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RPGs / Red Markets Campaign: Mystery Inc
« on: September 22, 2016, 02:06:49 AM »
Mystery Inc, Gummy, McLovin, and Doctor Diesel based in Troutfitt (though if it goes full on campaign we'll do our own enclave generation.)
Gummy was a cop, made detective then The Crash ruined everything. He, his husband, and his 6-year-old niece made it to Troutfitt where he was a fenceman until a bit ago when he had a bit of an episode and got relieved of duty. Since his husband's kind of a useless professor of Swahili and unrespected teacher, Gummy had to go over the fence.
McLovin was doing pretty good as a firefighter then there was The Crash and then the bite and then the pariah status. That smarts. He and his Chihuahua named “Chihuahua” live in a drafty shipping container next to the fence where he has precious few options for company. With only one small dog to care about going over the fence isn't so bad.
Doctor Diesel was a mechanic, when the crash came he kept on keeping on, fixing broken things and helping people coax extra miles out of dead cars. Somewhere along the way he figured that the human body is just another machine. He gets a lot of the terminology mixed up but the basic idea seems sound. He lives with his pet bull snake “Kaa” and he may be a LALA larvae.
Our story started with vignettes where Doctor Diesel read to his snake and remembered the horrors people did to each other during The Crash. Gummy took his husband and daughter to see a movie, “Left Behind” was showing, after they discussed how god is either dead or never existed and capitalism is the cruel machine that runs their lives. Then they had ice cream. Lastly McLovin lost his chihuahua and searched the latent ghetto for him. After a while he found Chihuahua who had squeezed through the fence into the nicer part of town and bribed him back with some meat that wasn't totally expired. Then McLovin sat quietly with his chihuahua in his lap and listened to the drunk latent next door swear at a TV that didn't work. The Chihuahua shivered in the spring cold of Montana.
It was job time now. The players rolled (I gave them extra research actions) and learned of a job with Boner Hitler the local drug dealer and two jobs over the Ubiq. They went with the train job (“Derailers”) because I wanted to test it out. The job started at 7, Gummy fumbled through the negotiation but did manage to turn down the offered bicycle, while McLovin scared off competition and Doctor Diesel researched the train (out of Trabajo!) and assistant conductor Ramirez. They ended up with expenses which is pretty good and just from pay alone McLovin was profiting. The other two were not.
But they had a blockage to clear and few days to do it. So they were off hiking through the Montana wilderness. Come mid-morning Gummy saw some kind of tower poking above the treeline and they went to investigate. Finding a fire lookout tower and 2 casualties on the other side of it they chose to investigate there was the place to jump over the gap in the stairs and the casualty attractor on the roof which the Takers cleverly disassembled and stole the solar charger. A bit later they figured out how the place worked but didn't bother to do anything about it*. They looted the three broken casualties on the ground and were on their way. Biggest disappointment they didn't ignore the machine and I was unable to have it go off when the were leaving.
The next two legs were lackluster mostly because I rolled them as we went and wasn't prepared and didn't pick/make good ones. They all failed awareness rolls so they missed a bunch of semi-trapped casualties and the weather turned colder.
At last they reached the jobsite. There were three Amtrak passenger cars and one boxcar lying in a low point on the tracks. It's only about two meters of elevation but it'll take half a mile or more for the trains to be level again. The crew spent some time clearing casualties from the tracks and cars, McLovin taking a bad mauling to the leg in the second car. They left the third car locked with some still in to deal with it later and looted the mail and luggage in the boxcar.
Now that it was time to actually do their job, they spent some time researching trains and found a depo just a few miles off that should have a track truck. With that they realized they could even sell the cars to the coming train if they cleared them out.
And session one ended.
*So this is encounter XX on the table, the tower where a dude is card farming the lazy way. The thought I've had with it is what's to stop the Takers from just making it a regular stop? I mean even better to put the place under camera and try to figure out the pattern the owner uses and then just show up a couple days early and nibble on their take. Plus it'd be a pretty good hook for future consequences when the farmer figures out who's chiseling the take.
So thoughts: My players keep wanting free stuff, they don't like how the machete costs 2 bounty. I think some of it is they haven't completely bought in to the premise/themes of the game. Character creation is super easy and fast, it works well. I'm still confused about some of the Tough Spots but I am sorry for complaining about them. Also I wish someone in an RPPR game would take another taker as a dependent so I could better understand that. The game is moving slowly because new work hours are happening and while my daughter is three months old, another of us just had a son and he's going to keep daddy away from the table a bit. Also I got a lot of Troutfitt wrong but we're going to do maybe a semi-revamp of it.
