Showing posts with label role playing game. Show all posts
Showing posts with label role playing game. Show all posts

Sunday, December 9, 2012

Apocalypse Kits – It’s Not Just About Zombies, Maya, and Alien Attacks

Avoid being a post-disaster casualty by being a little prepared and having some common sense.

 I follow a practical blog called The 72 Hour Kit, which was created under the concept that in the case of a natural disaster and the like, that it would take about 72 hours for emergency help to arrive and that you must be self-sufficient for that time.  He went further to create not only home kits, but car kits and personal walk-around kits for urban travel, hiking and the like.  It’s all very practical and levelheaded.  Most of these kit contents are common items available everywhere and might be necessary for immediate survival up to 72 hours.  This isn’t hard-core survivalist junk, it’s just common sense.

UPDATE August 2014 -- The blog I mentioned above, The 72 Hour Kit, hasn't posted in two years, so it's a bad sign that the zombies got him after all.  But take cheer, there are many more practical preparedness sites out there. 

 Along that line and with all the babbling about imminent zombie apocalypse, Mayan apocalypse, nature rebelling, tidal waves, Planet X striking our Earth, and the like has gotten me thinking a bit.  Mind you, I survived Hurricane Camille, Hurricane Katrina along with a number of smaller hurricanes over the years.  I have also gotten to enjoy a wild fire, sand storms, earth quakes and 20 years in the military as well as a few urban riots and the like, but at least learned a bit along the way.  Needless to say, I do have stuff set aside for expected emergencies such as hurricanes, extended power outages, Cthulhu rising from the sea, and that sort of stuff.  Anybody living along the Gulf Coast with any sense has evacuation routs set up, extra food and water during hurricane season as well as tools and repair materials for a month or two of living in difficult situations.  Been there done that.
 Now on to fun-filled fantasy.  Back in the mid 1970s we did a lot of role playing games and set up some that were vaguely reality based.  For example we started a campaign with only the items that you personally own.  Let’s say a crank professor friend from the university of ours has a time travel machine and wants us to go back for a few minutes into the past.  Well you take a few goodies for maybe a day’s lark back into time and guess what … you don’t get picked up.  Uh, oh, and all you have is the junk in your back pack.  Honesty here is important for game play to make sure that the players would actually have all the stuff that they would put in their back pack, which would be their emergency kit.  Hey, all you brought was a case of Twinkies and a stuffed bear?  

 Along with that scenario was a zombie scenario based in our own town.  To narrow it down, everybody made it to the closed mall and hope they locked out all the zombies, maybe.  In any case, we used the local mall, which we were all familiar with as the source of what might be found.  The fun part was that everybody knew exactly what was in the food court, in the Sears hardware department and the like, so there was no need to dig up a supplement.  We had lots of fun potting zombies there in the mall in the 1970s.  It was a simple game to set up and the context was one that everybody got. You guessed it, we used the paradigm of Dawn of the Dead (1978) as out lead-in.  We got started in no time and had a great few evenings role playing, while using local terrain and the local mall for a background.  Next time you need a cheap, fast, and easy scenario, just pull that one out folks!  You could narrow the scope down a bit and just do a single house in Night of the Living Dead (1968) style, but if you are going to have a zombie apocalypse, have a big one! 

Anyway, seriously folks, catastrophe can happen in an instant from a 30 car pile up, to a toxic spill from a truck or train, to a power plant going up, not to mention tsunami, ice storms, hurricanes and the like.  Try to have your self together a little at least.  In all the cases where I was in a major hurricane or earthquake, etc, everybody pulled together and strangers helped strangers.  But you just can’t sit back and expect everybody else to help you, try to do a little yourself.

For those of you interested in zombies, can view my earlier blog entry called The Logical Zombie.
                                                                   CoastConFan
Additional useful links:


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UPDATE 14 DECEMBER 2012 -- Today NASA was so sure that the world wouldn't end that they released a new video on YouTube today (seven days before) called "Sciencecasts, Why the World Didn't End Yesterday", scheduled the day after the so called "Mayan Apocalypse".  NASA didn't explain why there was an early release, maybe they wanted to put in their two cents before it all ended.  Anyway, click on the link to see a rather limp video with mediocre computer generated narration voice (so bad it had to have subtitles) -- give me H.A.L. anytime. 


Just put on your tinfoil hat and hope for the best.
                                                                                                  CoastConFan

Thursday, October 27, 2011

Call of Cthulhu RPG, but Speakeasy, Brother



Here is a little bit of background for those of you who are playing Call of Cthulhu in the 1920s.  A major meeting place for illicit activities were places where illegal substances could be imbibed.  I’m not talking about drug dens, but ... bars.  Beer and liquor was made illegal by national prohibition (in the U.S. October 1919 to December 1933) although some states such as Mississippi had prohibition from 1908 to 1964.  The 18th Amendment and the Volstead Act, the same year pretty much put selling liquor out of business, legally in the whole of the United States.

