I normally don't try and advocate game recaps too much. When
I read a recap on another blog I tend to find it boring and trite. However, I
have been directly asked to relate my campaign's development, and like my olden
days of college radio, it's hard for me to resist a request. If nothing else,
these recaps will provide me with a means of communicating some of the implied
ideas I have about Modern campaigns, as well as the less than clearly described
rules, and subsequent rules tweaks.
Also, stats for evil Nazi Warlocks.
Ambiance
Uncle Sam needs you! ... to roll a crit. |
For the start of this mini-campaign, I wanted to have a
really memorable first session. I wanted to put in even more work than I
usually do so as to have the campaign start on the right foot - the foot of
adventure! To this I went out of my way to reinforce one of the themes of the
campaign: saving America from its enemies. I wore a red-white/blue outfit, made
hot dogs and apple pie, and put the Team
America: World Police Theme Song (America, Fuck Yeah!) at the top of my
playlist.
Lastly, I had my laptop setup nearby with a slideshow of
images of Taiwan, focusing on the nightlife, the Taiwanese traditional culture,
and the Flipper Bridge to the mainland. The flipper bridge actually connects
Hong Kong to mainland China, but whatever.
Scene #1: En Route
over the Pacific
The game started with a brief introduction. The players are
informed that the leader of the free world, Barack Obama, has been captured in
Taiwan while on a diplomatic mission to the Pan-Pacific Hegemony (aka The
Empire of the Golden Dawn). The Secret Service detachment assigned to the
President had been ambushed and completely decimated. Obama himself is being
held in a warehouse in a run-down manufacturing district in Taipei, and unless
the islands of Hawaii are surrendered to The Golden Dawn, he will be killed and
his head paraded through Tiananmen Square on a pike. The rest of the world is
blissfully unaware of the catastrophe that has befallen the West and Department
7 would like to keep it that way. The Agents' first Assignment, therefore, is
to rescue Barack Obama from the clutches of the Pan-Pacific Hegemony and bring
him back to the nearby US-controlled airbase with no one the wiser.
As you can see, the game is already getting ridiculous and
we haven't even rolled a single die.
The players then have the opportunity to equip themselves
with weapons, armor, and up to any 5 mundane items as their characters prepare
for the Assignment. On the Department 7 jet, they have access to Spec Op Omega
Tech and several players choose to spend their characters' starting Wealth
right away. Of note, one Wealthy character buys a car (basic sedan for stats). Not
just that, he wants to customize and personalize the car (it's an El Camino),
so it can't be something just picked up off a dealer's lot. I love the idea of
players investing in the game world by tailoring their equipment, especially a
car, which is often a very personal expression of character in the real world,
so I’ve got to find a way to make
this happen. Here, I encounter my first point of discontinuity/plot hole and
realize that it would logically be very difficult for the personalized El Camino
to make an appearance in Taiwan. By the way, I also decided on the fly that
Taiwan is still (miraculously) independent of mainland China in the campaign.
In true Hollywood blockbuster fashion, the El Camino is strapped to the bottom
of the plane's fuselage, the heroes are packed into it, and the car gets safely
skidded onto the Taipei airport, tires squealing, as the Department 7 jetliner
banks away. Michael Bay ain't got shit on
us!
During this time, I asked the "Question of the
Week": Why did Department 7 pick you? What unique experience or skill does
your character have that makes you indispensable for the safety of America?
V for Vendetta
(Fast/Gunslinger)- after wrecking
the Norsefire Party in England, the Yanks recruit her, thinking that she’s pretty good at toppling
totalitarian regimes like the Golden Dawn.
McGillicuddy (Investigative/Field
Scientist) - assigned war journalist to document Department 7's activities and
put a positive spin on everything. Also, knows magic.
Ambrose Chase
(Gunslinger/Daredevil) -
amoral soldier who likes to shoot bad guys. USA think is good? Yes.
John Steed
(Fast/Smart) - rich,
surfer playboy from Hawaii who fancies himself to be a British spy and used
connections to get involved with Department 7.
Alex Murphy
(Tough/Techie) - after cleaning up the
mean streets of Detroit, the Fed figured he'd be useful on an international
level.
Scene #2: The
Warehouse
The Agents approach during the night and park their car a few
yards away from the known location of the President. McGillicuddy uses his
Field Scientist prowess to craft a set of bolt cutters out of nearby scrap
metal and snips open the chain link fence to the back lot of the building.
After a lot of back and forth, the Agents get antsy and storm in. Inside they
find Barack Obama, hogtied and held above a cauldron of bubbling acid by a
rusty chain that is slowly (4 rounds) lowering him into the vat. There are six
laser-eye robotic ninja assassins (Minion Artillery) scattered about the room,
multiple heights involved due to steel-grating catwalks, lots of wooden crates
to provide cover, and the robot-ninja Scorpion, ala Mortal Kombat (higher level
Controller). At the first chance, a Minion starts a bomb on a wall with a
visible 30 second (5 round) timer.
