Not So Strange 8: The Omega Mission

Old Postcard that reads Greetings From Seattle with pictures of the city in the letters

Mission accomplished, our heroes take time to relax and recover. None of them could have predicted what would happen when they were called to join The Omega Mission.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”.

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Not So Strange 7: Wait, it shoots what?

A battle chrysalid, with a glowing red face and guns mounted to it's back moves forward menacingly

Escaping from the tunnels beneath Ruk, the team and Agent Davis join forces with the Quiet Cabal to take on a threat to Earth and Ruk before it’s too late.

Featuring Aser, John, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”.

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Not So Strange 6: Revenge is a Dish Best Served with Knives

A front and side view of partly mechanical beings

The team follows their nemesis to Ruk where they are joined by a veteran agent with a very familiar name.

Featuring Aser, John, Matt, Mike, and Megan. Music by Kevin MacLeod, “Failing Defense”.

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TRF’s Twelve Days of Christmas: Day 11, The Strange

On the Eleventh Day of Christmas
My GM gave to me,
Eleven Strange cyphers,
Ten Sandpoints pillaged,
Nine scary monsters,
Eight prior worlds,
Seven heroes slashing,
Six Fiascos foiled,
Five TPKS!
Four ships still flying,
Three Green Boxes,
Two Draculas,
and a Final Girl fleeing to safety.

A view of the Strange with pieces of different recursions peeking into it

We have had a lot of fun putting our own little twist on The Strange. This weird setting of infinite possibility has served as the playground for some of our favorite characters and whacky situations. Whatever happens, we’ll always have Prague.

The great thing about The Strange is that it can take you anywhere you want to go, so naturally we crammed Cthulhu in it. He felt right at home.

Listen to our Strange Episodes
TRF’s Twelve Days of Christmas

Not So Strange 5: Whoops

The Skype office in Palo Alto eaturing small patches of lawn with fabric stones and red chairs inside

The team infiltrates the September Project to get some answers. Things go according to plan, unfortunately just not theirs.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”.

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Not So Strange 4: The Scarlet Scarscape

Cauliflower dyed red, looks like unending red fractals

As the party escapes into the Strange, they have to manuever through a new environment and make new friends.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin Macleod, “Failing Defense”.

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Not So Strange 3: No One Gets Out of Prague Alive

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We finally release the episode where the team leaves heads to Prague, and hopes that this time, there won’t be dragons released.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”

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Review: Worlds Numberless and Strange

What will you find as you venture into Earth’s shoals?

Witch covens battle in the mammoth city of Halloween. Nazis struggle to master mythological relics in the Eleventh Reich. T. rexes hunt hominids on the tropical island of Mesozoica, while skyships fend off pirates and predators in the tempestuous cloud seas of Seishin Shore.

In The Strange, recursions—limited pocket dimensions with their own laws of reality—are seeded from human fiction and mythology. A recursor might discover Atlantis, Oz, the Victorian London of Sherlock Holmes, or places even more bizarre and perilous. Worlds Numberless and Strange takes you to dozens of new recursions, where supervillains, dinosaurs, space troopers, killer robots, gods, and other dangers guard wonders and treasures few people on Earth have ever seen!

This week has been an awesome time to be a fan of MCG. The PDF of for the Cypher System was sent out to those who pre-ordered, the Numenera Reliquary boxes are being shipped out, and Worlds Numberless and Strange was released. WNS is a supplement for The Strange, a game that we love quite a bit here at TRF. The Strange imagines an Earth with an unimaginable number of recursions that the adventurers can travel to, including the fantasy world Ardeyn, the sci-fi world Ruk, and more including 221B Baker Street, Innsmouth, and Crow Hollow. There are recursions for almost any imagined fictional world, and all you have to do is imagine it.

Worlds Numberless and Strange provides 70 new recursions to add to your game. Seventeen of these are very well fleshed out with detailed information, history, cthulhuindividuals you might encounter, and artifacts that are present within that recursion. The others are just seeds that the GM can use as a starting point for their own ideas. I really love the table at the beginning of the chapter that the GM can roll on to determine which recursion they might accidentally translate into. I think the recursion seed Aser and I were both the most excited for was R’lyeh, which you can get shot by your superiors for visiting. If you survive that is. No one wants Cthulhu gain the spark and become able to translate.

The new recursion I was most excited about is Microcosmica, which I microdescribed as those episodes of Magic School Bus where they go inside various students to learn the inner workings of the human body. Aser likened it to Fantastic Voyage, and since they used a quote from the movie at the beginning of the listing, that might be the more accurate representation. But if you think there won’t be a yellow school bus zooming around if I have players show up in Microcosmica you are sorely mistaken. Plus there’s the new descriptor “Becomes Bacterial” which I want with every bit of my biochemist’s heart.

Aser really enjoyed the Rebel Galaxy recursion, inspired by all of your favorite space operas. Since we just encountered Darth Vader in our Strange game, and have recently decided we need a Star Wars game in the Cypher System this recursion is full of some pretty helpful ideas in setting that up. One of the most valuable set of rules provided was those for ship to ship combat, which included ways to take out the enemies ship without necessarily shooting them down.

rebelOther recursions include an alternate reality where the Nazis won, a steampunk Camelot, Atlantis, Zombies, Superheroes, and Dinosaurs. There are plenty more, but I don’t want to give away all of the awesomeness included. Besides this, there’s more information about regions and organizations within Ardeyn and Ruk, as well as new artifacts for those worlds. There are a handful of new descriptors that are tied to the new recursions, including Becomes Bacterial, and some new creatures.

If you’re looking for some new places to take your group, or just some inspiration for your game you should pick up Worlds Numberless and Strange. It’s a beautiful, informative book with lots of plot hooks, individuals to encounter, and worlds to explore. I can’t wait to head to some of those recursions in our own game. It is available from DriveThruRPG and the MCG Store. The PDF is $16.99 and the book is $44.99.

Not So Strange Episode 2: The Subtle Approach

Using information obtained from the bank fiasco, the group sets out to find who is behind the destruction of the Quiet Cabal headquarters on Earth. They find more then they bargained for.

Some sound effects used with permission from Ambient Environments .
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Not So Strange 1: Damn it! There will be action!

Estate Badge and Documents
From The Strange RPG

Our newest campaign introduces new players Matt and Mike to the TRF line up. Two Estate Agents with a curious connection become involved when a Rukek member of the Quiet Cabal is attacked at a bank in downtown Seattle.

THE STRANGE and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Printed in Canada.

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Continue reading Not So Strange 1: Damn it! There will be action!