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General Category => Off the Record => Gaming HQ => Topic started by: Syt on January 24, 2010, 10:24:44 AM

Title: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on January 24, 2010, 10:24:44 AM
Yesterday me and two friends sat together for our first session of Serenity, the Firefly based p&p RPG. The system is relatively simple with good customization of characters, and combat rules are easy to wrap your head around. In other words: good for n00bs like us who never tried p&p before (and we're all in our early 30s). Besides, we like the setting and are somewhat familiar with it. We played at A's place (he has a rather large old table in the living room). Fortunately, his girlfriend, who is a nice girl, if a boring non-nerdy bitch, was understanding and non-interfering.

The other player, T, had told her husband it might take 5 or 6 hours (he might join us later).

Last week we met for character creation. Oddly, both are ex-Alliance military. T's character (Jared) is good at agility and alertness, and is handy with a rifle. Unfortunately, he sucks strength and close combat. A's character, Tyrell, started the adventure freshly kicked off an Alliance ship onto an insignificant farming moon called Dora. His ex-commander dropped him after (an unmentioned) botched incident, and just dropping him off somewhere was actually a favor vice versa having him in front of a firing squad (I went with it for now, but he'll evebtually have to detail that).

Tyrell also stopped on Dora, getting off a ship headed in a direction where he didn't want to go. He does "jobs" for an anonymous contact. Jobs which usually mean he has to leave in a hurry. He's easy to offend and generally an annoyed person (very unlike Tyrell).

I dithered a bit on what kind of story to go for, but fortunately found one on a fansite that was not too complicated, required not many special rules or space travel and was easily scalable to size and quality of the player group.

Tyrell has one arm hurt for the moment, so he wanted to lay low, while Jared made friendly with a prostitute from the brothel buying her drinks, since her services are beyond his means - though she tries to talk him into business).

So there they are, on the rather unremarkable moon of Dora, waiting for the next ship which is due in a couple days. They're minding their own business, when a quarrel between two suitors over a lady draws their attention. One of the two rivals draws a gun, but Jared and Tyrell diffuse the situation by talking the shooter down who is just a confused lad.

The sheriff - who has a cast over a broken leg - sees that and thanks the two of them. He tells them to drop by later, he might have a job for them.

In his office he offers them a bounty on a zombie-mask-wearing gang that has terrorized the countryside. The two take him up on the offer. They spend the evening together in the saloon, drinking, getting to know each other (though not trusting each other) and making plans for the next day.

In the morning they ride to the Jacobs farm, where Tommy has found a secret entrance to the gang's hideout in a cave. Tommy's pop negotiates getting a share of the bounty for giving out the information which Tyrell and Jared grudgingly agree to, because they see how poor the family is. Tommy points the back entrance out to the two would be bounty hunters. As the cave entrance is dark and the two of them didn't bring anything to light the way they decide to make a torch.

They do the logical thing and tear off the shirt from little Tommy as burning material. The boy runs away screaming (they didn't want to use their own, favorite shirts).
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Inside the cave they walk down a corridor that leads down and winds. The air reeks and is moist. When they hear a small noise and a bit of light ahead the douse the torch (i.e. it has been of no use at all to them). They find themselvs in a pit that the gang uses for garbage and dumping the contents of their chamber pots.

Sneaking into the cave they find the gangsters sleeping, their guns on the table. They manage to remove the guns from the table and throwing them into the pit. They stand, guns in hand, over the sleeping gangsters. I expected them to wake them up and tie them, but instead they engaged in a lengthy debate how best to knock them out and get them out of the cave.
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Once I had pointed out that transporting three unconscious guys (the bounty was only for getting them live, as there was suspicion of this being part of a greater operation) and that the three might actually have their horses nearby they woke them up by pistol whipping one guy. The guys were sleeping deeply and probably had boozed the night before.

Anyways, they actually make it back to town, though they reek a fair bit. The sheriff takes the gang and their zombiemasks, but the whole town is pretty pissed over how they treated Tommy. The Jacobs are popular in town, especially since the mother died last fall. As a result, the sheriff shaves 50 credits of 250 off their reward to give to the Jacobs. He sends the confirmation fo the arrest to the nearest fed station, and it'll take about a day to have it acknowledged and wired to the local bank.

Meanwhile the two hole up in the saloon again, eating and drinking. A couple townsfolks show up (undertaker, priest, merchant, journalist) to comment on their deeds. The two have had a bath, but overall they are annoyed, not enjoying the celebrity status at all, especially not from those hicks.