A fight breaks out, the Agents win. Quick highlights:
* A player absent-mindedly mused that it would be cool/funny
is Barack got dipped only halfway into the acid, so then he'd be like Twoface
from Batman (half black and half white). Keep in mind that my group isn't very
politically correct to begin with, and this was the watershed point where
things got way worse. Anyway, at that point I had Barack flipped onto his side
to roll with her idea and potentially create that situation. He was saved in
time, however I may revisit this idea.
* That same player then had her Agent wisely avoid most of
the combat and focused on dealing with the bomb. She flubbed a bunch of skill rolls
and, a little frustrated, asked the just-saved "Barry" to stop
standing there and help out. "What
does he even do?” she asked. At this point, I had no idea what he did. I
had no stats for Barack Obama whatsoever, nor did I even have written
guidelines as to how he should be / could be rescued. I just winged it. So, Obama
hopped over to her and offered an inspirational speech to give her +2 to skill
checks.
* Everyone at the table then goes from saying "Mr. President" to "Barry".
* Using the rule of players’ roll all d20s took a bit of getting
used to for me since it conversely means I never
roll d20’s, but the players seemed to catch on with no problem and I think they
enjoyed it. It worked flawlessly with the '+4 or reroll' mechanic of the action
points.
* The new action point mechanic is a life saver and I couldn’t
be happier with how it has provided an avenue for Agents to succeed on wild
stunts.
* Before this, McGillicuddy was a bit distanced from the
rest of the group, so he ran to the car and smashed through the front door and
into the vat of acid, allowing John Steed to easily save Barry. This meant,
however, that the car needed to go through the space of Ambrose Chase, in my
mind necessitating a potential incident of being run over with a car. I didn't
have any thought-out rules for that kind of impact, so we went with an opposed
Constitution (McGillicuddy) vs. Reflex (Ambrose) check, with Ambrose's failure
leading to 1d6+3 physical damage and being knocked prone. With his extra action
point, he saved and smoothly rolled over the car's hood. The vat of acid took
the 1d6+3 physical damage, the characters (including Scorpion) balancing on its
edge were knocked prone, and the acid began leaking out of the sides of the
vat.
* The bomb was now freed from the wall and it is tossed up
to Barry who "shoots hoops"
and tosses the explosive device into the empty steel vat like a 3-point shot.
Because, you know, Barack is good at basketball. The President then jumps into
the back of the El Camino and everyone drives out of the building to safety
before it is destroyed.
* Having multiple threats to worry about (enemies attacking,
Barack in acid, bomb going off) really kept the group thinking on their toes
and challenged. Notice that I consider all enemies collectively as just one
threat. An encounter with only one threat is extremely easy to beat. That's not
to say it doesn't have its time and place, in fact I use that format later, but
something truly challenging needs to have more. That’s a Fourthcore lesson for
ya.
* Something that really stuck out at me was how badly the group did. It was amateur
level tactics by a group of D&D veterans. I felt that they were much
disorganized, probably due to the lack of clear character roles. For an ongoing
campaign, the Agents really need to figure out some strategy and division of
labor. I was used to these guys fighting like a disciplined championship boxer,
and instead they threw wild haymakers like 8-year-old boys, running in and just
attacking whatever enemy was close. The bumbling about led to a near death on this
Level 2 Encounter, and I had to implement a new house rule: Death at negative
hit points instead of negative bloodied hit points. I know, I'm a big softie.
This rule may go away once the group finds their stride.
Scene #3: Motorcycle Chase
After a short rest, the dust and debris clears from the
explosion and collapsing building and motorcycle engines are revved. Three
robot ninja minions hop onto Ducati's and speed off. The Agents give pursuit in
the El Camino. After a long review of the Chase Scene rules, we get to the
first Road and Steed places a tractor-trailer hazard to cut off the
motorcycles' range of motion on the map. A bit overkill, as (duh!) the three
minions are blown away off their bikes in a single round. The group is able to
claim two of the motorcycles for their own. Mini-to-mini combat works in Chase
Scenes just like it would anytime else, so it was a very simple matter for some
Agents in the back of the El Camino to jump from car to motorcycle and
one-handedly kill the driver and then take control of the vehicle.
Lesson Learned: the XP value of a Chase Scene is the lower of the sum of your creatures or a Skill Challenge of level equal to
the enemy drivers' average level and with Complexity inversely proportional to
the number of Roads (Complexity equal to number of Roads when the Agents are being
chased).
I had created an Encounter with a total of less than 100 XP
and it predictably finished before anything really interesting happened.
Scene #4: Debriefing
& Interlude
The Agents return Barack Obama to the US airbase and
debrief. Barack explains that Michelle Obama was taken captive as well, and she
needs to be recovered. In exchange, Obama will then owe the entire group a huge
favor. The Agents agree that it's worth the effort.
At this point, I have completely run out of prepared notes.
Purposefully, I only planned about half of the session, forcing myself out of
my comfort zone and into the realm of improv. I think this was a success and
the game benefitted from this hard decision.
