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Old 10-14-2005, 05:52 AM
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Vitenka Vitenka is offline
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[Actual Play] C3-Slip

Hmmm. My tags are longer than my title. Oh well.

I finally got an actual session of an actual game (not a one shot) run with actually enthusiastic actual players. Hence an actual play.

Which this is a reminder for me to create.

Short details though:
* I used a restitch of the 'Advantage' system used in 'Cat'.
Character creation was done in character voice.
* All the people saying that players have free will? You lie. Seldon is right - given a group you can predict their actions.
* Everyone who turned up last week and said they would turn up this week - did so! Yay!
* New people turned up. Double yay!
* Oh, um. It's a James-Bond style game with more mercenaries. I've been ranting a bit about it in some of the "Why won't spycraft bend THIS way?" threads.
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Old 10-14-2005, 02:48 PM
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Re: [Actual Play] C3-Slip

Session Log : Session -1. The Application.

Main website is here - which contains the documents referred to in this log. It also contains the character sheets (lacking in any kind of background detail - that only exists in pencil at this point)

This log is written for the triple purpose of reminding ourselves what happened, for people to read and enjoy, and for me to explain what the heck I was thinking. That said - on to the log.
After a quick rundown of the setting and rules (and acquiring two bonus players!), we jumped straight into character generation.

Interview page one was first. Everyone sat around and started filling it out. Cindy 'PONY' Farrier answered some of the candidates questions (C3 is 'command control and communications'. I.M.R. stands for 'In Media Res') and pointed out a few flaws in their applications ("'Incredible marksman' is not a weakness." and "Perhaps you should list which country you served in the armed forces, for?" are two I can remember. Memo-to-self; get players to take notes.)

I'm pretty sure they now dislike Cindy. Which is intentional. She handed out the second set of questions while she did one-on-one interviews with each applicant.

There was a bit of a mess with the character sheets - didn't print enough and forgot to number the attribute box and put a box on for player name. As GM I explained what effect these sheets would have on their characters. As Cindy I berated them over their choices, quizzed them on why they wanted to join and expanded a bit upon their backstories. The character sheets were thus finalised.

The players seemed to enjoy the aplpication process, mostly got into character whilst debating their choices with Ms Farrier. Mostly combat types, few James Bond-like.

Then came the group activity - appraising each others multiple choice answers and debating rights and wrongs. As the sheet itself says, there are no right answers. They got the point quickly about the importance of having multiple viewpoints - of making some decision quickly rather than dithering. They also showed a somewhat typical PC me-me-me attitude. Once Cindy explained that this was mainly intended to guage the way they approached the problem rather than finding the right answer, they loosened up. And once OOC it was explained that this was to start sorting out the group dynamic and getting them to think in character they really threw themselves into the debate. I think cindy perhaps got a bit too sarcastic here.
They got sent home. "Don't call us, we'll call you."


So, for the most part, they stayed up all night.

Come the call in the morning ("And wear tracksuits and trainers!") and on to the physical tests...


Next came the paintball game. They met Mikey - who didn't let them get a word in edgeways, introduced them to soundstage three. A whole floor of the tower devoted to stuff like this. (And Christmas plays, but not yet.) With extremely brief insructions ("Getoutthereandseeyouinhalfanhour") he left.

Leaving the equipment in boxes for them to squabble over was one thing (they were quite sensible about it, actually) Having them on index cards? Worked as wonderfully as always. And the player who got the 'jeep' card was quite rightly confused until I explained it was the keys to a jeep. They finally read the note (which didn't really tell them anything, except that they had 25 minutes to prepare) and worried a little about the presence of body armour (the note didn't actually say that their opponents would only be using paint guns...)

The paintball game went well - though they didn't ambush as well as they might they did think to ambush - setting up cover with the jeep and a machinegun sentry nest. Only Edith got off a volley (which thoroughly plastered the PC henceforth known as 'paint') The players seemed to enjoy the system and it went quickly enough.

Details that I can remember. One character earned his nickname of 'paint' by being the only one to be (exceptionally) splattered by Edith's "I've got two bandoliers of grenades" attack. Edith was then taken down by 'mouse' who had been hanging on a grapple from the ceiling wearing a camoflage cloak. 'Dog' was being a ruthlessly efficient sniper - and by the luck of the draw was up against his opposite number. 'Fire' didn't have much luck with the grenades, but was enthusiastic and stylish with them. And lastly 'swish' snuck into the lift behind his mark and took her out with a knife tot he back - aided by the sniper.

Medicals etc. got glossed over. That each of the characters made use of at least one equipment box was not.

Final scene - Reese doing the basic induction (and the players giggling at the image of a big suited severe man, ruler of the company, their bosses bosses boss... eating halloween shaped ginger snaps while he talked big) and telling them how the callnames are given out. Quick intro to Kuri and the players named each other without much bad blood at all.


