Original ThreadBasic concept of this game is "Einsteinian Roulette style game set in High Fantasy universe. I took some basics straight outta that system, credit to Piecewise and all the players who helped him make that such a success, and adapted them for my GM style.
You find yourselves in various locations around a pair of large wagons, complete with two pairs of rhinoceroses to pull them.
Wolfman, you are the driver on the lead cart.
PYLON, you are strapped in to the back of the lead cart, with a view of both carts. You have a weird little module attached to you with a couple buttons on it. manipulating one button will read off a list of supplies in gnome voice. The other buttons read off lists of required items, in the voices of several of the npcs. looks like it's mostly barter. PYLON is to guard the carts from theft and teammate fuckery. And also to NOT kill the rhinoceroses. Also, some of hte items listed are a tad volatile, so try not to set them off either.
You other two are kinda plopped into the second cart. You were dumped in unceremoniously, right on top of piles of stuff.
Looking about, youfind yourselves in a desert that feels hotter than even Omega Base. looking up, you begin to see why. Two suns sit high in the sky: one, a small orange blob, and the other, a tiny blue pinprick. that one hurts to look at. And, across a large swath of the flat horizon, is a large glowing arc, like a setting sun writ ten times as large and a tenth the brightness.
The road ahead is dusty, flat, and empty. a small map, also attached to PYLON, suggests that the city you are heading to lies in a canyn up ahead, but it is not visible in the baked haze that is your immediate future.
Oh, and Altair has a little wooden disk with a copper band encircling it that he can use to practice his craft. If he came along at all.