Johnny has been captured and must find a way to free himself. Elsewhere, the four young adults from the Candlestick Farm are beginning to search for the Forked Tongue. What lengths are they willing to go and how much will they be able to live with their decision to save The GLOW?
The GLOW 1992: Agent Johnny Blue vs The Kid, Part 2 - Learning to Hate the Locals ["Enhanced" Recap]
Johnny arrives in Arbuck and meets Maria "Madame Sinister" Salas. He also meets a rather unsavory local going by "Cash." Somewhere between these two people is the truth he seeks but it's immediately obvious things are going unwell. Things are afoot in Arbuck, and Johnny has been sent into a trap.
Finley "Farsight" Estevan has gone rogue. Senior Agent Scooter "Wisteria" Johnson has contacted Johnny outside of official channels and sent him on a mission. The mission? Find Farsight and find out why he has seemingly gone against the Order. The Order's best liar versus the Order's best truth-seeker. Thus begins the story of Johnny Blue's worst case ever.
While in the middle of moving, I played what would become the first three sessions of a unplanned The GLOW adventure. Very quickly, this adventure began to morph into an important bit of character and lore building. Realizing I had something a lot more than a one-to-few shot on my hand I started pivoting towards a fuller longer story. Before we get to the actual play, though, find out about my more limited set-up and my initial expectations of a "The GLOW 1995" before it became "The GLOW 1992: Agent Johnny Blue vs The Kid" that has been foreshadowed since early in the meta-series.
After a semi-recent watch of the semi-recent movie, Freaky Tales, I began to contemplate what such a format might look like in a solo rpg. Then I started working out how I might combine this with Jason Morningstar's Fiasco. The dream is to create a short solo campaign centered around a cast of related characters [at least thinly] where each POV is largely unique but with some degree of interweaving the plot. Possible for a future experiment on this blog.
In this session, our heroes confront a hungry troll just looking for food and a trio of sea nymphs who just might be interested in something very nearly like revenge. Also featured are large piles of trash and lots of walking. As you do.
Gryffin leads his team back into the sea caverns to continue the search but things almost immediately go wrong once a room with a strange curse enthralls one of the members.
Like many solo roleplayers, it can be almost overwhelming at how many games I could play. This post is me trying to work out a few possibilities and sort them. How well it predicts any content that actually makes it to The Doug Alone, I have no idea.
