ITV Session 19: the Alien Complex

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Session starts where we left off. Half the team is investigating the remains of an alien complex they have discovered, and half is on the way in the ship.

In the complex, Flint and Lucky use the drone to scout down the corridors of the complex. They encounter no dangers other than the green slime in various places, and once they get into corridor leading up to the previously discovered control room there is none. Lucky uses the universal translator to try to find out of the green slime is sentient. A smart move. No sign of intelligence of any kind is detected It’s just slime.

As they explore, Roger, Art, Barney, and Joe are on their way in the ship. Art and Joe pick up another drone heading toward them. Roger makes his Pilot roll, and throws the ship into a corkscrew flight path. As the drone approaches and fires, Barney fires one dual pulse laser turret and Art fires the automated one. They score hits, while the drone misses. Its control computer damaged, the drone flies out of control and is destroyed. They continue toward the complex. Arriving, they see the disabled air-raft. Roger lands the ship, and with the assistance of the mining pod and the robot are able to get the vehicle on board. Barney enters the complex to assist with evaluating it and powering up the alien computers.

Roger takes the ship and finds the big cube ship that has landed in the forest nearby. The crew onboard the ship is able to destroy it before it can launch additional drones.  The return to the complex site and enter.

Barney evaluates what he sees. It appears to be an engineering and power station. Three vats empty into pipes which disappear down another corridor. He says they are like intended to supply injectants to some kind of reactor.

Inside the control room, the team has had Zal use the universal translator artifact to evaluate the control panels. He’s not an engineer and can’t tell much, but he is able to read the notations of the panels and confirm it is some kind of power regulation system. Barney arrives, and they decide to try to power up the panels. The take the power supply out of the robot, and Barney is able to using his massive Engineering skill to make things work.

While the team works on that project, Flint uses the drone to explore the chamber containing the reactor. Using the multispectral scanners of the drone, he can tell that there is a tiny fissure on the containment vessel and describes if to Barney via radio. Barney says there is probably some kind of spinning core in there, still emitting some radiation, and when it passes that fissure it is creating the signal they picked up that lead them here.  The chamber is full of the green slime, and Art deduces the slime must be feeding on the radiation. At this point there isn’t enough radiation to harm the team.

Barney manages to power up the computers, and is able to use the universal translator to gain some info about the installation. He finds that this planet was inhabited by a race called the Drysti, who were descended from avian stock. They attained TL-11, explored space, and attracted the attention of the Enemy. The never saw the Enemy, and lacked the technology to defend themselves. The Enemy destroyed their outposts in the subsector, and finally bombarded this planet with asteroids, scrubbing it. This was a power station on the outskirts of a large military base, which was destroyed by an asteroid strike. While there is no navigation info on the remains of this computer system, they do find some cultural info on the Drysti, which they download for Zal. Barney also finds a stand-down code with which the team can power down the robotic security forces they’ve encountered — still functioning and self-maintaining for many centuries.

The planet now relatively safe, the team returns the ship to the shelter they had previously discovered, and begin pre-jump maintenance.

End Session
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Elapsed game time: 217 days

 

SAFCOcast 20: the Elements of a Traveller Game!

In this episode Jeff and Bob discuss the basic elements of a Traveller game, as detailed by Marc Miller in the Traveller Book.

Before that Bob does a short correction from the previous episode,  we do Internet Finds, and some fun Rules Finds, as well as present the last of the planets submitted in our Random Planet Generation Smackdown! (that system appears below, under the relevant links).

Relevant links:

 

Random Planet #9!

Faddle – from Pete Burke

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Faddle is a cold, icy world with most of the surface covered in permafrost.  

There is a band approximately 400 miles wide around the equator that is comfortable and is actually considered pleasantly tropical.  The atmosphere is dense which helps create the effect Faddle is famous for – the floating “Udrassi” mats. 