I have high hopes that this team may actually co-operate for a session or two!

Final Thoughts

The system worked well. There is a potential imbalance in that the GM can end up with a LOT of style, and it accelerates to five quite easily. I'll need to be careful of that. I don't think the players have the potential or desire to abuse it.
I also need to actually put the damage mechanic (such as it is) into the rules. Anyway - next session will be their first mission. An easy run, of course...

Last edited by Vitenka; 10-14-2005 at 03:09 PM.. Reason: Missed a paragraph.
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Old 10-21-2005, 03:27 PM
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Re: [Actual Play] C3-Slip

Mission 00 - JellyFish

First thing that happened was a new player turned up - and got very very quickly shoehorned through the recruitment process. Meanwhile the other players were reading the mission brief ( http://parliament.vitenka.com/c3slip...ts/Mission-00/ )

They remembered to ask Kuri for a map of the Island. Mouse asked for the Intel brief. Which was a good move.

They actually go out and get tranq weaponry!

Then they start talking plans. They at first decide to knock out the islands power supply - and Fire wonders about getting an E.M.P. Which is unusual but reasonable. An E.M.P. that would cover the whole island. Juuuusssst a little less reasonable there. Kev freaks out when he realises they want to take his top of the line laptop and an E.M.P. and he just knows they're gonna break it.
They go with the vampire taps instead, and somehow con Mikey out of a pair of active camo suits.
Their main plan was infiltration. They went and got a cover ID for the new guy to apply for a job at the labs. The cover is that he used to work at Island Genetics, and went travelling for personal reasons. He breezed the interview.

They each got to spend some time chatting to various members of staff - Mikey ("Youwanttofight? ExcellentIneedsometrainingcomeonthenallatonce?") Tony (Shy but not so slow points them in the direction of Brad and Kev and suggests avoiding Brad.) and Biff ("You don't want one of those, you want something big. With huge wheels. Or a tank! Yeah - you want a tank!") and of course their Sgt. Mjr. Fluffy (see quote at end of page).

They run through most of the mission fairly easily - though with multiple teams each confused as to each others roles. They happily spend time (the deadline is two months away, after all) rather than rushing in.

The vampire taps are planted. The hacker does his thing. The infiltration team are on standby outside (in case they are needed) while the infiltrated cleaner nicks the paperwork.

They've (wisely) chosen a night on which there are few staff present. Unfortunately, one of the lab techs has also chosen that night - and hops over the wall to have a bit of a chat with a shadowy figure.

The infiltration team close in. They find out it's Tony, organising some kind of a delivery and impressing the kid by sounding like a big powerful mobster.
Then the super sneaky ninja trips over his own feet. Panicked at Tony waving a gun, Swish mews like a cat.

Oddly effective at calming Tony's nerves (I don't like to think about how many style points Swish earnt that evening) they evade detection. The meeting is nonetheless over.

So Swish decides to sneak up behind the student as he attempts to re-climb the wall to go back inside - and threaten him with a tranq gun. The student is entirely unimpressed, and despite Swishes style, starts to slap him silly.
Shrimpy Kung-fu scientist of doom does well against the 6 foot 4 mass of Swedish army muscle.
So Mouse shoots him. Or rather shoots Swish. In the buttocks. Swish manfully stays upright and together they take down the student of doom.

Catastrophe averted, the cleaner exfiltrates.

And then everyone realises that they've left the vampire taps in place - so it's time for the un-tranquillised portion of the sneaky team to go to work. While Swish hobbles back to the plane for a quick "I'm just a civilian and all these papers are mine honest" trip home, just in case everything is about to go pear shaped.

Which, with a bit of drama and thrown glass they do. Tranqing the returning security officer and then collecting up all the bugs, the situation is recovered.

Meanwhile Fire was seducing Tony back at the hotel bar. We drew a curtain over the proceedings, but we do know that she gave him her cellphone number.

Back home in time for tea and crumpets - or at least a debriefing with a minimum of yelling. Actually, the team did very well - and didn't blow anything up at all! Kuri especially praised them for having a 'plan B' and only resorting to it once they needed to.

The one minor fly in the ointment is that there's a vampire tap missing. They recovered them all - so the only explanation is that it went missing before they got a chance to plant them. Which means someone raided their hotel room... But who? And why? And what are they going to do with a computer bug?

== Quotes =

Fluffy: "I wouldn't trust you with a lemon launcher!"
General outcry: "E.M.P. Lemons!"

Unattributed: A Camo suit with 'Artha' on the front in big yellow letters. Like a SWAT jacket, but for an invisible guy.

== GM Notes =
Don't. Split. The. Party. ARGH! So much hassle. So many players with nothing to do for far too long at a time.
The organisation of the raid was ill thought out - they didn't really settle on a plan. Or rather they settled on three different plans at once. This was largely due to lack of communication between the team members.

