Bit Of A Lazier Sunday Than Expected
Sunday, 1 November 2026 23:38Mostly because, after going to bed at the second of the night's two 1:30 AMs (Fall Back, remember?), I ended up waking up at 10 AM. (Well, okay, I woke up sometime in the 7 AM hour because I needed to pee, but I GOT UP at 10 AM.) Which naturally meant I ended up having breakfast later, and then getting to everything else I do in the morning later, and -- yeah. I didn't even get dressed until about noon. ^^; And then my afternoon consisted largely of stuff that takes a while for me to summarize, meaning I didn't quite get to everything I was hoping to get to. But I still managed to accomplish a good amount of stuff, including:
Dreamwidth: I’m happy to report that I was able to answer all of Moose’s messages today – two before lunch, two afterward (I was hoping to answer them ALL before lunch, but, again, I had a pretty damn late start today thanks to the surprise sleeping in until 10 AM). So that’s all sorted, yay~ Ball’s back in your court, Moose!
Fallout: New Vegas: I did indeed return to the Mojave this afternoon to continue the adventures of Courier Victor – which today involved accidentally stumbling upon the entrance to one of the DLCs, then discovering the horrors of Nipton and having a very long chat with a guy who was wearing a dog on his head. ...I assure you that the longer version of his adventures is slightly more comprehensible. XD Here we go –
A) I picked up right where I left off a couple of weeks ago, with Victor hanging out on a rock near the side of Nipton, looking at the plumes of smoke rising from the town – I promptly had him make his way down off the rocks and start following the railroad tracks around to the actual entrance, where he gradually grew more and more concerned as he spotted more and more fires burning in the settlement:

Yeah, that is not a sight one wants to see in any town, much less one that you were hoping had some information about where the guys who tried to kill you went! Determined to figure out what was going on, Victor continued following the tracks, squinting at whatever he could glimpse behind the smoke in the dying light and passing through where the road crossed the tracks before starting to climb up a hill –
Where the game crashed. *grumbles* Well, it is New Vegas, which is held together with string and dreams. And at least it was polite enough to crash early, when I had barely played for a minute. That’s about the best thing you can hope for when it comes to a video game crash. *shrug* I thus restarted and had Victor retrace his steps, taking a moment to save once he came to the railroad crossing just in case the game crashed again. Fortunately, it did not, and Victor was able to continue on – though I did take a moment to note the faintest tick of red on his compass to the west. As he made his way forward, though, it vanished, so I assumed that whatever had been there had fucked off somewhere else –
And then, as Victor crested the hill, I saw what I thought was a billboard on the side of the road ahead. A billboard that I automatically assumed (thanks to Jon’s various LPs and the brief flash of red on the compass) had a raider ambush behind it. I thus had Victor veer off to the right, cutting through the scrubland in the direction of what I assumed to be the little compass marker indicating the entrance to Nipton –
Only to suddenly see a familiar twitching satellite half-buried in the ground. And for the game to inform me cheerfully that Victor had found the Mojave Drive-In, and the Mysterious Broadcast associated with it! O.O Yup, apparently the old drive-in theater that serves as the entrance to “Old World Blues” is right below Nipton! I never realized this before! Have I ever seen Jon travel here from Nipton? I can’t remember...and he does use fast travel a lot in this particular game…
( Victor stumbles across some peculiar tech, then sees the horrors of Nipton first-hand )
Workout: Tonight’s bike ride proved to be a double feature of sorts, with me pedaling my way through –
A) “Call of Cthulhu: Part 3 - Building Your Party” by Seth Skorkowsky! The third entry in his Call of Cthulhu review/overview/epic saga, this one featured a topic he hadn’t initially thought to include in his outline, but which he decided was important to cover after getting a comment asking for suggestions about how to get a campaign together on an earlier video – namely, how to narratively justify why all the player characters were in the party! Because unlike in Dungeons & Dragons, there’s no in-built “oh, the PCs are all adventurers, so going on adventures is what they do” excuse as to why everyone is hanging out and fighting monsters together – in CoC, you have to come up with a reason why – to take Seth’s example – a bootlegger, a medical doctor, an acrobat, a diver, and a hobo would decide to consistently look into strange and unusual happenings together over the course of a campaign. And why people would keep asking them to do so. (Though, if you’re me, your immediate thought is “sheer hilarity factor.” XD) Fortunately, Seth had two suggestions for players and Keepers alike to solve these problems simply but effectively:
I. Make all of the characters part of the same “Investigator Organization” – a cabal of people from all walks of life who look into Mythos happenings! The characters can be part of this organization from the beginning, or join one early on in the campaign after having a few nasty experiences with Mythos monsters. Seth’s own example from one of his campaigns involved his players’ characters all wanting to get into the inner circle of the Arcanum Club – a society all about the occult. In order to do so, though, they needed to get proof of having experienced a supernatural event. Fortunately, they all had a mutual friend – a certain detective named Jack – who was already part of said inner circle, and was willing to take them with him on a case to investigate a haunted house so they could get the proof they needed… Cue the PCs taking on the classic starter adventure “The Haunting” and, presumably, managing to get into the club. XD