Udrassi is a native organic lifeform that straddles the line between fungus, plant and animal life.  The udrassi combine into large circular floating mats that organize around a central hub.  On each hub,  three pools of amino acids are arranged in a triangular pattern – early colonists to the planet were able to quickly determine that by adding saline water of specific concentrations to the pools in certain sequuences, the mats could be raised, lowered or steered and also directed to attract or repel other floating mats. 

The mats are extremely strong – some colonists built houses and larger buildings anchoring into the mats themselves.  It wasn’t long until early colonial families created resort hotel compounds for tourists by assembling larger mats together – and by manipulating the hub pools on the mats, small towns developed by combining mats together.
  

The planet is mostly a recreation destination – the floating lifestyle of the permanent residents is very laid back .  Some floating resorts stay in the tropics all year round, while others float to a mountain range south of the equator in the permafrost region where a ski resort has been set up.

Into the Void Ref’s Notes 18

Session 18 was a continuation of the adventure from the previous session, and I suppose part 3 o4 4 in series of games related to an expedition into the Void (unexplored space beyond the Imperial border, going coreward).

As our gaming group has expanded from three players to six, running the game and keeping everyone engaged has become more challenging. This is a good thing. As a Traveller Referee, and gamemaster in general, I think it’s important for me to keep challenging myself. Otherwise, things get stale for all of us. This means that sometimes a session, like the previous one, might not be action-packed. Sometimes it is necessary to set the stage. That is not to say that in session 17 no one did anything. It’s just that they aren’t making constant die rolls and skill checks. A lot of our games are just the players discussing possible actions, and doing things that don’t require a skill roll. I feel like this is kind of different than a lot of games. I’ve never been in a D&D game where there wasn’t a lot of die rolling, a lot of combat, etc. Superhero games of course tend to be constant combat. The trick is to keep players engaged with the game without cramming it full of die rolls and violence. In Traveller, violence will get you dead.

Anyway, in this session the pace picked up a bit. Eventually the party had split into 3 groups (though one group was a group of one). We’ve done enough of this kind of thing that it no longer phases me. They can do whatever they want. I can make it work. Split the party? Sure, go ahead. This works just fine IF your players don’t insist on super accurate timelines. If they are good with letting the GM manage the timing of everything, you can have create a nice flow without railroading the players. I do think it’s important to move back and forth between the groups and the players fairly quickly when running a session like this. I don’t like any player going more than a few minutes without getting to make some decision, do some roleplaying, or being active in some way. They are there to play, not be spectators.

One thing I really considered about the current adventure, on the current planet, is whether or not is would be too tired and expected for them to find what they have found there.  However, I think I’ve planted enough clues and knowledge to be gained on that world that if the players choose to investigate, it will not just a planet where they blew up robots.

But there is nothing wrong with blowing up robots. That can be really good too. As my podcasting partner Jeff K says, an adventure needs ups and downs.

Ooooooo! I just thought of something great to put in there!

Now, all this being said, I have reiterated to the players that they can proceed however they want! If they think this planet is taking too much of a toll on their resources, not on-task, or whatever, they can try jumping to the next system (skipping the standard week of maintenance and risking miss-jump, of course). Hell, they could tell Zal and the Baroness they are done and just return to Mylor. I, as referee, will keep up with them. I have encounters and ideas to throw at them regardless. I want them to really feel free to pursue whatever they want.

One thing I need to do next session is increase my description of the alien environment. That is very important. This time I was so focussed on keeping the game running that I feel like I let that slide a bit.

ITV Session 18: more on the Blasted World

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SAFCO and associates  start where they left off, on a blasted planet several parsecs into the Void. The away team of Flint, Lucky, Zal, Fardt, and the Baroness are at the ruined alien installation they discovered last session, on the edge of an impact crater. They are outside the entrance to the corridor they had only begun to explore, looking at the disabled air-raft that was shot by an alien robotic drone’s laser. Flint, having air-raft skill, examines the vehicle and finds a laser shot has gone right through the power source. The vehicle might be repairable. Lucky and Flint examine the wreckage of the drone, finding somewhat high tech level electronics and technology, but incompatible with their own systems for various reasons.

