So a story quandary. Session 1 of my Apocalypse World game sort of got away from me.
After establishing that the grounded boat in town was in a super position of at sea and 20 miles inland (i.e. in town), the owner, a madman man named Jackbird, is confronted by his brother Dustwich. The PCs clear out to either escape the coming conflict, deal with his goons or save one goon from the townsfolk who want her jeep.
Things escalate. Green-yellow light comes out of shop. A small explosion blows off the windows. Then Dustwich comes out wreathed in light and arcing electricity. Quite a bit weirder than we had planned and not tied to any of our initial ideas.
I can deal with that bit.
The problem is before the end of the session the Gunlugger goes into the shop and finds the place demolished and an old man babbling about “him taking it”.
I have no idea where to go with that last bit. Thoughts?
Jackbird had some sort of luxe-tech device that glowed with strange light and amplified the power of the user’s mind, he was using it to control his hardhold but his brother took it and now he’s using it to become a super-powered monster-thing.
What playbooks are the players using?
Gunlugger, Ruin Runner, Touchstone, and Skinner. Not a very weird group though the Skinner and Gunlugger can manage.
As If I had some thoughts along that direction though the mind amplification was something I hadn’t considered. Thanks.
An update: I turned the question around on to the players. They suggested Jackbird had some sort of space-time distortion gear which got broke when Dustwich took it from him. Then time caught up to Jackbird.
Perfect! And now you can build a front around time distortion and the missing man. It’s so lovely when players hand you the ammunition 🙂