II. Make all of the characters work in the same place – for example, they’re all part of a detective agency, or a newspaper, or a traveling band! This one does require that the Keeper put a few limits on what the PCs can be – for example, everyone’s profession has to make sense for their workplace – but it does at least give everyone a reason to know and trust each other right off the bat. The Keeper could also go a bit more general and just specify that everyone has to be in the same social class, or have a profession related to a specific field – Seth’s example in THIS case was talking about how, for a different campaign, he asked that all of his players either make detectives, journalists, or someone with some sort of link to academia, and that they all be at least a bit on the wealthy side so he could justify them all being invited to the soiree of some big-wig who did regular “astronomy gatherings” for the elite in Arkham. The result was a party consisting of a private detective, a student getting his doctorate in linguistics, a wealthy anthropologist, and a wealthy archaeologist – the latter two both having strong ties to Miskatonic University – who were brought together at one of those astronomy gatherings after they stayed late and ended up talking to the host about the occult. The host told them about a medium that he knew was the real deal and offered to get them all seats at a séance she would be hosting soon – the group agreed, and headed out (after some car trouble) to go see the medium in Ipswich –
Aaaand then Seth hit them with the module “Dead Light” because why not surprise his players with a scenario totally different to the one they were expecting. XD According to Seth, that campaign actually lasted for a while, and apparently a good number of his module reviews feature anecdotes from it, which is neat. :)
So yeah – that is how you justify all the characters working together to investigate the Mythos! With Seth adding to the Keepers that, if all possible, they should let their players help create the organization/workplace/club/etc that their characters would all be a part of, because it would help them feel like the organization is truly “theirs” and keep them invested in all the adventures. :) Very smart, yes – nothing makes a player feel wanted like buy-in!
B) And the first thirteen-odd minutes of “Fallout 3: The Worst Wanderer - Part 25 - More Bang For Your Buck” by Jon of Many A True Nerd! Because he wasn’t that late in uploading the new episode tonight. XD This first chunk of The Adventures Of Useless Steve, Time To Become An Explosives Expert Edition, included:
I. Useless Steve, confronted with a wasteland that now contained things like Super Mutant Overlords, sentry bots, deathclaws, and yao guai, deciding he needed to improve his chances of hitting things in VATS (especially with grenades) and thusly taking on the quest “The Replicated Man!” A shockingly easy quest to complete once you know what’s going on with it. Basically, there’s an escaped synth from the Commonwealth living in Rivet City under the name “Harkness,” and one of the Institute scientists, Dr. Zimmer, is on the ship looking for him. Harkness, however, is one of those synths who’s undergone a fake memory installation procedure and thus no longer knows he’s a synth, and Zimmer doesn’t actually know which of the residents is the synth he’s looking for (as Harkness probably underwent facial reconstruction surgery too). So once the player receives the quest, before they can either tell Harkness “hey, you’re a synth, and this guy is trying to recapture you,” or tell Zimmer, “Hey, the guy you’re looking for is the one named Harkness,” they have to find three pieces of evidence (AKA holotapes) showing where the synth went to get his fake memories installed so the player can confront the person responsible and confirm Harkness is the synth. Fortunately, these pieces of evidence are absolutely EVERYWHERE across the Wasteland – Steve actually picked up one during his previous raids on Tenpenny Tower, and Jon knew of three others that were in Megaton itself! So Steve’s method of completing the quest consisted of –
( It’s Useless Steve! Getting his reflexes wired before gathering all the Nuka-Grenade ingredients! )
Tumblr: In a reverse of yesterday, while I didn’t do anything on Victor Luvs Alice (N Smiler), I did end up adding two anon questions to my queue over on Valice Multiverse! One of which was a little on the naughtier side, so for those of you who might prefer not to see it I’ll slap it under a cut –
( Slightly NSFW ask below )
B) And “One of Toucan Sam's nephews transitioned recently on a box of Cocoa Loops. Susey goes back Suzy now.” I had Victor and Smiler from the Inevitable High School verse answer this one, with a slightly puzzled Victor going, “Er – good?” before noting that he didn’t think he’d ever had Cocoa Loops – or Froot Loops, and Smiler shrugging and saying they’d take “representation via breakfast cereal.” Have no idea if this is true or not, but if it is, I too am fine with representation via breakfast cereal. :P
...yeah, looking at it now, that was actually quite a full day. XD It just started out quite slow! But now I shall head out and maybe try to get to bed a little earlier -- I have a day off tomorrow, and I'd very much like to fit in some writing if I could! Along with some Baldur's Gate III (time for Smiler to meet Alfira!), and some more "Worst Wanderer" during my workout. We'll see how the day goes -- night all!