Back on the ship, Barney has repaired minor electrical damage done by Joe’s jury-rigging of an external sensor array to give them some vision outside the rocky overhang currently sheltering the ship. Joe and Roger alert the away team that one of the two large objects that were descending from space appears to be landing very near the alien installation.  The away team spots it, high above their position and slightly back toward the ship, Flint using his rifle scope and Fwd Observer skill to estimate its size. Looks to be about the same size as the ones encountered in space — about the same volume as their ship..  Joe keeps watch for any drones that might approach the ship’s location.

Back with the away team, the group shelters in the first few feet of the damaged corridor in the side of the crater wall. Flint stays outside and attempts to use his Forward Observer skill to tell where the thing is going to land, but it land back over the crater wall — obscuring his view. Still based on his last sighting, he estimates it has landeded between 1/4 and 1/2 a mile away, which would put it back in the woods. He grabs some supplies (including a grenade launcher and some grenades) and stealthily climbs the up to the top, and proceeds out to find the cube.

Lucky and Fardt cover the air-raft with brush to camouflage it from the air. They then move back into the corridor. Inside the corridor, Lucky feels someone tap him on the shoulder. It’s Fardt, who then points down the dark corridor to the Baroness, who is moving past some rubble, further down the hall. Lucky calls out to her, but she doesn’t answer. Eventually he hears her exclaim “amazing.” The group follows her, dodging patches of glowing green slime, emerging into a larger and rubble-strewn chamber.

The crew at the ship decides on a course of action. Joe has spotted one of the smaller 4′ cube drones moving over the canopy of trees, some distance away. It must be destroyed. They decide that Art, the newest member of SAFCO, will use his Grav-Vehicle skill to take the mining pod and attempt to destroy that drone before it finds the ship. The pod is quick and maneuverable, has 2 grasping arms, one of which includes a mining laser usable at short range for 5d6 damage. He’ll have to get in close. Joe moves out in the forest, finds a line of site to the cube drone, and fires at it at extreme long range to distract it. It takes notices and begins moving toward him and away from the ship. Art takes off in the mining pod, quickly seeing it in the distance.

Using his Forward Observer skill, Flint creeps through the woods and finds the larger cube landed in a clearing. It is quiet. He waits and watches, debating further action and conferring with the team via communicator.

Art makes his Grav-Vehicle skill roll and is able to execute a fancy evasive maneuver that allows him to get to close range on the cube drone without it noticing. However, when he finally gets in laser range, the cube makes it’s target roll. It twirls about in mid-air, the muzzle of its laser cannon facing the mining pod. Simultaneous action — the mining pod hits it doing enough damage to severely disable it, while the cube misses the quickly darting pod. The cube is wobbling in the air.

The Rambler-II has meanwhile taken to the air to assist the pod. Roger makes an absurdly high Pilot roll and performs some crazy evasive maneuvers in case anything decides to shoot at them.  Barney is in the top dual laser turret, and trains the sites on the cube. However, the pod and the cube are very close together. A miss might result and the loss of the pod and the loss of good navigator. Barney decides not to fire.  Art fires the mining pod’s laser again, destroying the cube.

Hearing all this on the radio, and knowing that Lucky is having trouble keeping the Baroness and Zal under control, Flint starts back toward the installation. The mother cube is just sitting there.

Inside the alien installation, the away team discovers a large chamber with 3 large vats. the vat’s all have a pipe running into the north way, and each has a pipe running south, converging with the other two, and leading down another passageway.

Roger and Barney decide, for the meantime, to return the ship to its shelter. Art follows them in the mining pod, and they meet back up with Joe.