Later, the prostitute that Jared flirted with comes screaming into the saloon. Someone tried to rape and/or kill her. The guy was wearing black and a zombie mask. Another gang member is still out there. The heroes search the streets and the room where the attack happened find nothing. They only know the guy wore black, so they suspect the undertaker or preacher, but find neither.

The next day they ask around a bit, including the suspicious preacher, the merchant and the undertaker, but (after failing a couple perception rolls) ultimately decide to head back to the cave to see if there's anything about the missing gang member. They find som new tracks around the cave, and some items are missing, but nothing else. The check with the Jacobs again. Under the guise of apologizing to them they check if they might have something to do with the gang.

(Apparently I made Tommy look like such a retard that something felt fishy about the situation.)

They find nothing and return to town where in the meantime all hell has broken loose. The sheriff has been shot, the gang has been sprung, they have abducted the prostitute that had been attacked and robbed the bank (killing the prostitute and a bystander in the process). The preacher has been kidnapped. They dither a bit, but as they don't seem to get any useful info out of the townsfolk decide to head after the gang.

Not far out of town they find the preacher whose carriage with bibles has suffered a  broken wheel. He fears for his life and asks them for help. He gets fidgety when Jared and Tyrell ask him questions he gets fidgety. Tyrell draws his knife and holds it to the preacher's ear.

But before he can say anything the gang members have returned and start shooting. The heroes are sheltered behind the carriage, and the gang hides behind some rocks. The gang shouts something about being "sold out", and the preacher being a dirty bastard. Nevertheless, Tyrell tries to stab the preacher who blocks the attack and shouts at Tyrell that they should kill the bandits.

The shootout is rather amusing. Jared, the trained sniper with mad skillz in rifles and high agility doesn't hit with a single shot. On the other hand, Tyrell, the melee specialist, armed with a sixshooter that sucks at the range they're firing at kills all three bandits.

After the shootout the preacher tries to butter them up how grateful he is for their help etc. However, his acting roll fails, and they see through him. That some of his bible crates were shot during the fight, revealing the books to be hollow and containing money doesn't help his case either. They apprehend him quickly. The other guys are dead, but they caught the mastermind, so their bounty is certain.

On the other hand they have his loot, well over 500 credits right there. They each take 50 credits as their "fair share". The feds wire the bounty, and they have a few more days till the next ship arrives, and they've been asked to look after the town until a new sheriff is picked.

That's where we left off. What they don't know yet (though I told them a couple times when we went about the rules, discussed buying/selling stuff and the currencies used in the game) is that credits are traceable unless you "launder" them.

So at some point in their future (probably after the next adventure) they'll be faced with Marshal Womack (he appeared in the series in one show - think Gary Oldman's char in The Professional, but less subtle) who will use this as leverage for a "favor".

Overall it was a rather fun session, with people staying in character most of the time (though I had to cut down on silliness at some points). The useless torch that pissed off the whole town had us in stitches. We need to work a bit on bringing traits and skills more into play, though. Next session will be in 2 weeks, though probably a shorter one (possibly a boat ride or something).
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Razgovory on January 24, 2010, 10:36:19 AM
My friend, was going to run a serenity game but we decided to use the GURPS rules since they are so nifty.  Unfortunately when I got there they decided instead to do some Battlestar Galatica thing instead.  So my cowboy character felt really out of place.  Also I didn't know a damn thing about that show (or to be fair firefly either) so I got shot in the chest by a robot who looked like a human being.  Then shot a few more times by robots who looked less like human beings.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Josquius on January 24, 2010, 10:36:23 AM
Sounds like a fun game.
As someone who hasn't done p&p with actual p&p before though I can't help but find the idea of RPing and being IC and all that with friends odd.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on January 24, 2010, 03:54:06 PM
Quote from: Tyr on January 24, 2010, 10:36:23 AM
Sounds like a fun game.
As someone who hasn't done p&p with actual p&p before though I can't help but find the idea of RPing and being IC and all that with friends odd.