Dreamwidth: I’m happy to report that I was able to answer all of Moose’s messages today – two before lunch, two afterward (I was hoping to answer them ALL before lunch, but, again, I had a pretty damn late start today thanks to the surprise sleeping in until 10 AM). So that’s all sorted, yay~ Ball’s back in your court, Moose!
Fallout: New Vegas: I did indeed return to the Mojave this afternoon to continue the adventures of Courier Victor – which today involved accidentally stumbling upon the entrance to one of the DLCs, then discovering the horrors of Nipton and having a very long chat with a guy who was wearing a dog on his head. ...I assure you that the longer version of his adventures is slightly more comprehensible. XD Here we go –
A) I picked up right where I left off a couple of weeks ago, with Victor hanging out on a rock near the side of Nipton, looking at the plumes of smoke rising from the town – I promptly had him make his way down off the rocks and start following the railroad tracks around to the actual entrance, where he gradually grew more and more concerned as he spotted more and more fires burning in the settlement:

Yeah, that is not a sight one wants to see in any town, much less one that you were hoping had some information about where the guys who tried to kill you went! Determined to figure out what was going on, Victor continued following the tracks, squinting at whatever he could glimpse behind the smoke in the dying light and passing through where the road crossed the tracks before starting to climb up a hill –
Where the game crashed. *grumbles* Well, it is New Vegas, which is held together with string and dreams. And at least it was polite enough to crash early, when I had barely played for a minute. That’s about the best thing you can hope for when it comes to a video game crash. *shrug* I thus restarted and had Victor retrace his steps, taking a moment to save once he came to the railroad crossing just in case the game crashed again. Fortunately, it did not, and Victor was able to continue on – though I did take a moment to note the faintest tick of red on his compass to the west. As he made his way forward, though, it vanished, so I assumed that whatever had been there had fucked off somewhere else –
And then, as Victor crested the hill, I saw what I thought was a billboard on the side of the road ahead. A billboard that I automatically assumed (thanks to Jon’s various LPs and the brief flash of red on the compass) had a raider ambush behind it. I thus had Victor veer off to the right, cutting through the scrubland in the direction of what I assumed to be the little compass marker indicating the entrance to Nipton –
Only to suddenly see a familiar twitching satellite half-buried in the ground. And for the game to inform me cheerfully that Victor had found the Mojave Drive-In, and the Mysterious Broadcast associated with it! O.O Yup, apparently the old drive-in theater that serves as the entrance to “Old World Blues” is right below Nipton! I never realized this before! Have I ever seen Jon travel here from Nipton? I can’t remember...and he does use fast travel a lot in this particular game…
( Victor stumbles across some peculiar tech, then sees the horrors of Nipton first-hand )
Workout: Tonight’s bike ride proved to be a double feature of sorts, with me pedaling my way through –
A) “Call of Cthulhu: Part 3 - Building Your Party” by Seth Skorkowsky! The third entry in his Call of Cthulhu review/overview/epic saga, this one featured a topic he hadn’t initially thought to include in his outline, but which he decided was important to cover after getting a comment asking for suggestions about how to get a campaign together on an earlier video – namely, how to narratively justify why all the player characters were in the party! Because unlike in Dungeons & Dragons, there’s no in-built “oh, the PCs are all adventurers, so going on adventures is what they do” excuse as to why everyone is hanging out and fighting monsters together – in CoC, you have to come up with a reason why – to take Seth’s example – a bootlegger, a medical doctor, an acrobat, a diver, and a hobo would decide to consistently look into strange and unusual happenings together over the course of a campaign. And why people would keep asking them to do so. (Though, if you’re me, your immediate thought is “sheer hilarity factor.” XD) Fortunately, Seth had two suggestions for players and Keepers alike to solve these problems simply but effectively:
I. Make all of the characters part of the same “Investigator Organization” – a cabal of people from all walks of life who look into Mythos happenings! The characters can be part of this organization from the beginning, or join one early on in the campaign after having a few nasty experiences with Mythos monsters. Seth’s own example from one of his campaigns involved his players’ characters all wanting to get into the inner circle of the Arcanum Club – a society all about the occult. In order to do so, though, they needed to get proof of having experienced a supernatural event. Fortunately, they all had a mutual friend – a certain detective named Jack – who was already part of said inner circle, and was willing to take them with him on a case to investigate a haunted house so they could get the proof they needed… Cue the PCs taking on the classic starter adventure “The Haunting” and, presumably, managing to get into the club. XD