As Flint makes his way back to the installation, the away team continues to explore the facility. Like the entryway, there are patches of glowing green slime on the floor and walls, and the dust of dead slime all over. The Baroness discovers a thick glass window on the far side of the chamber, and uses a rag to clean it off enough to shine a light inside. She tells the team it looks like some sort of control room, but there is no obvious entrance. Lucky and Fardt explore the rest of the chamber, finding another corridor that was obscured by rubble. Fardt goes in and reports that there is a lot of rubble inside, and some slime, but it is passable. Lucky follows him and goes further, finding that he corridor moves diagonally and left, and there are a number of doors and openings down there.  The team discusses what to do next.

End of Session
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Elapsed game time: 217 days

 

Into the Void Ref’s Notes 17

This was the first session in which I really tried to randomize things and play things a bit more sandbox style. I’ve never been very comfortable with doing things that way, but felt like I needed to stretch myself and see where things went.

I created a few different tables, all rolled on 1d6. The tables were (or are, since I’m still using them)…

  • Potential landing sites
  • Animal encounters
  • Alien nemesis encounters
  • Planetary features of interest

I had the players roll to determine which possible landing sites they found, and I used the others to create the story. Pretty much the way one would use some of the tables in the Little Black Books, but I’m not fast enough with those and it would take too long.

One benefit of doing things this way (for me) is that I feel less like I’m railroading the players. It also tests my ability to think on my feet, which I’m not super happy with. I need practice. I made a few mistakes I’m going to correct in the next session. Yet another benefit of short sessions — this one was two hours. Beside fixing things I’ve messed up, since this was a short session the actions of the players and the way things developed have given me some ideas for the next game. So cool.

Challenges .  In this case, the party decided that several player characters would stay at the ship while the rest went off exploring. This is fine, but it isn’t easy to engage players that are simply at the ship doing Jump drive maintenance.  So I had to come up with some things to get them engaged. Not easy. However, I think the exploration party is in a big enough mess now that the characters at the ship are going to need to help out.

I don’t know what the PCs are going to do in the next session. They could do anything. But in this game their actions helped me figure out a few things about this planet,  so I think I can have plenty of ways to react no matter what they decide. What I need to do is plan a couple of jumps ahead. For all I know they may decide to take off and risk a no-maintenance jump just to get out of this system. So I need to be prepared.

 

ITV Session 17: the Blasted World

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The team begins in orbit of a planet just outside the Great Nebula of the Void, having met three apparently robotic defense drone ships as they entered the system, on their way to a gas giant to refuel.

The plant is small, size 4, and readings from orbit reveal a thin but breathable atmosphere. From space they see massive cratering, but no radiation. They assume this indicates some intentional asteroid bombardment in the distant past. No signs of prior civilization are apparent from orbit.

Given the 50% hydro rating of the planet, the team decides to scoop water from the ocean to get fuel, then find a sheltered place to land and do drive maintenance. They skim the coastline. Flint and Joe look for possible good tactical landing spots for the ship. Flint spots a deep canyon with a river that empties into the ocean, while Joe spots a massive crater that extends from the coast in the the water, guessing it is the previous site of a city.

Zal and the Baroness express interest in the crater site, thinking they might do some exploration and perhaps find something of archaeological significance. The team decides to land near the crater, where they find a rocky overhang that will hide the ship from orbital surveillance and provide protection from the weather. They land.

Barney begins drive and ship maintenance, along with Roger, Art, and Joe, while Flint, Lucky, Fardt, Zal, and the the Baroness take the air raft to go exploring.

Barney discovers the water they skimmed, and thus the fuel, was tainted. He makes an Engineering roll and is able to purify it enough for use. Joe makes a tactics roll, and uses his mechanic skill to set up some scanners outside the overhang, to monitor anything in the atmosphere.

Over the course of a couple of hours, the exploration team finds an unnatural source of radiation. Nothing dangerous, but above the planet’s normal background. What’s more, it is emitting in a repeating pattern. Conferring with the ship, Barney says it sounds like a decaying reactor core that has been breached.  The team sends their drone down, and they find what looks like a tunnel in the sloped wall of the deep crater. They find a place to land the air raft about 50′ from the opening and get out to explore.