Timing was, however, almost perfect - things lasted just the right amount of time and the players did seem to enjoy it. They were, I think, a bit overwhelmed by the amount of paper available to them. But then, most of it was strictly optional anyway.

Last edited by Vitenka; 10-21-2005 at 03:29 PM..
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Old 11-19-2005, 10:32 AM
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Mission One. ClockMaker

Mission One. ClockMaker

The session was pretty poor, for which I apologise.

It went very quickly, the team breezed through everything. They contacted GrandDaughter (Beau Sidra) and then GrandFather (Candan Timu) and then ripped through the base with ease and minimal casualties. GrandFather then opened his toolbox, drew forth something blue and glowy and nixed the satellite controller.

They then evacuated, again with great ease.

There were TWO new players at this session. One of whom played a total sex-crazed version of James-Bond, the other of whom turned up halfway in and I gave the role of GrandFather. Sadly, I only later realised that (and at the end of the session apologised for) he had no idea what role-playing was, no idea WHAT was going on and, sadly, we'll probably never see him again. I didn't mean to throw him in at the deep end.

Incidentally, the week after this I got *one* player, so I stole a couple from the other games and we played the dragon game instead.

Last edited by Vitenka; 11-19-2005 at 10:36 AM..
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Old 11-19-2005, 10:34 AM
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Mission 02 - The Austrian Job.

Mission 02 - The Austrian Job.

Plenty of great quotes this session. Attending were Swish, Dog, Paint and a new (as yet unnamed) PC.

There's no mission spec for this - the rationale being that it was a sudden rush job that was only come up with because Kuri needed to spec a training mission on short notice.

Actually it was due to player requests to the GM that the game be made a little less structured. Which was the intention all along, but has come in a little sooner than expected.

There had been some additional player input requesting a slightly more organised approach to decision making, so I had Kuri formally request that they organise themselves. They decided Dog should be in charge, whilst anyone could see that Swish was doing all the leadership talking and decision making. Could make for fun times later.

First big event of the session: The interesting and different way of introducing a new player to the group. Have I.M.R. recruit them to replace the other PCs (who are 'on field assignments' and 'extended evaluation' meaning that they didn't show up and if they keep not showing up then they're kicked out. To be fair, I knew one of them was not going to be here.) I love having an organisation structure, it makes administrative problems disappear into fun game play.

So. Now the players had to run the interview process on the unsuspecting newbie, whilst Ms Farrier sat behind him and held up flash cards reminding them of the sorts of questions they had to ask and taking notes. (The notes being both filling out the character sheet and logging the session. In character, the notes being how well the others did the job of interviewing)

The PCs introduced themselves with their real names (instead of the call signs) and asked what kind of use the new guy thought he would be. He had decided to be a face man (and used those words - I had previously checked and OKd that this matched a useful gap in the group. Which was lucky.) He also decided to be Finnish. To contrast with our Norwegian and our Spaniard. An international organisation indeed.

Quotes:
(The questions gradually grow more serious) Swish: Can you fire a gun?
(In a deep dark voice) Dog: People skills. Killing people, or talking to them?
(In an even deeper darker voice) Paint: PC... or iMac?

Dog: So. We're looking at a thief, then. (New characters weakness is for 'treasure')

New player: I'm not suggesting you are bad people. I'm just saying that you kill people.
Dog: I like it. That beats about the bush nicely.

The PCs then remembered to send the new guy away with "Don't call us, we'll call you" - which *I* forgot.
They then turn down the opportunity to run a physical exam for him. (After some suggestions that maybe they should have Dog snipe at him for a while)

So - it's on with the mission. I fake it up as "Uh.. I guess you could do this to prove yourself..." and the Austrian job is born. With no budget.

So they take the bus to the embassy to find out more about the job. And argue about their plans, on the bus, in public.

Quote: "To the Bat Bus!"

The job consists of an Austrian diplomat saying that she suspects an American diplomat (Mr Townsend) is spying, and using the Austrian embassy to do it. She'd like some proof, so that they an get him quickly removed. The reasons given were twofold. First, she'd like to embarrass the Americans, in the current climate. Secondly, she thinks that the people he is spying upon will be attending a gala in a weeks time (to celebrate a statuary exhibition at the municipal museum) and wants him to not be there in case he causes trouble.

But she needs some evidence, and it needs to not have come from her. Off the players go to plan. And acquire equipment.

The two that the embassy thinks are being spied upon are Tony Chef (Yes, their old friend from Operation Jelly Fish) and Felix Lobo (A successful local businessman, owns a firm named 'S80 advanced technologies')

Paint quickly draws some stick figures and explains his plan, using them.
Quote (Paint): "A plan. Yes. We need... three folding chairs. We can get those. And... a keg of beer. And then we sit back and let him (new guy) do the work."