We were a bit weary about that, too. It worked out fine when we decided to not worry about whether or not we look or sound silly.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on January 24, 2010, 03:57:52 PM
Quote from: Razgovory on January 24, 2010, 10:36:19 AM
Also I didn't know a damn thing about that show (or to be fair firefly either)

I think it's a lot easier to get into Firefly than into BSG, though. Firefly can be summed up as "Post Civil War Wild West with Spaceships". There's no aliens to explain, no droids, etc. Sure, on the core worlds you have your typical high tech sci-fi setting, but even that isn't as super detailed and fleshed out as in some other universes. There's plenty room for making shit up and running with it, and most other stuff can be explained on the fly in a couple words ("What's a companion?").
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Razgovory on January 24, 2010, 10:15:07 PM
Quote from: Syt on January 24, 2010, 03:57:52 PM
Quote from: Razgovory on January 24, 2010, 10:36:19 AM
Also I didn't know a damn thing about that show (or to be fair firefly either)

I think it's a lot easier to get into Firefly than into BSG, though. Firefly can be summed up as "Post Civil War Wild West with Spaceships". There's no aliens to explain, no droids, etc. Sure, on the core worlds you have your typical high tech sci-fi setting, but even that isn't as super detailed and fleshed out as in some other universes. There's plenty room for making shit up and running with it, and most other stuff can be explained on the fly in a couple words ("What's a companion?").

Yeah, that was the general impression I got.  I watched the pilot episode and figured it was cowboys in space.  Easy enough.  I watched the battle star pilot movie and got really bored.  I figured it was about sex with robots that live in your brain.  So I suppose a proper character for it would be more along the lines of "Midnight Cowboy" rather space cowboy.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Lettow77 on January 27, 2010, 08:31:25 AM
 Looked into this due to a fondness for the setting. Ultimately I had to shelve it due to lack of interest from others. I'd be interested to hear your stories.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on February 07, 2010, 02:10:51 PM
Jared and Tyrell got ready to leave Dora today. They booked passage on a freighter doing the run between Dora and Persephone every couple of weeks, the Ymir of Cpt. Terry Hanson.

Unfortunately, the two mercenaries could only book a double bedded cabin as the others were already taken by their co-passengers:
- an accountant looking to work for Blue Sun on Persephone
- a young richkid travelling the rim for fun
- a prissy former opera singer in her sixties

I made sure they were quickly annoyed by the other folks and being berthed together. I made the crew (Cpt, engineer, pilot) likable enough, though.

On day 2 of the ordeal the captain is called from the dinner table for a mysterious message (Jared heard something about "Marshall" and "Alliance") which prompts him to announce a slight course change due to asteroid activity en route.

Jared and Tyrell don't quite buy this, but fail to influence the crew into saying more. They discover, however, that during their absence someone has tempered with their cabin, even though they tried to make it look like nothing had changed. In an air duct they discover a data disk.

They take it to the cortex terminal, but it can't read the file. Tyrell asks the engineer who he has befriended if there's other terminals with different equipment maybe, but there isnt.

Jared has noticed earlier that something seems fishy about the accountant. They decide that one of them boozes him up and the other search his cabin. Tyrell fails to pick the lock, but just as he tries to pick it once more the Captain appears. Tyrell successfully tells the Captain he's gotten confused due to being drunk and the Hanson guides him back to his real cabin. Meanwhile the accountant returns to his bunk.

The next day the captain tells them that due to the hazardous flight conditions the passengers will have to stay in their cabins as per insurance regulations.

They grudgingly agree.

However, the next morning an alarm sounds, and one by one the passengers are called to the small mess hall. Jared and Tyrell panic a bit. They decide to hide the disk again, though in a different place. Just in time before they're called up.

The ship is crawling with Alliance who have towed the ship. The Alliance officer, Cpt. Avery, a very by the book guy, looks at their IDs. Jared and Tyrell both have a history of (botched) Alliance service, so he isn't too happy to see them. Everyone is told to stay in the mess hall while the ship is searched and the passengers' luggage is checked.

The search comes up empty. So the Alliance officer interrogates all passengers one by one. He's looking for a data disk, stolen from Boros three weeks ago. At the time, all passengers except Jared were there (Boros => Dora => Persephone is a common route).

During interrogation both Jared and Tyrell squirm uncomfortably. Jared is lucky that the pieces of his sniper rifle aren't discovered in his luggage, though he has to answer questions about his involvement on Dora, his travels and what he does with sniper ammo.

Tyrell squirms even more, and though he doesn't reveal anything about the data disk, he's forced to give up the name of the guy he usually takes contracts from. An examination of that person will be initiated.

The others are interrogated one by one with little result. Then the crew is questioned. The engineer, in the meantime a friend of Tyrell, betrays that Tryell talked about a disk.

After another talk Tyrell and Jared come clean with the true story. Avery believes him, because he thinks that not even Tyrell would be so stupid to ask the engineer about options to play back a data disk that he stole a few weeks ago. The two are ordered to stay in their cabin.

When they can finally leave, the Alliance are gone, they took the accountant with them. As it turns out the guy was a master spy and hacker who tried to shift the blame to Jared and Tyrell when he noticed something was up.

