So, I'm gonna be running an adaptation of Palladium's TMNT adventure module "Truckin' Turtles", and my god its gonna be such a trainwreck
luckily, this adventure's set in the Crinoverse, so this is to be expected. its a PL8 2e adventure, so I thought I'd run some of the changes by you guys, see what works
1) Probably going to drop the Bert subplot, depending on NPC interaction
2) most of the PC's submitted so far are built for Range. means less kung fu, more john woo
3) may replace chiquita's shriner ninja with SHADOW agents
4) White Knight'll be the bad guy behind the st. Louis Arch adventure. can 6 pl 8 heroes take him?
5) the burger heaven adventure's ghost gets buffed up

