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Strange Adventures

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Odd events are happening in Small Towns. There are Shadows in Sharon Hollow, Strange Things are afoot at the Circle Q... Not to mention there is some Double Trouble at Skateland! Will a bunch of Boxcar Boys, face a Minor Threat of Ghosts & Steel? Or will there be a Culling in Cheyenne? Only YOU can find out!

Strange Adventures! Volume One is a non-core book of adventure hooks and story guidelines to help you find new adventures in the RPG Kids on Bikes. Featuring 20 unique towns under the writing expertise of both new and seasoned story writers - such as Ross Watson, Scott Woodard, Elisa Teague, Matt Colville, Sen-Foong Lim, and Amanda Harmon Kunz.

Find out more, in this edition of STRANGE ADVENTURES!

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Published February 27, 2019

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Renegade Game Studios

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Displaying 1 of 1 review
Profile Image for Ty Arthur.
Author 5 books40 followers
June 1, 2020
Sort of along the lines of the Fiasco playset anthologies, Strange Adventures is a collection of 3 - 4 page towns in different times and settings giving you ready-to-go adventures for Kids On Bikes. With just a handful of details, you have a basic concept to work with and then build the story with the group by asking them questions about their characters and their surroundings.

I absolutely love the variety in these settings. You get full horror, quirky sci-fi, light-hearted humor, and a lot more. From '30s teenage boxcar hobo teens dealing with racism and sexual assault to bored '80s kids about to embark on a cinematic adventure, there's something here for every group. The inspiration for each town runs the gamut from Northern Exposure to Miskatonic University. My personal favorite adventure stub is Dads On Mowers, which inverts the typical Kids On Bikes tropes and has you playing as parents after the spawn go to bed. That story had me immediately wanting to run a campaign heavily influenced by Dream Daddy where a neighborhood of gay dads seek romance while solving Stranger Things-style mysteries after dark.

For the most part the mini-adventure style works really well here, since it provides a starting point with a town, a small cast, some possible enemies and powered characters, and a few hooks to get you going. It doesn't take much work for a DM to flesh that info out into a single-night story or a full campaign. Some of the adventures suffer for the format though -- most notably Torn Memories, which has the most potential but the least follow through of any of the entries. I don't want to say too much in case possible players are reading it, but that adventure is a killer concept that is begging for more details.

Unfortunately Torn Memories has a quarter page of blank white space at the end, which kind of ticked me off. This isn't the early days of d20 OGL releases anymore folks. We expect a polished, finished product for our money now with competent formatting and editing. Several of the adventures have this same problem with a quarter to a half page that's just empty and I just don't understand why they went this route. How hard would it have been to add a box at the end of each adventure with an "editor's note" adding extra ideas, or to simply cull a few extraneous sentences from various adventures and reduce the page count? If I'm paying 20 bucks for something that's way shorter than the average 8.99 paperback or has way less art than a 24.99 graphic novel, I want bang for my buck damn it!
Displaying 1 of 1 review