Dear Brother #13 was pretty harrowing to write, and if I’ve written well, it should be tough to read. I can only hope I’ve done justice to the emotions of the session.
Tag: dear brother
In this Dear Brother letter, we find out why Ben was hung on a ferris wheel and how Black got laid in Las Vegas. It’s always the other PCs getting lucky…
Dear Brother #11 picks up after the PCs left Chicago and headed down to Mississippi. Chronologically speaking, these events occurred before those recorded in Dear Brother #10c, but we played them out after we played out the trip to Mexico. If I’d known we were going to do that I suppose I’d have held off on writing #10 until we’d finished playing the events leading up to it — but it doesn’t hurt the story at all, so no harm done.
On the other hand, we did wind up playing out the events described here after we played the events described in the upcoming Dear Brother #12. But this time I knew it was coming so I can write #11 and #12 in chronological order.
(None of this matters or impinges on the entertainment value one bit, so don’t worry. I’m just noting it so I’ll remember what happened years from now when I’m old and grey. And I’m not complaining, cause Rob makes it all work)
Finally, the last of Dear Brother #10 brings us back to Reese Beulay. The focus of the entire session was providing a finale for Danny Greer, whose player was about to move out of town. Brilliant work on Rob’s part, if you ask me.
This entry is my favorite Dear Brother yet.
Chase R. Foxe was my PC in the Silver Age Knights of the Road. He’s a personamancer, meaning he does magic involving masks. His particular obsession is writing down the truth as seen by his subjects — gonzo journalism gone magical, in other words.
Mordecai was my PC for the Doc Lully’s Pulp Heros segment of this session. He was half-human, half-something else, a subject of great angst for him. Of course, he had a noble heart, despite his self-doubts.
The next three Dear Brothers are all writeups from one session. Only one of them is by Reese. Rob did the session in three parts. The first was a sideways trip to a pulp world in which we played Doc Lully’s Pulp Heros and explored the Hollow Earth; the second was a flashback to 1968, during which we played the Silver Age Knights of the Road, kin to the Merry Pranksters. The final segment was our usual characters, albeit in a situation they didn’t remember after the fact.
I’ve ambitiously adopted two new voices for the purpose of recounting the first two sessions. If they work half as well as Reese’s voice, I’ll be very pleased.
It’s Dear Brother #9, in which our heros visit a Hell House and live to tell some unpleasant stories about it afterwards.
A special two-session Dear Brother, in which our heros undergo torture and brainwashing. Not for the faint of heart.
I’m reminded that the old GM notes for the Unknown USA campaign chronicled in the Dear Brother letters are — you guessed it — on the web.