Back at the ship, Roger and Joe see two objects on the sensors enter the atmosphere. One seems to be heading toward the location of the exploration team. They notify the team.

Venturing into the ruined corridor, the team sees lot of rubble as well as a slightly glowing slime in patches on the walls and floor. They are going to try to get back to the ship now, knowing about the incoming object, but Flint takes a minute to gather a sample of the slime. When he touches it, the slime expels a puff of sports into his face. Luckily he is wearing his respirator. No harm done. As the team gets back to the entrance they see a cube-shaped probe hovering about 20′ away from the entrance, 6′ off the ground. Lucky and Flint take shots at it, hitting its power cells and blowing it up. They exit the corridor to find the air raft disabled, apparently by a laser from the now destroyed probe.

End of session

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Elapsed game time: 217 days

Into the Void Ref’s Notes 16

Well, after talking about the challenge of running five PCs rather than four, we added a sixth PC this game. A close friend of mine, who I’ve wanted in the campaign for a long time joined. He lives out of state, so going to Roll20 simplified this whole thing a lot as far as getting him involved.

I have come to pride myself on adding PCs to the game in creative ways. Or at least not just going “you meet this guy” and expecting the rest to invite him in. That isn’t really logical from an in-game perspective. It’s easy, but not graceful. So after the last session, in which the PCs got somewhat on the bad side of some dubious characters they’ve had dealings with, I realized I could use the new guy’s Streetwise skill to have him step in and help them in a late-night ambush by some thugs. That would 1)demonstrate his goodwill toward the team and 2)demonstrate some competence, and 3)give him a chance to meet the team on a positive note and give them his credentials. We didn’t do a massive roleplay of that first interaction, but it was sufficient to make things fall into place in a logical way. I feel that as the Ref, I need to provide some rationale for things like this to happen, and the players need to sometimes throw me a bone and go with the flow so everyone can have a good time. And my players do this, so I’m lucky.

It was fun to use the Whisper function in Roll20’s chat to communicate with the new guy on the sly, so he could be doing things while the others were doing their thing, and everything could be a surprise.

Once the fighting was over, the team took off in their ship for an expedition into unknown space. This was a good chance for the players with relevant skills to actually use those skills. Navigation became important, especially going into the unknown, so it was nice that the new PC rolled up Nav-2. They now have a good navigator, and two people on the team with Nav, so there’s a backup. The ship has been outfitted with new Scout-class scanning gear, so during the 3 week/2 jump trip to their first destination I had them make some computer rolls to search for useful gas giants. I let the one guy with Comp-1 make his skill roll, and then they could use his +1 when doing scanning rolls. The problem of navigating unknown space, and not wanting to be stranded with no source of fuel within a lifetime’s journey, is a real problem they had to contend with.  I knew I wanted them to have to think through this, but what I didn’t expect was that, in retrospect, it was a nice counterbalance to the typical RPG violence we started the game with. It also served to emphasize that yes, this is a science fiction space game, with the associated challenges.

I need to write up a standard process for scanning a parsec for gas giants, as I was coming up with that process on the fly. It worked OK, but I’d like to make sure it is fair and logical.

Toward the end of the session, when the ship went into combat with some unknown aggressive ships or probes, I ran that very cinematically, the battle happening in the ring system of an earthlike planet. We did some laser shots, the pilot’s skill and the one of the other guy’s tactical skill came into play, gunnery skill was in use, so most of the players were engaged somehow. I didn’t worry about the vector movement rules. I just rolled on the hit location chart when they shot the bad guys and applied some fairly cinematic results that were more or less consistent with the charts. A hit on the enemy’s maneuver drive resulted in that craft’s inability to change direction, and a couple of them went careening into large rocks in the planet’s rings.  I think that adding those kinds of details is important, and makes the game a lot more fun for everyone to visualize.

After the game, even though everyone had fun, I was a bit put off by the initial fight. I don’t want this campaign to just devolve into fighting and violence. We really don’t need that. While the fight served its purpose, and the PCs have certainly not gone all murder-hobo, it did get me to raise my awareness of where things are going and the need to keep being creative with problems and scenarios.