Tyrell and Jared are off the hook. However, Tyrell's main employer will come under scrutiny, which will be nothing new for that person, but not welcome, either. Jared's weapons license will be looked into. Also, their cash was scanned, and - what they don't know - the Alliance will ask why they took money that was robbed from the bank on Dora.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on February 13, 2010, 02:41:09 AM
The freighter YMIR touched down on Persephone yesterday.

Jared goes to find some good whisky, but - failing - goes to a bar instead. Tyrell checks in with their contact and gets an address to go to. He also rents a room in a super seedy motel for 5 cr.

Their contact is One Eyed Charlie, a business woman with half her face horrifically disfigured. She's been informed that they'd seek work, and indeed she has something for them, even though she thinks Jared would be more of a liability than an asset. Jared is really strained not to jump over the table and punch her one during her derisive remarks.

Charlie's employer has lost an important item, a small, sealed alliance box of mysterious content, To a local crime lord wannabe by the name of Ernesto "the Slug" Rivera. Jared and Tyrell are hired to recover the box and kill Rivera.

Rivera knows that the box was very valuable but he has no means of opening it. Charlie explains that currently various bidders are visiting his small farm to bid for the item. As Jared and Tyrell are not locals, she might smuggle them in to check out the situation. She also points them to a good hotel, that's acually a bit cheaper than the dirt hole they previously looked at.

The two are dressed up as businessmen, with Jared as Tyrell's bodyguard. A shuttle takes them near the farm and they drive the rest by car.

There's a few guards around the house, and a few thugs of the Tong-Clan "Black Rat" are waiting by a car, probably for their boss who discusses with Rivera.

Jared agrees to wait outside, while Tyrell checks out the inside. Unfortunately he doesn't learn much. He knows there's a guard in the entrance hall, and at least three others in different rooms (he hears one from another door, and sees two guys when he peeks into the kitchen). Spying out Rivera does not go so well. Tyrell bothces about anything he can and his kicked out by the bodyguard, a tall, mean looking Scandinavian called Comanche.

Back at Charlie's they discuss how to proceed. They decide to tackle the thing at night. They plan to take out a patrol circling the barn, so that Jared and his sniper rifle can get onto the roof and then take it from there.

As the patrol are two guys they decide that Tyrell (the melee specialist) gets up close behind them and takes out one while Jared (with his night vision scope) takes out the other. Tyrell manages to sneak up on the two from behind. Jared takes down his target without problems. Tyrell, however, trips behind his target and falls flat on his face. :face:

Fortunately, Jared reacts quickly enough and shoots the startled other guy, too.

Jared then climbs onto the barn and gets a bit of an overview. The rear entrance is guarded by one person, and a car is there (which I intended as escape car for them). Tyrell sneaks around the house and tries to enter an unlit window. However, he fails opening it. Jared and he agree via (loaned) comlink that Jared take down the guard - which he does effortlessly. Tyrell stuffs the body into the car and tries to hide the blood (though he misses some) a.s.a.p.

Thinking that the car might serve Rivera as an escape vehicle if things go south he also sabotages the engine. :face:

Jared comes down from the roof and they cautiously enter the kitchen ... but no one's there. Two drunk guards are in the dining room, but they leave them alone for now.

They sneak towards the Rivera's office. The office is lit, but no one's there. Tyrell picks the lock of a cabinet, but there's only a pistol and a bunch of uninteresting documents. Jared finds copies of pretty large bank transactions on the desk, but it doesn't say from where the money came.

Tyrell tries to listen at the door behind the desk, but he totally botches it. However, the door flings open and knocks Tyrell over. :face:

In the door stands the surprised Comanche. Jared reacts first (high initiative) and shoots him at point blank range. The tall Scandi goes down. Tyrell manages to stagger to his feet and stabs down on the brute.

Of course all hope for stealth is gone now (shoulda brought the silencers for pistols, too, not only the rifle ...). From behind another door comes the shout "Guards!" Tyrell recognizes the voice as Rivera's.

Jared quickly checks the room Comanche came out of - it's a comm center with computers and communications equipment. The box isn't there.

Tyrell has opened the door behind which he guesses Rivera must be. He launches at him with his sword but only manages to nick his ear. :face:

Jared manages to shoot past Tyrell and kills Rivera. Guards are approaching, so they decide to make a run.

Jared: "Sure would be nice if the car was still working!"

Tyrell: -_-

They run for a door, behind which a guard waits. Tyrell slashes at him with his sword ... and misses completely. :face:

Jared again guns down the attacker.