Gummy was a cop, made detective then The Crash ruined everything. He, his husband, and his 6-year-old niece made it to Troutfitt where he was a fenceman until a bit ago when he had a bit of an episode and got relieved of duty. Since his husband's kind of a useless professor of Swahili and unrespected teacher, Gummy had to go over the fence.
McLovin was doing pretty good as a firefighter then there was The Crash and then the bite and then the pariah status. That smarts. He and his Chihuahua named “Chihuahua” live in a drafty shipping container next to the fence where he has precious few options for company. With only one small dog to care about going over the fence isn't so bad.
Doctor Diesel was a mechanic, when the crash came he kept on keeping on, fixing broken things and helping people coax extra miles out of dead cars. Somewhere along the way he figured that the human body is just another machine. He gets a lot of the terminology mixed up but the basic idea seems sound. He lives with his pet bull snake “Kaa” and he may be a LALA larvae.
Our story started with vignettes where Doctor Diesel read to his snake and remembered the horrors people did to each other during The Crash. Gummy took his husband and daughter to see a movie, “Left Behind” was showing, after they discussed how god is either dead or never existed and capitalism is the cruel machine that runs their lives. Then they had ice cream. Lastly McLovin lost his chihuahua and searched the latent ghetto for him. After a while he found Chihuahua who had squeezed through the fence into the nicer part of town and bribed him back with some meat that wasn't totally expired. Then McLovin sat quietly with his chihuahua in his lap and listened to the drunk latent next door swear at a TV that didn't work. The Chihuahua shivered in the spring cold of Montana.
It was job time now. The players rolled (I gave them extra research actions) and learned of a job with Boner Hitler the local drug dealer and two jobs over the Ubiq. They went with the train job (“Derailers”) because I wanted to test it out. The job started at 7, Gummy fumbled through the negotiation but did manage to turn down the offered bicycle, while McLovin scared off competition and Doctor Diesel researched the train (out of Trabajo!) and assistant conductor Ramirez. They ended up with expenses which is pretty good and just from pay alone McLovin was profiting. The other two were not.
But they had a blockage to clear and few days to do it. So they were off hiking through the Montana wilderness. Come mid-morning Gummy saw some kind of tower poking above the treeline and they went to investigate. Finding a fire lookout tower and 2 casualties on the other side of it they chose to investigate there was the place to jump over the gap in the stairs and the casualty attractor on the roof which the Takers cleverly disassembled and stole the solar charger. A bit later they figured out how the place worked but didn't bother to do anything about it*. They looted the three broken casualties on the ground and were on their way. Biggest disappointment they didn't ignore the machine and I was unable to have it go off when the were leaving.
The next two legs were lackluster mostly because I rolled them as we went and wasn't prepared and didn't pick/make good ones. They all failed awareness rolls so they missed a bunch of semi-trapped casualties and the weather turned colder.
At last they reached the jobsite. There were three Amtrak passenger cars and one boxcar lying in a low point on the tracks. It's only about two meters of elevation but it'll take half a mile or more for the trains to be level again. The crew spent some time clearing casualties from the tracks and cars, McLovin taking a bad mauling to the leg in the second car. They left the third car locked with some still in to deal with it later and looted the mail and luggage in the boxcar.
Now that it was time to actually do their job, they spent some time researching trains and found a depo just a few miles off that should have a track truck. With that they realized they could even sell the cars to the coming train if they cleared them out.
And session one ended.
*So this is encounter XX on the table, the tower where a dude is card farming the lazy way. The thought I've had with it is what's to stop the Takers from just making it a regular stop? I mean even better to put the place under camera and try to figure out the pattern the owner uses and then just show up a couple days early and nibble on their take. Plus it'd be a pretty good hook for future consequences when the farmer figures out who's chiseling the take.
So thoughts: My players keep wanting free stuff, they don't like how the machete costs 2 bounty. I think some of it is they haven't completely bought in to the premise/themes of the game. Character creation is super easy and fast, it works well. I'm still confused about some of the Tough Spots but I am sorry for complaining about them. Also I wish someone in an RPPR game would take another taker as a dependent so I could better understand that. The game is moving slowly because new work hours are happening and while my daughter is three months old, another of us just had a son and he's going to keep daddy away from the table a bit. Also I got a lot of Troutfitt wrong but we're going to do maybe a semi-revamp of it.