Needless to say, where there is a will, there’s a drink and bootleggers began to manufacture, import, distribute, and sell illegal alcohol drinks in semi-secret locations all over the country.  Real bottle and bond liquor was sold with dangerous rotgut and moonshine of dubious origin and manufacture to anybody who was willing to pay for the stuff.  Illegal bars, speakeasies, sprang up all over.  Organized crime flourished and millions were to be made.  Of course, gang wars also sprang up as well all the inherent vices associated with gangs.  Graft and corruption was rampant: from just looking the other way and payoffs to fixing elections and murder.  Millions were made and lost and gang warfare paralyzed cities for a decade.

Speakeasies were a place where the affluent could drink with low-lifes, if they had the price of a drink.  Many illicit deals were made in speakeasies and the incessant smuggling involved with alcohol meant that other items might be smuggled as well.  Speakeasies might also host gambling and possibly drugs as well as worse vices as millionaires and petty overdressed thugs mingled.  Information could also be disseminated or picked up in speakeasies and illicit clubs.


I have added a short list of some of the most popular cocktail drinks of the Roaring 20s for a bid of added authenticity to the article.  Cocktails, which had been around since the 1820s became even more popular as the sweet and strong flavorings in cocktails could mask inferior liquor and even some of the terrible rotgut manufactured in basements might be sellable with lots of flavoring mixed in.  This list is mostly of highly popular prohibition mixed drinks, which are seldom made now, 90 years later.  This list (in no particular order) is by no means exhaustive or definitive but I have included some links that will help you with your 1920s liquid quest for authenticity for period speakeasy drinking.

French 75
In a cocktail shaker, add and shake well with cracked ice:
1 1/2 oz French cognac (later gin was substituted)
1/2 oz fresh-squeezed lemon juice
3/4 oz simple sugar syrup
Strain into highball glass full of cracked ice and top off with chilled champagne.

Mary Pickford
In a cocktail shaker, shake well with cracked ice:
1 1/2 oz white rum
1 oz unsweetened pineapple juice
1/2 teaspoon grenadine
Strain into chilled cocktail glass and drop in a maraschino cherry.


Colony Cocktail
In a cocktail shaker, shake well with cracked ice:
1 1/2 oz gin
3/4 oz grapefruit juice
2 tsp maraschino
Strain into chilled cocktail glass.

Sidecar
In a cocktail shaker, shake well with cracked ice:
1 1/4 oz cognac
1/2 oz triple sec liqueur
3/4 oz fresh-squeezed lemon juice
Strain into chilled, sugar-rimmed cocktail glass

Bacardi Cocktail
In a cocktail shaker, shake well with cracked ice:
1 1/2 oz light rum
1 /2 oz lime juice
3 dashes grenadine
Strain into chilled cocktail glass.

Old Fashioned
2 oz. Whiskey or Bourbon, a splash of simple syrup, bitters, and Soda. Fill  glass with ice, add simple syrup, bitters, liquor, and soda, garnish with an orange slice and cherry.

 Barbary Coast
In a cocktail shaker, shake well with cracked ice:
3/4 oz blended scotch
3/4 oz gin
3/4 oz crème de cacao
3/4 oz heavy cream
Strain into chilled cocktail glass.

Sidecar
In a cocktail shaker, shake well with cracked ice:
1 1/4 oz cognac
1/2 oz triple sec liqueur
3/4 oz fresh-squeezed lemon juice
Strain into chilled, sugar-rimmed cocktail glass

Rob Roy

1½ oz. Blended Scotch Whiskey
¼ oz. White Vermouth
¼ oz. Red Vermouth
Dash of Angostura Bitters
Maraschino Cherry


Manhattan
There are a few variations in this drink:  http://en.wikipedia.org/wiki/Manhattan_%28cocktail%29
 
Stinger
There are several variations of this drink:  http://en.wikipedia.org/wiki/Martini_%28cocktail%29
 
High Ball
Actually a series of drinks:  http://en.wikipedia.org/wiki/Highball

Martini Cocktail
A huge variation of martini cocktails are listed, so here are some links:  http://en.wikipedia.org/wiki/Martini_%28cocktail%29

Brass Monkey
1 shot Bacardi rum 
1 shot vodka 
2½ shots Freshly squeezed lemon juice 
1 shot simple syrup

White Lady
2 ounces gin
½ ounces triple sec liqueur
½ ounce lemon juice
1 egg white

Anyway, you get the gist:  sweet syrup and liqueurs and a wild mix of liquors.  If minions and cultists don’t get you, the bad hooch will.  Knock three times and tell ‘em CoastConFan sent you.
                                                                                    CoastConFan