They head through the room to the next room. Several women are chained down there, but the guys have no time to help. Jared slips one fo the girls a knife, then takes a leap and does a heoric jump through the window and rolls over the grass outside. Tyrell for once manages to pass a die roll and jumps after him. The contact their shuttle to home in on them and pick them up.

They run into the dark, and the guards lose them quickly.

Charlie is pleased that Rivera is dead, but not so pleased that they didn't bring back the box. However, she guess that it might have been sold already. She'll check with her contacts to see if she can bring up more.

When heading for their hotel they are cornered by half a dozen federal law enforcers. They're led by Major Womack, recently promoted and transferred from the Silverhold Colonies (watch the Firefly episode "The Message" to get to know him). He brings up their past transgressions (the money from the bank robbery they took, Tyrell's working for Englund), and the recent murder of "honourable businessman" Ernesto Rivera (he leaned on the shuttle pilot who talked).

He instructs them that when they have the box they should give it to him instead of the Red Dragon. Tyrell and Jared are a bit confused, as they don't know about no Red Dragon. At any rate, not producing the box for him would have dire consequences for them.

With that I left the two "heroes" to ponder.

comanche is not quite dead yet, so I may bring him back later, especially since, even though I buffed him up to be quite a brute, the confrontation was rather anticlimactic (though it worked in context).
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Sophie Scholl on February 13, 2010, 05:47:46 PM
Fun read.  Gotta love when pc's crap all over your well laid out plans. :lol:
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on February 14, 2010, 12:31:37 AM
Yeah, it was fun. Especially since their employer lauded Tyrell in advance for his reputation and concluded that Jared was an idiot; then Tyrell blew about every roll he attempted. Jared rightfully told her off when she asked Tyrell how it went and if Jared was much of a liability. :lol:
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Josquius on February 16, 2010, 03:58:06 PM
Quote
Their contact is One Eyed Charlie, a business woman with half her face horrifically disfigured. She's been informed that they'd seek work, and indeed she has something for them, even though she thinks Jared would be more of a liability than an asset. Jared is really strained not to jump over the table and punch her one during her derisive remarks.
He need to roll a control check or somesuch?
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: grumbler on February 16, 2010, 05:07:04 PM
Quote from: Judas Iscariot on February 13, 2010, 05:47:46 PM
Fun read.  Gotta love when pc's crap all over your well laid out plans. :lol:
Agreed about the read.  Thanks for sharing this, and please keep it up.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on February 18, 2010, 11:49:44 AM
Quote from: Tyr on February 16, 2010, 03:58:06 PM
He need to roll a control check or somesuch?

Yes, I made him do it. They are not quite used to having their bad character traits (very character has to have at least one) influence the plot much yet, so I force them into play.

I enjoy sharing this, and will continue, because it's also a good way for me to keep track of things. ;)

I'm still learning about game mastering and managing the players' expectations/making sure they have fun and have a fair bit of fun with it myself.

Next session will be in March.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Faeelin on February 18, 2010, 02:17:56 PM
Aren't you being a bit unfair with the urrency? Shouldn't most people know about the credits?
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on February 18, 2010, 02:24:56 PM
Quote from: Faeelin on February 18, 2010, 02:17:56 PM
Aren't you being a bit unfair with teh currency? Shouldn't most people know about the credits?

My ingame reasoning was that the very thorough shakedown by Cpt. Avery registered the money on them before they had a chance to get any laundering done. I got away with it, mostly because i played Cpt. Avery pretty convincing and his interrogation/searches left them pretty shaken.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Korea on February 20, 2010, 12:19:33 PM
I like reading this. But why do you have to wait so long to play again? I don't think I understand how you play this game either.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on February 20, 2010, 01:30:18 PM
Quote from: Korea on February 20, 2010, 12:19:33 PM
I like reading this. But why do you have to wait so long to play again? I don't think I understand how you play this game either.

Well, even with three people (two of which are in relationships) it's not always easy to set aside 4 to 6 hours of playing time.

The game is a pen and paper RPG. You have a game master (that'd be me) who runs the narrative and officiates and players who create characters and play the protagonists. In critical situations (influencing someone, hacking a computer, combat, flying a ship through an asteroid field) the characters have to roll die checks against their skills and abilities.

