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Messages - Mckma

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1531
Role Playing Public Radio Podcast / Re: WE HAVEN'T FORGOTTEN YOU
« on: December 28, 2009, 11:51:42 PM »
Is it Kenny Rogers? 




FUCK YAH ITS KENNY ROGERS

okay you're going to have to explain this



What needs to be explained? And why am I never a guest?

I thought it was some in-joke that I was not pivvy to.

You mean to say you aren't all knowing?  My impressions from the podcast have been wrong?  I'm so disappointed...

1532
RPGs / Re: Anecdote Megathread
« on: December 28, 2009, 04:13:22 PM »
Part two of my Call of Cthluhu story, this all happened yesterday, which was a week after the original session.  I thought that the previous session would have taught some lessons or at least helped, but as you'll see, it didn't.  At all.


Escape from Innsmouth Part 2
The PCs, Jango, his Manservant, and the Spy had just discovered a diary which had a combination to the safe which Brian, the guy they were trying to find, had tried to open before he was taken by the Innsmouth residents and imprisoned.  They head to the safe and find a fortune hunting Mercenary there trying to open the safe (another PC played by a player who had joined that session).  The Spy shoves the Mercenary out of the way, opens the safe and grabs the Book of Dagon and everyone heads off to the jail to bust out Brian.  The reason I mention it was because how funny I always found the "you look trustworthy" method of recruiting other PCs.  In this case, that was completely skipped over and PC hive mind was employed ("Hey there, you already know everything we know, let's go").  It wasn't worth arguing, so they arrive at the jail.  They pull out their guns and get ready to kick in the doors and start shooting.  I remind them that they can't really justify killing officials to bust someone out of jail.  After talking to them for a while, they decide to go around back and realize, "Hey, we could pop out these grates and get the prisoners out."  They also find the two characters that they had previously lost in Innsmouth in another cell.  They spend about ten minutes arguing on a plan that, knowing the Innsmouth residents, wouldn't really work, but I certainly wasn't going to say anything at this point as I had found it quite amusing.  Here was the plan:

The PCs gathered all of the dynamite they happened to have between them, 8 sticks (I think that only two characters explicitly said they had dynamite before then, and I had to argue everyone down to only carrying two sticks, but whatever), and gave them to Jango who strapped seven to his chest and put one in his pocket.  He was then going to run around and pull the suicide bomber feint in order to distract the police so the others could get Brian out (they decided to leave behind the other two PCs as they weren't important, despite Jango's main character motivation being to save his son, one of the PCs).  That was the plan, and failing to plan more than that lead to the following events:

Jango runs around to the front and says, "Okay I have my gun in one hand and the detonator in the other."  I ask him what detonator he is talking about and then inform him that there would be no way that they would actually have a detonator between them.  He improvises and pulls out a lighter which he holds near, but not near enough to accidentally light, one of the sticks of dynamite.  He runs in and says, "I start yelling a mix of German and English, but enough English so they know what I want," (he was a German bounty hunter).  I tell him to make a language check, to which he responds "I don't have that, but I'm from Germany," and I tell him to roll a language check for English then.  He decides to just yell in English with a German accent.  I ask him what he is yelling and he says just to distract them and stuff.  "Yes, but what exactly are you saying/asking/demanding?" I ask, and eventually, after a puzzled look get a, "I tell them to drop their weapons."  At this point he asks the other players if they are going to pop the grate, to which I tell them to make listen checks.  They all fail.  I tell them that they don't know that Jango has started and therefore can't be sure the constables are distracted.  Jango, meanwhile notices that the two constables (hereafter, Smart and Stupid, as one was a buff fishman who was less than intelligent) exchange a look and then draw guns.  Jango makes a failed shot as he starts running (realizing that nothing was happening that he had expected), but gets shot twice in the back.  This all happened quickly and the player gets mad remembering that there were three more people in the jail who could have told the PCs, demands they get listen checks.  I thought it was legit, and didn't really want to have to kill Jango so they rolled and succeed and we rework the last 20 seconds or so.  They get Brian out and Jango is able to run out and duck into an alley next to the station.

