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![]() Oh, and the Johnson might be a pre-made player-character. If the players try hard to save him, that is okay.) He smiles and says, “Me neither,” and breathes his last. Sometimes the twists are so railroad-y, even the writers feel bad for it: If the players do work around the twists it becomes boring mission after mission. If the players read this chapter they can work around the twists (not that they can work around the twists by accident irony). This twist is what is supposed to make the missions interesting rather than one job, after the other. What this chapter boils down to (and the reason players should not read it) is that every mission includes a twist. As the GM you will not be surprised by what happens in the mission … You will know exactly what will happen (unless your players decide to turn on the client). If the players decide to skip the job/turn on the Johnson: Bad luck. They are not too specific, but tied to the job. Most of the Scenes are things you as the GM can implement sooner or later. Johnson's Pitch, Objectives, Tags, Setting and Scenes. This chapter is 30 missions for the players. ![]() If you bought the book, you only get to read 80% of it. We love you, and we hope the rest of the book offers lots of fun for you, but the fun might be maximized if you keep yourself from knowing some of the material in this chapter. IT'S PROBABLY BEST IF ONLY GAMEMASTERS READ THIS CHAPTER. What about the other 9%? Rounding, and other things. At least it tells you: This should not be taken as an exclusive list of the only things you can use in the game, but rather an easy list to pick items from and also a source of inspiration for designing your own Amps and whatnot.
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