The Firefly system is nice, straightfoward and simple which lends itself to fast play, so ideal for our n00b group.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Korea on February 20, 2010, 04:43:14 PM
So, do you guys sit around and stay in character the entire time? Like when you say you are arguing about what to do in such a situation are you guys actually arguing? And does the story flow the entire time or so you have to pause to think of what to do in the story? Just curious because it sounds interesting and I don't get it at all.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Tamas on February 20, 2010, 04:48:54 PM
Quote from: Korea on February 20, 2010, 04:43:14 PM
So, do you guys sit around and stay in character the entire time? Like when you say you are arguing about what to do in such a situation are you guys actually arguing? And does the story flow the entire time or so you have to pause to think of what to do in the story? Just curious because it sounds interesting and I don't get it at all.

Err, so you are like a nerdy girl playing computer RPGs and such, and dont actually know how a pen and paper RPG goes?

OMG I am: old
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Korea on February 20, 2010, 05:35:31 PM
Quote from: Tamas on February 20, 2010, 04:48:54 PM
Quote from: Korea on February 20, 2010, 04:43:14 PM
So, do you guys sit around and stay in character the entire time? Like when you say you are arguing about what to do in such a situation are you guys actually arguing? And does the story flow the entire time or so you have to pause to think of what to do in the story? Just curious because it sounds interesting and I don't get it at all.

Err, so you are like a nerdy girl playing computer RPGs and such, and dont actually know how a pen and paper RPG goes?

OMG I am: old

And I am young. ^_^
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Tamas on February 20, 2010, 05:40:41 PM
Quote from: Korea on February 20, 2010, 05:35:31 PM


And I am young. ^_^

I just can't wrap my head around the fact that nowadays such RPG-geeks exist who haven't tried P&P ones (and in fact, can't really be called RPG-geeks, now to think about it).
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on February 21, 2010, 01:54:25 AM
Quote from: Korea on February 20, 2010, 04:43:14 PM
So, do you guys sit around and stay in character the entire time? Like when you say you are arguing about what to do in such a situation are you guys actually arguing?

Most of the time, yes.
QuoteAnd does the story flow the entire time or so you have to pause to think of what to do in the story?

I plan out the plot for the players a session or two in advance, with the overarching plot reaching farther than that, but I know where it's headed. Before the actual session I prepare supplements - NPCs (who I'll play) with some notes, possibly handouts or maps, plot notes to myself. I try to not pause the game. The players will do unexpected stuff, but in our sessions so far I've managed to improvise off of it, or whing it.

The players come from a computer RPG background, and they're only slowly shedding the urge to go find a quest giver or trying to find out where to go to trigger a certain confrontation etc., but we're getting there.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: katmai on February 21, 2010, 02:02:18 AM
Quote from: Syt on February 21, 2010, 01:54:25 AM


The players come from a computer RPG background, and they're only slowly shedding the urge to go find a quest giver or trying to find out where to go to trigger a certain confrontation etc., but we're getting there.

:D
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on February 21, 2010, 02:05:24 AM
Yeah, in the first sessions this led to hectic back and forth of one character. I try not to railroad them too much, so I went with it, but some characters became increasingly annoyed when he came by to chat *again*.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Tamas on February 21, 2010, 03:43:38 AM
Quote from: Syt on February 21, 2010, 01:54:25 AM

The players come from a computer RPG background, and they're only slowly shedding the urge to go find a quest giver or trying to find out where to go to trigger a certain confrontation etc., but we're getting there.

:lol:
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Korea on February 21, 2010, 04:11:39 AM
Quote from: Syt on February 21, 2010, 01:54:25 AM
Quote from: Korea on February 20, 2010, 04:43:14 PM
So, do you guys sit around and stay in character the entire time? Like when you say you are arguing about what to do in such a situation are you guys actually arguing?

Most of the time, yes.
QuoteAnd does the story flow the entire time or so you have to pause to think of what to do in the story?

I plan out the plot for the players a session or two in advance, with the overarching plot reaching farther than that, but I know where it's headed. Before the actual session I prepare supplements - NPCs (who I'll play) with some notes, possibly handouts or maps, plot notes to myself. I try to not pause the game. The players will do unexpected stuff, but in our sessions so far I've managed to improvise off of it, or whing it.

The players come from a computer RPG background, and they're only slowly shedding the urge to go find a quest giver or trying to find out where to go to trigger a certain confrontation etc., but we're getting there.

Wow, that's really cool. I'm not sure if it's something I'd want to play but I think I'd enjoy watching it!
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Korea on February 21, 2010, 04:12:43 AM
Quote from: Tamas on February 20, 2010, 05:40:41 PM
Quote from: Korea on February 20, 2010, 05:35:31 PM


And I am young. ^_^

I just can't wrap my head around the fact that nowadays such RPG-geeks exist who haven't tried P&P ones (and in fact, can't really be called RPG-geeks, now to think about it).