Here's the situation: All of the player's current PCs are in a car with Brian (who immeadiately insists they go get his girlfriend and out of town) and drive to a street north of the police station and about a block away, except for Jango who is hiding in the alley next to the police station.  The two constables (hybrid Deep Ones, if you didn't know) run out of the station and split, going in opposite directions.  The Smart One fails to spot Jango and runs down the street popping onto the street the car is waiting on, two buildings down the street.  Jango claims they had decided where to meet up when they made the plan and says he runs there.  He is running down an alley, and can see the car, when the Stupid One (who had doubled back and run around the other side of the police stations) shoots at him from behind, missing.  This is happening at the same time that the PCs in the car see the Smart One come around the corner ahead.  Jango's Chinese Criminal/Manservant/Driver sees this and decides to run the Smart One down.  There is a lot of arguing as the player playing Jango realizes that he won't be able to get in the car then and all his character would see was the car pulling away, presumably ditching him.  After heated discussion I remind them that it is the Manservant's decision, and to think about what his character would do.  He decides to run the guy down (which myself and the Spy thought was while not the best decision was reasonable), much to the anger and outrage of two of the players.  So Jango sees the car pull off and decides he'll pop around the corner and shoot the Stupid One point blank.  We look up point blank rules and finds it double hit range.  He gets annoyed as he had 99 pistol skill to begin with.  I had already decided, out of personal interest that the Stupid One would pick up a 2x4 since he had a 2x4 skill listed and it statistically did more damage (and had better hit chance) than his gun.  He comes around corner, and gets shot by Jango.  He swings the 2x4 and hits Jango for 7 damage, reducing him to 7 HP.  Jango shoots twice more the next round while the Spy says he is going to get out and go help Jango to which everyone else tells him not to and they'll just turn the car around and pick up Jango.  Figuring that the Model-T would not be too maneuverable, I say it will take two rounds to get back.  The Stupid one swings again, impales and hits Jango for 19 damage.  This gets Jango angry and he gets mad at the Manservant who he insisted he had told to wait for him and that it was all his fault he died.  There's general yelling and various things and eventually they decide to break out the other two PCs since they killed the two constables.  Here's where things get good:

They succeed and Boba goes to retrieve weapons from his father's corpse (which he knows is there for some reason), and the Mercenary walks with him.  Boba's player eventually convinces the Mercenary's player to tell him what happened so he will have justification to kill the Manservant (which he said he was going to do as soon as Jango died).  The Mercenary tells him that the Manservant had been a moron and pulled off before Jango could get in, resulting in his death (which wasn't entirely true as Jango could have run down and gotten in the car).  The PI (the first character from the guy who played the Manservant) got in the car and the Manservant pulled the car out to the street to wait for everyone to get in so they could head off.  Brian, sick of everything and having to wait to get his girlfriend, runs off to get her.  The PCs don't care at this point (even though he was the person they were supposed to be investigating and eventually rescuing), and he leaves, presumably to get killed.  The Spy, who realizes Boba's intent doesn't get in the car and walks up to the street behind.  They are all standing on the street when Boba walks to the passenger side, and shoots the Manservent.  He isn't killed and hits the gas, driving off with the getaway car.  At this point the player playing the Mercenary had to leave and turned his character over to Boba's player, letting him know that his character was pissed enough now to kill the Manservant.  So the Mercenary and Boba start shooting at the fleeing car.  The Manservant's player and the player of Boba/Jango start arguing at the table, talking about who's actions were justified in what situations (talking about leaving Jango, shooting the Manservent, etc.).  It is now the Spy's turn, and sick of the absolute mental breakdown that is happening in the street of the hostile town, tells me, "I'm dropping my last grenade and running."  This was very amusing to me, as with all of the arguing at the table, I was the only one who heard his action.  I move to next person and the Mercenary and Boba take more shots at the car before it goes out of range.  I then tell the players that the grenade goes off and the Spy rolls damage, killing both the Mercenary and Boba.  Boba's player is really annoyed now and demands to know what grenade and claims, "I didn't know about it, I would have done something."  "Exactly," I said, "you were too busy trying to kill the Manservant and shooting at his car you failed to notice the grenade dropped behind you."

There were several points at which I thought about adding some fishmen to try and help them team up again, but then I realized that the players were doing just fine killing themselves...

1533
RPGs / Re: Anecdote Megathread
« on: December 28, 2009, 11:51:02 AM »
That is truly awesome. Sometimes player logic might not create the best of games, but it sure makes for interesting stories to tell afterwards.

Oh, definitely that's what I was thinking the whole time (and the reason why I let it keep going).  The second session was much more disastrous but much more humorous.

1534
Role Playing Public Radio Podcast / Re: Is the RPPR AP feed working right?
« on: December 28, 2009, 02:19:49 AM »
Random question loosely related to this subject and likely not meriting it's own thread: Did anyone else get a secondary RPPR Podcast showing up in their iTunes?  As in a straight up RPPR, not counting the AP (I currently have three RPPR related podcasts shown in iTunes).  I don't particularly care for iTunes but I don't want to get angry and annoyed at it if it wasn't it's fault...