The US forces give the Department 7 Agents the following information:
* They suspect the yakuza has Michelle. The yakuza boss is
none other than Oren Ishii.
* McGillicuddy knows that the yakuza boss is addicted (moderate) to Black Lotus.
The Agents then:
* Head into town, searching for sources of Black Lotus.
* Find a source that is open at this time of night, but
can't find it and get lost in the back alleys of Taipei.
* Stumbling in the alleys trying to get un-lost, the Agents
hear nearby chanting, in Latin, from the sewers.
* The chanting abruptly stops, replaced by conversational
German. In the players' minds, 'German' equates to 'evil'. I know this going
in, and I use it to my advantage. The pacing at the table has slowed down prior
to this point and I want to kick it back up. I do this by placing a very
obvious, very morally clear objective in front of the players that I know will
lead to combat. It's the Modern equivalent of having an Orc berserker smash
down the door to the PCs' inn. Everyone knows that you should kill Nazis and
take their stuff. Which, by the way, I'll get even closer to one week when we
get slow again at the table by having a flamethrower-wielding commando burn his
way into the room.
Scene #5: Nazi
Warlock
* In the sewers, the Nazis (a bald-headed Warlock and a
fresh recruit) have a zombified Vice President Joe Biden chained to the wall.
Combat starts immediately.
* My notes are basically nonexistent at this point, and I'm
just going off of my preprinted monster stats by level guidelines (see below).
The young soldier is level 1 and the warlock is level 3. The warlock makes
magic force fields that stop bullets, and releases zombie-Biden (level 3), and
has some magical energy push effects. The fight goes very quickly, which I
wanted since this is just a small diversion from the main plot of tracking down
Michelle Obama.
* I slap together a secret altar with hidden wealth, a stolen
gold menorah, in the room. There is an ancient tome that allows the user to
create zombies with no other details given. The Agents find these items. The Nazi gold
grants a Wealth Roll to one of the Agents, and the players will have to deduce
all of the effects of the tome when the time comes and they use it. This gives
me ample time to think of some compelling and interesting mechanics to put into
play for later.
* Through the Investigative's ability (Inquisitive's Eyes),
they find the clues that I want them to find, and then some. The player rolled
a natural 20 on the check, so I felt obliged to give him more information than
really reasonable. One of the themes to a fun Modern game is to be unrealistic, so I give the Agents a
play by play of what has happened in these sewers in the last 24 hours,
including Michelle Obama's willing defection to the Nazi's and selling out
Biden in exchange for her safety. The Nazi's agree and tell her to wait in the
penthouse of nearby hotel where they will pick her up on the roof via their
Swasticopter. While she waits, she will be guarded by mercenaries disguised to
implicate the Golden Dawn should any US Agents find her beforehand. Which of course, they will, and they will see right through her ruse. I'm excited about all this, however, as even though the Agents have all this information, they still must decide what to do with it. Do they simply kill the traitorous First Lady? Do they return her, knowing full well where her allegiances truly lie? If they implicate her as a Nazi traitor, how do they prove this? These kinds of questions will be great roleplaying fodder.
* In hindsight, this was perhaps too much information given
as it negated the fun in figuring out what all the clues in a scene really
mean. To remedy this, Inquisitive's Eyes has been changed to an Encounter
power, but only takes a snapshot of the room. I've described it to my players
as that scene in Boondock Saints with
Willem Defoe finding all the clues and spazzing out with his walkman. He gets a
good picture of what happened, but some of the details get a little muddied.
Scene #6: Cliffhanger
* The Agents go outside and begin searching for hotels that
could possibly hold a helicopter. I hand-wave a lot of this since
1). it's boring, and
2). it's information that can be easily figured out with some decent internet resources.
2). it's information that can be easily figured out with some decent internet resources.
* The Agents stumble onto the 'Warring Buddha', the source of Black Lotus, although they've now
rightfully abandoned the idea of going after the yakuza. Interestingly, the
shop is only open from midnight to daybreak. The Agents decide to come back later
and I make plans, on the spot, for
the Warring Buddha to be a source of
occult Omega Tech. The name itself was a slip of the tongue, I forget what the
first name I came up with, and Alex Murphy's character came up with it as a
joke. I've been taking any interest the players have in investing in the game,
even jokingly like this, and just rolling with it. He told me he envisioned the
store's sign as a pair of neon, planking E-Honda's. I envision the inside of
the store to be like the Chinatown antique shop from Gremlins.
* The Agents find the right hotel, Hotel Peterson, (a
reference to The Peterson Counterstrike) and see that it has a penthouse
suite rented by Mr. Viktor Zetta. Bingo!
* The Agents go up the elevator, the elevator stops
mid-ascent, they hear metal scraping sounds, they feel the elevator begin to
drop ... until next time! When I begin to introduce mind-destroying, cthulhoid
alien horrors lurking in the hotel basement!
You blog is the best thing a found in the internet about Gamma World. ever.
ReplyDeleteHa! Thanks
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