I've never called myself an RPG geek (I don't think anyway) It's not my fault the P&P RPG died before I got into them  :P
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Korea on February 21, 2010, 04:13:26 AM
Quote from: Syt on February 21, 2010, 02:05:24 AM
Yeah, in the first sessions this led to hectic back and forth of one character. I try not to railroad them too much, so I went with it, but some characters became increasingly annoyed when he came by to chat *again*.
:lol: Cool.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: katmai on February 21, 2010, 05:48:22 AM
Quote from: Korea on February 21, 2010, 04:12:43 AM
Quote from: Tamas on February 20, 2010, 05:40:41 PM
Quote from: Korea on February 20, 2010, 05:35:31 PM


And I am young. ^_^

I just can't wrap my head around the fact that nowadays such RPG-geeks exist who haven't tried P&P ones (and in fact, can't really be called RPG-geeks, now to think about it).

I've never called myself an RPG geek (I don't think anyway) It's not my fault the P&P RPG died before I got into them  :P


God damn kids.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: frunk on February 21, 2010, 09:08:52 AM
It didn't die, it just retreated into the very nerdy shell from which it came.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Korea on February 21, 2010, 12:30:42 PM
Well, I can kind of see why. But it does seem like a lot of fun.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on March 10, 2010, 02:29:07 PM
Roundup from last weekend.

Not much going on. One Eyed Charlie sends Tyrell and Jared off to intimidate a banker and threaten that something might happen to his daughter if he doesn't help tracking the payments that Rivera received for the Maguffin.

It's revealed that the Sergey Voronov's crime syndicate "Red Bear" seems to have possession of the item now. In order to open the box they'll need the help of a rather skilled slicer/hacker - Tad Soto. Voronov has hired two guys to get in touch with Soto, hoping to keep it low key.

Tyrell and Jared are sent to the bar where the two guys hang around. They are to observe and follow them when they leave. Unfortunately, Tyrell is greeted in the bar by a former war buddy, Gordon, who draws all kinds of attention to them and tries to get into a conversation with them. The Red Bear thugs leave, and when Tyrell and Jared try to follow, Gordon wants to tag along. Jared manages to convince him that he'd like some alone time with Tyrell, because they're fresh in love. :lol:

Leaving the bar the two notice that two guys from a different crime syndicate, the Black Rat, follow them in turn. Cue a lengthy car chase. The Red Bear guys are chased by Tyrell and Jared who are chased by the Black Rat thugs. Police join in on the chase. Eventually, two police cars are wrecked in the streets, the guys have shaken a small patrol craft and the Black Rat is held by police who caught up on them.

Jared crashes the Red Bear guys into a wall. They pick up one of the badly wounded guys and take him to a waste dump where they "question" him. He reveals the location of Soto. Jared and Tyrell dump him near a hospital and go to Soto's hideout.

Tyrell goes up to Soto's one room place, stuffed under the roof with computers while Jared waits in the car. He notices that Soto is quite dead, blood pouring from every orifice of his body. He snatches a portable computer and makes his way back.

Unfortunately, Jared is visited by lawman Major Womack and his henchmen. Jared slams the car door into Womack, and he and Tyrell try to make a daring mistake, though Tyrell drops the computer. After a couple meters they realize that it's quite stupid to flee from Womack, leaving an unexplained dead body behind.

So they drive back. Womack repays Jared with a punch to the face. Tyrell explains what they've found in the apartment. Womack isn't happy, but tells them to stay on the case, otherwise they might find themselves under suspicion of murder regarding Soto.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on April 11, 2010, 02:10:49 AM
Charlie is not happy with how Jared and Tyrell fared in this situation. They inform her of Soto's death, but avoid talking about Womack. Jared is a bit nervous, because he's received a coded message from, Michael Can, a very good friend and warbuddy who often gets him some work, that he should be careful.

[I had asked the players to provide some extra characters from their past that I might use in plots.]

However, they get a chance to redeem themselves. Charlie's contacts have informed her that Voronov will try to move the item off planet from one of the little shuttle ports he uses for smuggling.

The place is heavily guarded, though, and Charlie gives Jared and Tyrell two guys as backup: a hacker/bodybuilder type guy and a rather disgusting fellow who's handy with the shotgun and grenades.

More thanks to luck than anything else, Jared manages to sneak up a guard tower and knock out the guard there. In the settling dusk he'll be unnoticed for a while and can scan the situation. Meanwhile Tyrell and the two henchmen approach through the sewers [Note to self - trigger Tyrell's claustrophobia in those settings]. Hacker dude comes out at a small warehouse, but can't move due to guards outside.