The new one just has the rant and nothing else...

1535
General Chaos / Re: Introduction
« on: December 27, 2009, 11:39:14 PM »
Ha!  Got my avatar to work...

1536
General Chaos / Re: PC games have taken over my life :'(
« on: December 27, 2009, 11:24:55 PM »
I never really played a lot of PC games, but finally got around to a lot this year and have sunk a lot of time into Fallout 3, Borderlands, and am working my way through Assassin's Creed slowly but surely.  When I beat AC I have to reinstall Star Wars: Knights of the Old Republic and beat it (I only have 40GB of space on that partition of my laptop, I need to re-partition after I figure out how to backup all of my save files).

Oh, and there is the Orange Box where I can always hop into games of TF2 with my friends sucking in a good number of hours...

1537
RPGs / Re: Anecdote Megathread
« on: December 27, 2009, 11:19:36 PM »
So a pretty massive story consisting of two sessions of crazy Call of Cthluhu misadventures, misdeeds, and mishaps.  A note before I begin to help set the stage and explain some of the ridiculousness: this is a group that is fairly new to Call of Cthulhu, being only the second/third times they have all played and the second/third games I've run (I actually owe it to RPPR that we tried the system).  As to be expected with a group that is transitioning from high school to college (there is one member left who is a Senior in High School), there was a certain attitude of kick-in the door and kill the monsters that I was hoping people would be able to set aside for the game.  Still being a new Keeper/GM, I chose to run adventures out of Escape from Innsmouth (really liked Shadow Over Innsmouth as well as CoC: Dark Corners of the Earth), and for those familiar, I planned to run a quick intro with one of the adventure seeds then the Escape adventure and eventually the Raid.  Sorry it's a bit long, but it's important to understand some of the details here to get the ridiculous logic and chaos that happens later.  Alright here goes...

Heads Up: Probably contains spoilers for the Escape from Innsmouth adventure/Shadow Over Innsmouth story, so if you care, you've been warned

Brotherly Love
This was the plot hook (set in Arkham) that I decided to run for what I was intending to be a short segment in which the characters got a feel for some of the weird stuff around Innsmouth (i.e. fishmen) before they played the two main adventures, the Escape and Raid.  The idea is that a 8 year old was killed by a Deep One that was sent by another 8 year old classmate.  It turns out that the classmate is a hybrid whose brothers has changed into a Deep One.  This should have been a pretty simple investigation where they briefly stop in Innsmouth to find some weird stuff going down.  The characters were, Boba Dog Fett the Bounty Hunter, a Private Investigator who was originally going to be a Russian Peasant and was never named, and a Turkish Spy whose name escapes me at the moment.

The characters took a bit of directing and leading, but eventually started on their way investigating.  After talking to a few people and practically accusing everyone he met, Boba eventually found his way to the 8 year old hybrid's residence and began talking to him while a woman relative stood behind him.  Well, my first clue that things were going to take a turn for the "interesting" (not counting the names as we usually choose pretty nonsense names and general lack of serious play) was when Boba asked "How much does this kid weigh?  About?"  I thought for a minute and responded, estimating 80-90 pounds as that is what his character would be able to guess.  "Okay, I grab him."  I looked at him and he said he was serious, he was going to grab the kid and make a run for it.  I reminded him that this was CoC and not DnD, and there were police and the like and just grabbing a random kid (at the point he only knew that the kid had fought with the dead boy a few days before) may not be the best idea.  He insisted he still wanted to do it, so we looked up the rules for grappling and Boba grabbed the kid.  In response the woman grabbed him and we had opposed strength checks.  I gave her a strength of 10 as it seemed reasonable off the top of my head, giving Boba about a 85% chance to win and take the kid.  He failed.  Naturally she slams the door and calls the police.  I thought this would serve as a pretty good lesson that they can't just do whatever they want and figured it would add some flavor as he would either have to talk his way out, serve some time, or hide from the law.  No, Boba decides to up the ante and asks how long it will take the cops.  Hearing a response time of a few minutes he declares he is going to break into the house and take another shot at it.  Finding the door firmly locked through a short series of questions, decides to shoot the window next to the door and climb through there.  Having a pistol skill of 99, it was hard to argue his ability to do so and he enters the house.  He looks around for the kid, and only finds the woman.  Luckily he decides to knock her out rather than just shoot her and so we look up the knock out rolls and suceeds.  He then searches the house, tearing it apart and finds the kid, grabbles him and knocks him out.

