Image by Davy Heuser
The Lincoln Hedgeway - 2,000 Miles Of Fabled Roads
A storm of raw nightmare blows through Los Angeles, with no end in sight. The solution lies 2,000 miles away, down America's oldest and Wyrdest road.
TYPE
SYSTEM
EXPERIENCE
AGE
$20.00
/ Session
Details
Weekly / Saturday – 5:00 PM UTC
Campaign Length / 10–20 Sessions
3–6 Hour Duration
1 / 5 Seats Filled
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About the adventure
2024. Los Angeles. November. The world changed again. As is always the case, it changed not in flashpoints or for want of a nail, but in slow, incremental ways, and at different rates for everyone. Like truth, justice, and the plot of 'The Great Gatsby', change is perceptual and personal, and almost nobody can agree on when it happened to them. For whatever reason, drawn as you were by strange, eldritch or occluded motives, you found yourself settling down in Los Angeles. Just like every other dreamer, straggler or former gifted child with nebulous but oft-promoted talents, you drifted in off the Great Plains, through the Midwest, or even out from The Grand Wide Abroad, with little more than the clothes on your back, the dreams in your mind, and your memories of home to keep you company. However, in your case, the clothes may well have fit a little stranger; the dreams were quite a bit darker; and those memories have been corrupted by the jagged, thorny thoughts of the most recent home They took you to. Were you a victim? A prisoner? An adopted, turned wayward child? In any case, They changed you, in ways you're still struggling to come to terms with. Still, in whatever cobbled-together excuse for a career you keep up in this City of Lost Angels, you can't deny that their twisted gifts have given you a substantial advantage. Even more than their bizarre magics born of promise, word and debt, however, you've found strength in a community, born of the broken, the condemned and the hunted: beings just like you. Soon, just like a lot of people. However, as the year pulls to a close, everyone can feel the Courts bleeding. Day by day, the Grand Courts of Los Angeles are being pushed back into the gray ocean of memory. Each night brings with it yet more dimming of the fitful, manic hope of abandoned souls. Where before, grand and vibrant bonfires, taprooms and ampitheatres had held host to uproarious performances, intimate conversations, and strategic meetings to oppose shared threats, there now lies only empty, cold halls; 'Seen: 10:03' promises on a group-chat; and, much more concerningly, screams inside your dreams. Screams of those you know, and love, and who are absent at the next council. Eventually, your fears and suspicions are confirmed. A higher-up who either trusts you or has leverage over you draws you into an inter-Court plan. They don't know what exactly it is that's conjured it, but a sourceless, traceless storm of raw nightmare has begun to burst in through the cracks. A ritual to turn its path away has been uncovered: but, crucially, as all the best rituals do, it requires an INCREDIBLY specific ingredient. An ingredient that can be found only in the Henry Ford Museum, in Dearborn, Michigan: approximately 2,000 miles away. And, with the storm plucking the Lost like flies from the sky, the road remains the only option. And not just any road, at that: the Lincoln Highway, America's oldest (and strangest) road network.
Game style
Roleplay Heavy
Rule of Cool (RoC)
Game themes
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Inclusive, Creativity, World Builder
About me
Hello there! My name's Alasdair S. Goudie, and I've been alternately playing and GMing in various different systems throughout the past 8 years. From a solid and long-running foundation in running 5th Edition Dungeons & Dragons, I've moved on to running Warhammer Fantasy Roleplay 4th Edition, Cyberpunk 2020/RED, various games in the World of Darkness line, numerous Fria Ligan games (with a particular fondness for ALIEN!) and a whole host of others. Recently, I've even started designing and playtesting my own TTRPG system, Hand-and-a-Half - a game all about the trials, tribulations, and wonderful extremes associated with being a mercenary in a Renaissance-styled world. When it comes to running games, I've always sought to prioritise two things - my story, and the player's stories. As a writer, Scottish Literature graduate, and dedicated overthinker, I've always put my heart, soul, and no small amount of man-hours into designing maps, statting up characters, and setting up scenarios that can help draw out the fundamental themes, concepts and narrative beats sewn into each character as part of their creation. To quote D&D philosopher Jim Davis, 'both crunch and fluff are part of a balanced gaming breakfast', and I'm a strong believer in unifying and rewarding mechanics-forward and narrative-forward gameplay. If you want to play a mechanically strong character, you deserve to have an immersive, ever-adapting, engaging and interactive world that rewards your character choices: and, if you want to create a fully unique, intriguing and thematically strong character to interact with that world's many stories, you deserve mechanical support for that idea. (I'm not only fully comfortable with homebrewing, but I love doing it, so I'm more than happy to whip up some new mechanics or content to suit