we can help you sort out or information you may find lacking in the rule book that we can provide to make running your game easier or more fun?

How can we make running a long term campaign something you as Game Masters would be interested in doing?


Offline Kedamono

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Re: Issues with Weirdzone for long term campaigns
« Reply #1 on: July 24, 2018, 11:41:17 PM »
Well, mine didn't run long enough for anything to become a major factor. Still, there is the chance that the players realize that there's no way to get off this merry go round except by either jumping plot and taking your chances in the Zone, or, well, death.

Of course, though it's not in the book, you can escape if you find a Fringe portal. Getting back to where you started... not so much. If you can go through the portal, it will sever your connection to the plot. Hopefully the world you get off at is a nice one.