II. Make all of the characters work in the same place – for example, they’re all part of a detective agency, or a newspaper, or a traveling band! This one does require that the Keeper put a few limits on what the PCs can be – for example, everyone’s profession has to make sense for their workplace – but it does at least give everyone a reason to know and trust each other right off the bat. The Keeper could also go a bit more general and just specify that everyone has to be in the same social class, or have a profession related to a specific field – Seth’s example in THIS case was talking about how, for a different campaign, he asked that all of his players either make detectives, journalists, or someone with some sort of link to academia, and that they all be at least a bit on the wealthy side so he could justify them all being invited to the soiree of some big-wig who did regular “astronomy gatherings” for the elite in Arkham. The result was a party consisting of a private detective, a student getting his doctorate in linguistics, a wealthy anthropologist, and a wealthy archaeologist – the latter two both having strong ties to Miskatonic University – who were brought together at one of those astronomy gatherings after they stayed late and ended up talking to the host about the occult. The host told them about a medium that he knew was the real deal and offered to get them all seats at a séance she would be hosting soon – the group agreed, and headed out (after some car trouble) to go see the medium in Ipswich –
Aaaand then Seth hit them with the module “Dead Light” because why not surprise his players with a scenario totally different to the one they were expecting. XD According to Seth, that campaign actually lasted for a while, and apparently a good number of his module reviews feature anecdotes from it, which is neat. :)
So yeah – that is how you justify all the characters working together to investigate the Mythos! With Seth adding to the Keepers that, if all possible, they should let their players help create the organization/workplace/club/etc that their characters would all be a part of, because it would help them feel like the organization is truly “theirs” and keep them invested in all the adventures. :) Very smart, yes – nothing makes a player feel wanted like buy-in!
B) And the first thirteen-odd minutes of “Fallout 3: The Worst Wanderer - Part 25 - More Bang For Your Buck” by Jon of Many A True Nerd! Because he wasn’t that late in uploading the new episode tonight. XD This first chunk of The Adventures Of Useless Steve, Time To Become An Explosives Expert Edition, included:
I. Useless Steve, confronted with a wasteland that now contained things like Super Mutant Overlords, sentry bots, deathclaws, and yao guai, deciding he needed to improve his chances of hitting things in VATS (especially with grenades) and thusly taking on the quest “The Replicated Man!” A shockingly easy quest to complete once you know what’s going on with it. Basically, there’s an escaped synth from the Commonwealth living in Rivet City under the name “Harkness,” and one of the Institute scientists, Dr. Zimmer, is on the ship looking for him. Harkness, however, is one of those synths who’s undergone a fake memory installation procedure and thus no longer knows he’s a synth, and Zimmer doesn’t actually know which of the residents is the synth he’s looking for (as Harkness probably underwent facial reconstruction surgery too). So once the player receives the quest, before they can either tell Harkness “hey, you’re a synth, and this guy is trying to recapture you,” or tell Zimmer, “Hey, the guy you’re looking for is the one named Harkness,” they have to find three pieces of evidence (AKA holotapes) showing where the synth went to get his fake memories installed so the player can confront the person responsible and confirm Harkness is the synth. Fortunately, these pieces of evidence are absolutely EVERYWHERE across the Wasteland – Steve actually picked up one during his previous raids on Tenpenny Tower, and Jon knew of three others that were in Megaton itself! So Steve’s method of completing the quest consisted of –
( It’s Useless Steve! Getting his reflexes wired before gathering all the Nuka-Grenade ingredients! )
Tumblr: In a reverse of yesterday, while I didn’t do anything on Victor Luvs Alice (N Smiler), I did end up adding two anon questions to my queue over on Valice Multiverse! One of which was a little on the naughtier side, so for those of you who might prefer not to see it I’ll slap it under a cut –
( Slightly NSFW ask below )
B) And “One of Toucan Sam's nephews transitioned recently on a box of Cocoa Loops. Susey goes back Suzy now.” I had Victor and Smiler from the Inevitable High School verse answer this one, with a slightly puzzled Victor going, “Er – good?” before noting that he didn’t think he’d ever had Cocoa Loops – or Froot Loops, and Smiler shrugging and saying they’d take “representation via breakfast cereal.” Have no idea if this is true or not, but if it is, I too am fine with representation via breakfast cereal. :P
...yeah, looking at it now, that was actually quite a full day. XD It just started out quite slow! But now I shall head out and maybe try to get to bed a little earlier -- I have a day off tomorrow, and I'd very much like to fit in some writing if I could! Along with some Baldur's Gate III (time for Smiler to meet Alfira!), and some more "Worst Wanderer" during my workout. We'll see how the day goes -- night all!
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