your taste if the game we're playing doesn't have them.) My background in improv, live comedy and theatrical productions also means that I'm more than capable of depicting the various characters you're likely to meet: and, likewise, my background as a dedicated nerd and lore monkey means that I'm more than happy to take part in deep-dives into a system's lore with you. I'm absolutely going to reward choices you make that not only fit character, but also fit the tone, ethos, and ethics of the system & setting. As a summary of other relevant information, I'm 26, GMT-based, and I love cycling, hiking, long walks, smoky tea, and mid-20th century science fiction & fantasy. I'm also neurodivergent, bisexual, and entirely without patience for racism and discrimination of any variety. Making characters, in-game choices, or comments intended to make other players (or me) uncomfortable, or making a conscious effort to insult, stereotype or mock cultural or sexual identities in-game, will immediately result in you being kicked from the game. If you have any other questions whatsoever about the games I'm running, games I've run in the past, my policies or rates, or the works of Scottish artist/author Alasdair Gray, you can feel free to shoot me a message.
View Profile →Character creation
Creating your character
First of all, thank you for the interest in my game! And, second, before we even talk about mechanics, we should cover the fact that Changeling: The Lost is an extremely thematic, narrative-heavy game of personal horror and (ironically enough) fundamentally human stories. (After all, what's more human than the search for lost humanity? For more, see Proust.) As such, in addition to reading the core Changeling: The Lost 2E rulebook (I'll be happy to provide a PDF if you don't have one), I also encourage you to check out some of the primary thematic inspirations that inspired me to create this game centred around the main themes of found communities, travel, the changing landscapes of shared dreams and communal/social ideals (which, in this game, are real and dangerous to you in new and exciting ways), and neglected/abandoned communities (as this game will be spending a lot of time in the Midwest), I recommend the following reading list: - Kerouac's 'On the Road'. - Achebe's 'Things Fall Apart'. - Gray's 'Lanark' & 'Poor Things'. - Neil M. Gunn's 'Highland River'. - McCarthy's 'Blood Meridian'. - Butlin's 'the sound of my voice'. - The music of KNOWER, Joni Mitchell and The Talking Heads. More than any of those, however, I also recommend this game's most direct inspiration - Noah Caldwell-Gervais' staggering 7.5hr epic about the Lincoln Highway (which you can find here https://www.youtube.com/watch?v=SmFQR0IltDQ&ab_channel=NoahCaldwell-Gervais). However, reading any of these (or even watching the video, although I do really recommend it) isn't necessary: all that matters is that you're bought from the off. We'll be using any and all material available for Changeling: The Lost's 2nd Edition, including material I've homebrewed myself (as I am a prolific and unapologetic homebrewer). In Session 0, we'll go over my GMing style, my general plan for the game as a whole (both thematically and in terms of actual narrative plans), safety tools, and we'll cover all the necessary elements involved in character creation. Most importantly, we'll cover who your characters are, how they've come to be in Los Angeles, how they know each other, and how they've been called up to take part in this bizarre odyssey to begin with. Ahead of time, I'd mainly just ask you to think about your character as a person (or, whatever they are now): what happened during their Durance, who their Keeper might be, how they've settled down in this bright and chaotic city, and what (or who) they might miss about it the most when the game calls them East. (Given that this is a travel-oriented game, Merits that rely on regional players (like Allies or Contacts) aren't recommended, although Mantle will carry over anywhere.)
What to expect
Preparing for the session
You'll need the following in order to play in my game: - Stable internet access. - A computer that can run the software Foundry VTT reliably. (It is a more software-intensive program than Roll20, so make sure that your hardware's up to the task.) - A Discord account. - A decent-quality microphone - suitable ones, such as those for videoconferencing, can be found on Amazon for not much more than the weekly cost of this game. - A webcam. (This may or may not be required, depending on whether we decide to use video as a group or not - I personally prefer to use it, but I'm aware some people might not, so I'll always defer to player comfort on this front.) And that's pretty much it! I'll be using Foundry VTT to run this game, which means that you won't even need to make an account to log in and play - and, because of my setup, you'll be able to log back in at any time using the link to check your notes or update your sheet. I ideally recommend that you do read the rules for Character Creation for Changeling: The Lost ahead of time, as well as the general lore chapters as well, just to make sure you're familiar with the core themes and concepts of the game as a whole. However, we will be going over all of these factors during Session 0 anyway, so don't worry if you're a little pressed for time.