ITV Session 16: the Stowaway

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Having mustered out of the Merchant service after 16 years, 34-year old Arterhas Ralmard finds himself on planet Mylor, on the edge of known space, just where he wants to be. The frontier, where he can seek his fortune, seems more interesting than returning home, rimward, to the Anterion system, to run his parents booth at the giant space station’s market.

Art has just witnessed an attempted assassination of a noble in the Happy Gluck Tavern, at spaceport Mylor. The Baroness Galaxia Hood-Raxon, on tour of the frontier, decided to drop by a typical spaceport tavern, and only made it out alive because five “travellers” foiled the attempt on her life.

He watches as the travellers meet privately with the Baroness, and sees the gangsters the travellers had just gambled with hire some rough looking goons, obviously the ambush the travellers. As the goons leave, he follows them.

A couple of hours later, the members of SAFCO leave the Happy Gluck to return to their ship for the night. As the walk though the now-closed market, the six goons surround them and draw shotguns. A firefight ensues. SAFCO quickly dispatches most of the goons, but one steps out and holds Fardt hostage, a shotgun held to the gluck’s spherical body. There’s a shotgun blast, the goon drops, revealing Arterhas Ralmard standing in the shadows, his own shotgun in his hands.

The team notifies the authorities that there are criminals needing medical attention in the market, and meet Art, who it turns out is a great navigator looking for employment. They sign him on.

It’s a been a night of unusual violence for SAFCO, but they were acting in their own defense and the defense of others.

The next morning they take off on Zal’s expedition into the Void – the unknown – in search of Precursor secrets. 70 diameters out two imperial gunboats hail them. It seems the Baroness has disappeared, and they will board the ship so look for her. Zal talks to them, and they recognize the team as the group that saved the Baroness the night before. They let the ship go. To be on the safe side the team searches the ship. Lucky finds the Baroness in the cold berth room, dressed in a rugged cloak and outdoor gear. She announces that she’s going with them. The tour of the outer reaches was boring, and she’s lived a life of comfort and low-expectations. Her whole family, she states, has done nothing, but she will do something. Her interest in the research is real.

In his first official duties, Art uses his Nav-2 skill to plot an extremely elegant and efficient course to Zal’s System. The team is impressed. The ship reaches the jump point and with a jump flash they speed to Zal’s system, in the Void. During the week in jump space, they learn that the Baroness is highly intelligent and educated. She’s able to talk about nearly any topic that comes up. No wonder she’s been bored.

They arrive at Zal’s System and proceed to the moon of the gas giant where they first encountered the Little Reds, and where they left the Guardians. Art plots an approach to the system that will use the moon itself to shield them from the gas giant’s periodic radiation bursts. They land, spend a week refueling and maintaining the ship, and have a chance to check on  the Reds. All is well.

Their next destination is a system in which Zal believes there is a gas giant, based on his analysis of Precursor data. The team is cautious. That system is 3 parsecs away, and will require a Jump-2 and then a Jump-1, which is their maximum range. Should he be wrong, they could be stranded in the Void. They use their new Scout-class scanning system, once in space in Zal’s system, to search 2 parsecs out for gas giants they might find along the way. They find none. They make the first jump, spend another week in jump space. Scanning confirms a gas giant at their destination as they do drive maintenance in deep space. They make the final jump. Art’s navigation skills pop them out of jump space near the gas giant.All breath a sigh of relief.