At this point I decide the cops should arrive and Boba quickly runs out the backdoor towards the marsh/bog that is nearby.  Not wanting to lose his prize, but also realizing he can't just walk through town with him, he decides to look for a place to hide the kid in the marsh and uses his belt to hog tie the 8 year old so that he will stay put until Boba could return that night (it was about 5-ish by the way).  At this point I really wasn't sure what to do anymore and figured it would take the police a while to put things together and look for Boba (although he had already given them some help as he and another PC had been harrassing the coroner who didn't know anything about the murder), so he was able to hide out at his office for a while.  In the middle of the night, he returned to the spot to find the kid gone and webbed footprints in the mud, and decided to flee the town and head to Innsmouth, telling the others to follow in the morning.  He ended up sleeping in his car outside of Innsmouth all night and drove to a nearby city in the morning to report that he had abducted the kid, but when he returned that night, he couldn't find him.

The next day they went to investigate the old house of the hybrid's family, and, foolishly, I decided to add some flavor that was suggested in the book, and made Boba and the Turkish Spy make listen checks (the PI was still back in the previous town as he had decided to sleep in for some reason and thus got a late start).  They succeeded and heard some noises from inside a boarded up house (a Deep One was inside).  Boba, used to DnD and not CoC decided that it was time to kick in the door and fight the monster.  He was alone in this thought and began tearing off boards while the Turkish Spy went on to check out the hybrid's house.  Boba had pulled off all the boards on the door by the time that the Spy had returned after gathering information.  The Spy tried to convince Boba to leave well enough alone as they had found some interesting evidence in the old house, and didn't need to chase after strange things (the player was metagaming a bit I think as he had read the story before, but I didn't care as I didn't really want them to fight the Deep One as it wasn't really supposed to be fought at that point).  Long story short after a lot of stubbornness, the Spy agreed to check out the house.  The entered, found webbed footprints and proceeded to look around, eventually opening the door to the basement to be ambushed by the hiding Deep One.  They dispatched it fairly easily and about that time the PI arrived and they (being naive) decided the authorities should be notified and shoved the 7 foot tall creature into the back seat of the PI's Model T.  The Spy (once again probably metagaming a bit) decided, "I'll go check out the library, you can go talk to the police."  So the did.  As those of you familiar with the story would guess, the hybrid fishmen police were none too happy to find that some "outsiders" had killed a Deep One and were now seeking praise.  I dropped the players a hint when I let the roll idea rolls to notice some of the "fishy" characteristics of the Innsmouth residents, albeit a bit late.  This had all completely deviated from my original plan.  Not being particularly familiar with CoC or improvising in general, I pulled from what I already had seen/played in Innsmouth and had the constable convince the PCs to stay in the Gillman House.  This was because Boba had fast-talked his way into pretending to be a biologist that should examine the corpse of the Deep One (really he wanted to take it back to the previous town to show what had killed the kid) and the constable said he could do it in the morning.  Boba and the PI were suspicious, but went with it.  The Spy decided to spend the night in the abandoned house that they had investigated and left a note for the other two PCs with where he would be.

That night the PCs were attacked and forced to flee the city (not before using a stick of dynamite to blow a chunk out of the Gillman House first), and long story short, Boba and the PI were capture and thrown in jail as I figured it would add some incentive to the "Escape" portion in which they would be rescuing another person who had run afoul of the fishmen of Innsmouth...


Escape from Innsmouth
The Spy managed to sneak out of the town and make it back to Arkham were he was able to patch up things with the coroner and accomplish a few plot related things.  Not to bore with the details (they were pretty focused for a while), the important thing to note was the two replacement characters that came in: Jango Fett and his unnamed Chinese Criminal Manservant/Driver.  The eventually discovered that the character they were looking for, Brian Burnham, had been kidnapped by the Innsmouthers and was being held in the jail as well as most of the story of what was going on with Innsmouth, without much trouble we ended the session with the characters thinking about how they would get Brian out of jail.


So yeah, that's that, I'll write the second half of the story so far (my session from earlier today) after I take a bit of a break.

1538
General Chaos / Re: Introduction
« on: December 27, 2009, 08:47:42 PM »
Is this thread still relevant?  If not, I guess y'all can internet stone me, banish me or whatever else it is you particularly fancy here.  Just signed up because I've been meaning to for a while (have been listening to the podcast since March-ish last year), and finally got on with it after finishing two rather interesting sessions of Call of C'thulhu which I felt I had to retell the story of...

So hello all, I'm me and that's about it, don't do too much in the way of introductions since you probably don't care and if I stick around, you'll learn enough about me eventually (I do have a tendency to be dry and sarcastic though).

EDIT: What my avatar should do...

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