Well, as we near the end of the Beta (but not the Reformers,) my players continue to valiantly NOT GET INTO COMBAT GODAMMIT JUST LET ME SHOOT AT YOU AND CAUSE YOU DAMAGE FOR FUCK'S SAKE
MARKET FIAT CONTRACT FOUR: THE CANDYMAN (STORYLINE MISSION TWO) / MARKET FIAT CONTRACT FIVE: ANHEUSER–BUSCH, ST. LOUIS, MISSOURIAs our heroes entered combat with the men Freebird used his turn to use suppressing fire to force the man with the handgun into cover, and Elder used his gun to turn the leg of the axe-wielder into paste after also realizing more were on their way. Pixie tried to get them into negotiation and failed, but Freebird used intimidation, and barely got the men into Combat Negotiation.
With a tense three turns (as that was all the time until the reinforcements arrived) the heroes were barely able to agree to heal the man who was shot and talk about ways to work around this. Three more people came into the room. The quintet made up the cult of the Candyman; leader Millie, and Rigby, Will, Harold, and Burton. As Pixie healed Burton, she realized they all were Latent. Millie agreed to give up the plastic, but as recompense, they had to help clean out the Anheuser–Busch plant, as they needed sugar for the Candyman, as well as apologize to said Candyman. She insisted that Rigby and Will would accompany the group to ensure the job got done. They couldn't do it themselves because they knew the place was occupied by armed opponents and they were outclassed.
As they rode in the pick up, the Reformers conversed with the cultists. They learned that they were ex-Archivists who shacked up in the candy factory and were 'saved and protected' by the Candyman, and it appears that while all are loyal, some are a bit more... fanatical than others (Rigby was more lucid than Will, for example.) Also, the more they talked about the Candyman, the more nervous the Reformers got (how is he able to protect them? Why is it 'better if you're a Latent?')
At the Anheuser–Busch plant, Pixie and Elder stealthily rode up to the front after reviewing a map from the cult and tried to negotiate (AGAIN) with the occupants. As they started to talk they mentioned that they were the Reformers, the two of them, members of the Candyman Cult, and Freebird... which elicited screams of "Freebird?", a dead line, and shots fired. Pixie and Elder were able to flee to the truck and drive to a safe distance.
While looking into the occupants they found they were part of Freebird's former crew, the Douglas County Avengers, specifically Squad Pi: Patton, Powell, and Pickett. As they planned, Pixie video called Sarge to let them know they'd be late, and mentioned the cultists and the force in the plant. After name dropping Pickett Sarge recognized the names; Pickett (aka Loren Bristow) is a former Civil War reenactment actor who was ex-military. He said they might be able to negotiate with Patton and Powell (Patty and Gus), as they were members from before the white supremacists joined the Avengers, but in all likelihood Pickett is the driving force and will have to be dealt with, and also learned his soft spot.
Armed with information, the Reformers snuck in through the back. While testing the door they realized that it was booby trapped. Freebird walked back a string and realized that it was a keg rigged to be a battering ram that would swing through the open door. Critting while realizing that, he also saw the NEXT trap, a motion sensor that would loosen a rope attached to the ceiling... with a
SMG. As the rope swung it would eventually tighten on the trigger and unleash spiraling death. By noticing it they were able to disable the trap, but while sneaking Freebird couldn't sneak enough, and was caught by Patton, which will initiate combat... in part two!
MARKET TICKERWhen will my players enter combat? Hopefully this time *sigh*
Honestly, I kinda like that we haven't been forced into going into combat; it helps show the different aspects of the game in that it is supposed to be a game about economics; that's why I came up with Combat Negotiation. Both times they've succeeded, but only by a slim margin; in this session they had three turns to get to Labor and stay there, and they just barely won the final leadership test to stay there and get out of combat. It helps add tension, and the other players are still able to help (by acting outside of combat or trying to discern how best to negotiate.) Plus, nothing is free; though I had to pull them out of my ass, the most frequent means of dealing with the problem generally would end up being helping with another problem; business and the holidays meant that I only had another contract planned, but it made sense, and if the Reformers play their cards right they can land two birds with one stone.
It was fun coming up with the traps; hope Caleb appreciates them! One is particularly nasty, but in a way unique to the setting that is another thing, like the Mega Playground. Trying, but interesting.
For me it's easier to visualize what's going on with the maps. I'm not using them in a tactical sense in that there's grids and forced movement; but as a visualization tool. I've been to candy factories but couldn't tell you where shit is. While residences and office spaces are easy to find it was a bitch to find the factories; the Tasty Treet is actually the original blueprint for the Dr. Pepper bottling plant and Anheuser–Busch plant is Languanita's bottling plant mixed with a brewpub. IMHO, it also adds to IMMERSION and makes sense in system; the game takes place in a facsimile of the real world, where such buildings exist, and by being able to show these maps to the players it's stuff they would find IRL if they were researching a place.
TLC can't help himself with Easter Eggs Part 10,833:
Pickett's real name is Loren (I actually fully spelled it out in game, but was tired, so sue me)
Millie: Milton Hershey
Rigby: William Wrigley I-IV
Will: ...y Wonka
Harold: Harry London (local candy company; famous for making Buckeye candies, recently merged with Fannie Mae (no, not that one))
Burton: Cadbury