What Alasdair Goudie brings to the table
As a GM with roughly a decade's worth of experience in running games, I bring a fundamental foundation of practice, focus and motivation to each and every game that I run. My background in fiction writing, and my overwhelming passion for narrative, has led me to really prioritise character-driven stories in games that I run, and to tailor the worlds and games I'm running in order to bring about the best in both my players and their characters. The more you give to me on that front, both in the initial moment of character creation and while roleplaying during the average session, the more I'll give back to you. If you provide me with backstory, I'll use it; if you take the time to visit NPC's and establish relationships, they WILL come back to benefit you, just as much as if you'd rolled a bunch of successes. Playing creatively, playing smart, and, most importantly, playing to your character and to their motivations, are all reliable ways to get on my good side, and to see that investment rewarded in turn. Similarly, as a writer and aspiring game developer, I'm always working on homebrew mechanics for the games I run. If you don't see the Seeming, Kith, Merits or other mechanical concepts to support your thematic vision, we can easily work together and get something sorted. In addition, my background in local improv, live theatre and VO work (particularly audiobooks) has meant that, while I'm by no means a professional actor, I'm more than capable of injecting flavour and personality into the many and varied characters you might come across. In addition to my library of game PDF's you're more than willing to use while you're in one of my games, I'm also really fond of making custom maps for combat encounters. If a significant encounter is happening, you can *definitely* expect a custom map to be provided for it, in which terrain, levels, and interactible items will all play a factor, as part of general strategy. Although I am a very narrative-forward GM, combat is absolutely a vital part of stories like these, and, when it happens, I love to pitch my players against challenging opponents which have multiple solutions to defeat them, in crunchy, satisfying, multi-layered encounters. You can engage with them like a puzzle, as a debate partner, or as a series of nails that need definitively hammering - all of which work great for me. To use more 'industry' terms, I'd say that my 'Three Pillars Priority' goes Roleplay, then Combat, then Exploration. I tend to alternate between Rule of Cool and Rules as Written, depending on what the mood calls for at the time. So long as you're making moves that are fun, largely grounded in the rules, and genre/mood-appropriate, I'm willing to bend quite a bit in order for us to have a good time.
Homebrew rules
I don't really have many homebrew mechanics for this system. However, I have already developed, and will further be developing, homebrew Merits, Contracts, Courts, and similar mechanics, which you as a player will have access to.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Alasdair Goudie creates a safe table
As a general rule, I tend to prefer discussing Lines and Veils during Session 0, communally - that way, everyone can be aware of everyone's boundaries publically, and thus we can all know what kind of behaviour and content is and isn't appropriate to share in games or at the table. However, I am also aware that, given the subject matter, people may not wish to share their Lines and Veils publically, so any player is also more than free to message me privately about the matter, and I'll try to keep people on course as best I can. I will tend to check in for aftercare in the aftermath of sessions where dark and potentially triggering topics have been raised. Changeling: The Lost, as a rule, is a rather dark game - you're playing victims of abuse by default, after all - and so I do encourage people to read through the core book ahead of time and decide if it's for them. However, I really do hope that, even if you do have similar experiences to those the book (and this game) depicts, that you sign up anyway. I never treat such subjects flippantly or callously, and ensure that my players don't either: and, contrastingly, I feel (and there's a lot of academic evidence to support this) that an earnest, open engagement with these subjects in a safe environment can go a long way towards grappling with said issues. However, that's ultimately up to you. If, during play, any content comes up that gives you pause, feel free to privately message me a 'Y' (for 'yellow') - that'll mean that I either tone down the content, or begin to transition the scene away from it (as appropriate). If any content comes up that makes you really, profoundly uncomfortable, to the point of it impacting your enjoyment of the game, message me 'R' (for 'red) instead, and I'll move on to a different scene. We will be using other safety tools as well, but we'll go over these in Session 0.
Content warnings
Safety tools used