They decide, for starters, to bug the embassy. After a quick diversion to persuade Kuri to give them some funding (Which I, as GM, grin and add matching amounts to the bad-guys cache. And then don't get to use till the very end of the session. Oh well.)

They then persuade Kev to part with the bucket (and spade) of vampire taps. Even though they lost one last time. And they then very very nearly bug the Italian embassy by mistake. While with Kev, Paint does his hacking and research thing - bringing up the embassy plans. (located here)

Quote: EmbassyBlueprints.com AmericanSpies.com
Quote: We need wheels. Fuck off shiny ones.

After some discussion with Biff they acquire some wheels. And some cars to go with them. And then they go to the Embassy to try and find out what Townsend is up to. Paint and Dog stay outside as spotters, while Swish and the new guy (we really need to name him) go on in. Through dint of pestering at every office until they can find an empty one, they break into the security system. Then they wait for Townsend to leave.

Breaking into his room proved harder than expected - Townsend was using old fashioned tradecraft to protect his room (powder on the floor and so forth) - but they proved easily up to the challenge. They recovered a list of serial numbers and some coded messages.

Meanwhile those outside trailed him. They sat in a cafe and listened in while he picked up a packet from a private investigator, and then watched through a scope while he rummaged suspiciously in an electronics store.

After a bit of discussion, they decide to send the serial numbers off to Felix, to see if his computer services company can make anything out of them. Intelligence starts working on breaking the codes - and they then have a little chat with the PI.

One quick mix of diplomacy and intimidation later, a very scared PI admits to having been taking photo's of Tony. He says he doesn't know why. But he gives them the address of the warehouse in the pictures. Just in case, they leave an anonymous phone number (Fuego's) with the PI.

Next up - check the electronics shop. Where they distract the shopkeeper and check serial numbers. A match with those they found in Townsend's office. So now they know what Townsend was doing here. But they don't know why he was doing it. If you see what I mean. Confused they call back to base to find out how intel is doing with those codes. At which point Kev demands, drooling, that they buy the computers. The shopkeeper doesn't know what he's got - which is top of the line supercomputers. They use the last of their mission resources to buy them for Kev, who now owes them big-time. And to set forensics on them.

They visit the warehouse the PI pointed them to - and find it unimportant, unguarded and empty. They poke around for a little while and find some shipping manifests. Same numbers - and shipped to that shop. Everything seem in order - but why was Townsend following this trail? And if Felix's company needs these computers (and it does look like he has legitimate use of them) why isn't he screaming blue murder to get them back? And... oh shit. They sent him the list of serial numbers.

"So sorry. Unable to find anything out about these numbers. Here is your refund." Confusion reigns.

Intel hasn't broken those codes, so they decide to approach Tony. Anonymously phoning him up on the number Fuego got from him, they set up an "Important meeting."

Obviously curious enough to attend, but not stupid enough to attend in person - he sends a henchthing. Whom the PCs recognise from the photos.
Some banter and the meeting breaks down, with henchguy accusing them of being police.

So they have dog show his laser dot. (After a quick realisation that he can't SEE the dot on his forehead, he moves it to his chest) and discuss whether they can light up all the mooks too.

Quote (Dog): Well, I could use a whole bunch of laser pointers.

They completely intimidate Tony. Utterly. His mook squad and henchthing are impotent in the face of overwhelming preparation and insider knowledge. He fesses up to importing the computers (another mystery - why didn't Felix just hire FedEx?) and, maybe, to diverting them from where their records say they should go. He knows nothing else - and wants to know just who these people are, if they're not cops.

Forensics show nothing at all is odd about the computers - they've not been used as drug mules or anything. They show some fingerprints (and some tongue prints from Kev.) but nothing unusual. They do, however, have concrete proof that Townsend has been getting and giving reports, encoded, about watching warehouses and stuff.

With that report, and the evidence collected from raiding his room (including pictures of his tradecraft) the PCs go back to the embassy to have him deported.

As a 'thank you' they are invited to the ball.
Quote: Can we have the cash alternative?

The PCs realise that they have to pick up the vampire taps (that bucket would be running low, though in his current euphoric 'more power than the res of the country' state, Kev would probably forgive them) so they attend the party.

Where they discover Ms. Sidra (previous mission) hanging on Tony's arm. They decline to say anything to either Tony or Felix and head upstairs to remove the bugs.

Shortly thereafter, there is a tremendous crash from downstairs - as the GM finally uses up his hoarded resource points...

Last edited by Vitenka; 11-19-2005 at 11:04 AM..
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Old 11-19-2005, 11:38 AM
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bartkusa bartkusa is offline
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Re: Mission 02 - The Austrian Job.

This is pretty slick. I like your player resources.
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