They spend some time scanning the route to the gas giant, and discover they will pass very close to a  rocky size 7 planet with an apparently breathable atmosphere. They proceed. As they near the rocky planet they detect three objects on an intercept course. As they get closer the things appear to be cubes about 100 feet on a side. Roger begins evasive maneuvers.  They hail the cubes, but there is no response. They try the universal translator, still no response. They are now very close to the planet, which has a ring system with lots of big, chunky rocks and a moon. The cubes fire lasers, but miss. The Rambler returns fire with it’s two pulse laser turrets. First shot hits, damaging a cube’s maneuver drive. The cube spins into the ring system, smashes into an asteroid, destroyed. Joe suggests they use the rings as cover, makes his Tactics roll, and the teams gains a +1 on subsequent actions based on his recommendations. Roger dips into the rings. More shooting. The two remaining cubes fire, but miss again — very hard to hit a ship that Roger is flying. The Rambler fires again, blowing up one cube’s laser, and disabling the drive of the other, which is also destroyed in the rings. With the final cube defenseless, the Rambler emerges from the rings and fires, destroying it. Baroness Galaxia thinks this was all very exciting!

Safe for the moment, the team surveys the planet from space. It appears that the planet was bombarded in the distant past. Massive cratering now weathered and overgrown are detectable. They do not detect radiation. There are large bodies of water from which they could refuel.

End Session
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Elapsed game time: 216 days

 

 

Into the Void Ref’s Notes 15

Well, this was an interesting session for me. I had a conversation with on my players, David, in email after the session. There is nothing private or personal in the email, so I’m going to reproduce it here, as it contains many of my thoughts about the session and our campaign in general.

 I don’t know how much harder it is to run with 5 players., but it sure is fun!  Especially with Jeff Lee purposely trying to throw a monkey wrench into all your plans.  I was initially feeling bad for hogging the show there in the beginning.  When Jeff and William went off in the corners, I didn’t want them to feel like me and Randy were cutting them out.  I didn’t get to use my sword,  but I’m glad the other guys got to do some combat.  Williams sniper position to cover the entire bar was a good move and his one shot really turned the tide on what could have been a very bad situation.  We were expecting something, but the second assassin singer was pretty impressive if it was improvised because the first assassin went down too quickly.

And here’s my response…

Running 5 is a bit harder. I try real hard to give every player a chance to shine in each session. More players makes this harder in short sessions. It’s not like D&D at that game everyone can pretty easily do their thing, in a dungeon crawl. Or Champions, where it is mostly fightly. So it is a lot more challenging at GM.

Another thing I struggle with is not railroading the game. There is a fine line between giving plot hooks and “forcing” the PCs to do stuff. My goal is to have a game with some purpose, but not completely dictate what happens. Related to that is the fact that I want to provide atmosphere, but I don’t want to just narrate the whole thing. So for instance I tried to use the parade to provide some context for the game and the campaign, but didn’t want to just talk for 30 minutes and not let y’all do anything. So I tried to cut it short but still have it be effective.

Really, I thought it went OK yesterday. You and Randy got to do some roleplaying with the whole negotiation and card game thing, William and Jeff got to shoot someone, and Jeff Lee got to tackle the second sniper and act crazy. So everyone, I felt, was engaged. I was really wanting to engage Jeff Lee, and had expected to have him see the first assassin move and he would be the one acted on it, but the PCs were all over the bar. So I adapted since Barney was on the balcony it made sense he would see that. The second assassin  was in fact planned.  2 assassins planned — I just didn’t know which PCs would be in a position to act.  I’ll reveal more about the assassins next game. What y’all didn’t discover was that the dagger was poisoned, and the mic-stand gun shot poison darts. Make an END save or die in 2-6 minutes without medical intervention. So the possibility was there for something real bad to happen. William got off a good shot, which was lucky.

I’m trying to create good NPCs. I always think back in the old days that is something I ignored. Maybe if I’d reffed Traveller it would have been different.

Having those maps is fun. Really useful.

Anyway, my players seem to enjoy this campaign, and I enjoy running it. I think it is the best campaign I’ve ever run, using any system. In a Facebook chat with the other players, I told them they didn’t have to stick to the threads there are obviously my “planned adventures.”  They can do what they want, and I have modular stuff that can be used and woven into the fabric of the campaign. William made the comment that it is the players obligation to engage with the game world. I agree. And it is the GMs obligation to create a rich setting full of possibilities.