Tyrell and the shotgun guy come out at a different place where they examine several offices. Unfortunately, a secretary screams before Tyrell knocks her unconscious, Guards approach, two are killed by shotgun, the third by a vicious sword cut as they come through the door.

Other guards are alerted, and Jared tries to snipe them from the tower but fails. Things become messier as more guards close in on Tyrell and his other colleague, though a well placed grenade gives them a bit of breathing room. In an office two female secretaries are huddling together. Shotgun wants to kill them, because they're witnesses. Tyrell tries to stop him, but only manages to save one of them.

The four mercs manage to rendezvous in the main warehouse where they get into a violent shootout with crack guards and the port's boss. Smoke grenades are tossed by the team, so Jared has the advantage with the thermal imaging sights on his sniper rifle. However, as the shooting goes on they hear horrific screams from the far side of the compound, screams that slowly come closer.

[I'm insinuating that the Hands of Blue are approaching, which matches how Soto had died - the players know that, but their characters don't.]

Eventually, the screams reach the warehouse, and in the thick fog the enemies drop dead. The team decides to make a run for it before they're next.

The smoke clears, and the mercs see the corpses of their enemies, blood pouring from eyes, ears, nose, mouth. As they turn tail, they hear someone calling for Jared. Jared recognizes the voice of his friend Michael Can. The two shake hands, and Tyrell joins them. Their two henchmen stand back a bit, telling them to raise their arms. Jared and Can dive for cover, but Tyrell, trying to do so, lands flat on his face.

A laugh comes from the door. There's Womack and his scoundrels, including Tyrell's old buddy Gordon. They want to haul Tyrell and Jared in for murder (as they obviously failed to get the item for Womack), but Michael tells him to back off. After a serious exchange of glares, Womack stomps off, warning Jared and Tyrell against coming back to Persephone anytime soon. Michael also tells them that they've made many enemies. They killed plenty of Voronov's Guys; Charlie won't trust them, now that she knows she had moles (shotgun and hacker) in her ranks - by proxy that means Red Dragon Tong will also hate them; then there's Womack with his attachment to law enforcement; and they killed a couple of Black Rat guys.

Michael advises them to lay low. He used his connections to get them a flight out to a small mining company where they can get some work. Jared, however, wants to know what in the mysterious box was that they were chasing and where it is. "It's safe", Michael says. He only points out that it's something that will help the border worlds a lot and shouldn't be in the hands of criminals.

* * *

I'm glad I could wrap this campaign up, as a lot of it was heavily improvised and I was slowly maneuvering myself into a corner.

The players liked this session a lot. It gave them good action, covert actions, computer hacking, planning a raid, a few morality questions, an left them with a twist ending after they had braced themselves for certain death. Funniest moment was probably a guard trying to come out of the toilet. Tyrell swung his sword at him and missed. The guard closed and locked the door. Shotgun blasted the door open, but the guy had already fled through the bathroom window.

Or Jared trying to stun a guard with an stun baton and instead shocking himself. (He managed to headbutt the guard into unconsciousness, though.)

Or Tyrell totally botching a roll for hacking a computer and causing the thing to short out.


Unresolved issues:
- What was really in the container? (I'm leaning towards a cure for the PAX that created the Reavers)
- What's Michael Can's involvement with Blue Sun and the Hands of Blue?
- What's Michael Can's involvement with Womack, as they clearly knew each other?
- Jared's stepsister normally lives on Persephone (though she was elsewhere this campaign). Visiting her should prove interesting in the future.


For the next campaign I'm going more with a Wild West theme again. Persephone is nice, but overall not very otherworldish, neither too futuristic, nor too retro. I'm thinking mining town, with indentured labourers (former Browncoats, maybe, working as quasi-slaves), and a brutal (female) overlord running the town. Could have plenty of politicking, intrigue, maybe a worker uprising, or outside raiders (Reavers?) attacking ...
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Josquius on April 12, 2010, 02:09:18 PM
So what next?
You're continuing straight through to the next 'chapter' with the same guys or finishing or what?
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: HisMajestyBOB on April 12, 2010, 07:59:35 PM
That's pretty cool stuff.
Always wished I could find a group to play these things with.
Title: Re: Blundering through the Black. A Firefly RPG AAR.
Post by: Syt on April 13, 2010, 12:44:55 AM
Quote from: Tyr on April 12, 2010, 02:09:18 PM

You're continuing straight through to the next 'chapter' with the same guys

Yes.