Always put one shot in da brain! This anthology of scenarios for Unknown Armies is the pedal - all you gotta do is put it to the metal, pop the clutch, and roll! Each scenario is a stand-alone adventure complete with pre-generated characters. Any one of them can be prepped and run on short notice, perfect for a no-strings-attched night of gaming, a convention one-off, or an in-store demo. No character creation, no lengthy prep, no big campaign commitments - just lock, load, and get ready for a trip to Strangeville, U.S.A.
Greg Stolze (born 1970) is an American novelist and writer, whose work has mainly focused on properties derived from role-playing games.
Stolze has contributed to numerous role-playing game books for White Wolf Game Studio and Atlas Games, including Demon: the Fallen. Some of Stolze's recent work has been self-published using the "ransom method", whereby the game is only released when enough potential buyers have contributed enough money to reach a threshold set by the author.
Together with John Tynes he created and wrote the role-playing game Unknown Armies, published by Atlas Games. He has also co-written the free game NEMESIS, which uses the One-Roll Engine presented in Godlike and the so called Madness Meter derived from Unknown Armies.
I have read this before reading the rules of the game, mainly to see what it is all about. And by the look of this collection its about roleplaying, with a focus on the role-part. These adventures will work really good with groups that are interested in the theater part of roleplaying. If your group like tactical fighting you can look some other way. I can see why so many rave about the opening adventure about a jailbreak. If you have a good group, this will shine. Two of the other adventures I really liked as well, one was meh, and one had a theme I dont want to "play" with. Even if the moral dilemma is interesting. I think all of them need a quite experienced GM that has really thought through the adventure. Because some of them might grind into a halt by the players inaction if the so choose to. I think if the GM have a few ideas about beats he/she wants to hit in the game it will help a lot. And ways to nudge the players on. So, some really good stuff in here. I think most of them would be easy to push into other systems if the GM so want. And I really looking forward to read the rule books.