A Monster for Every Season: Summer 2
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  1. - Top - End - #31
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    OldWizardGuy

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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by beknoll View Post
    I'm a little confused, as "invoking an aspect on someone else's character sheet" is a compel, right?
    Nope. An invoke gives you +2/reroll. A compel is "because of <aspect>, bad things happen."

    Quote Originally Posted by beknoll View Post
    In regard to being immediately awarded a Fate Point for compels as per Kyoryu, this is all I could find:
    Yeah, that's about it. If you check out the G+ group, this has been clarified pretty authoritatively (by Fred Hicks).

    Quote Originally Posted by beknoll View Post
    Yeah, I think it works this way. Enemy has a twisted ankle aspect. Player's can compel it by paying a Fate Point. Per the NPC rules, the NPC would get that Fate Point at the end of the scene to use in a different scene possibly.
    If it was a compel, it would look like:
    "Because Bad Bill has a twisted ankle, it would make sense that he would trip and fall, preventing him from getting through the door before it closed. Damn his luck."

    If it's an Invoke, it would look like:
    "Bad Bill dodges out of the way? I don't think so... I'm going to pay a Fate Point to invoke his Twisted Ankle aspect for a +2". (Actually, I'd hope that the dialogue wouldn't be that mechanical, but it serves to point out what's going on here).

    The first pays out immediately, the second at the end of the scene. Compels are more common outside of Conflicts, for many people, while Invokes are kind of ubiquitous.

  2. - Top - End - #32
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Just came back from the session, and boy was it an intense one! I'll start posting in the next few days, as time permits. I'll answer some of beknoll's questions now, before heading to sleep. This post has nothing to do with the actual game, so skip it if not interested.

    Quote Originally Posted by beknoll View Post
    FC-69
    Out of curiosity, how in the world do you capture such detailed After-Action-Reports? Are you taking notes during the session? Do you write them up immediately after (I'm thinking no based on your previous comments)? I love the detail and would like to be able to capture as much myself.
    Thanks! I think I may be losing quite a few readers due to TOO much details, it's nice to see someone who likes them. I can't tell exactly how do I do this, but the following help:
    - I have the Session's adventure file on my computer, going through it helps jog things up.
    - In session, I'm usually very intent on the game, very aware and present, taking things in. I found that it puts them better to memory.
    -Thankfully most of my players action have a sort of sense to them, some sort of "action- reaction" to them, if loosely, so it helps organize stuff. When writign posts I often go back and forth as some things remind of other things, and so on.
    - On some complicated sessions (Like the one just played), I come back home, and write brief comments, in chapters, about what happened.
    - On the rare few occasions that I play (Like in the "It began with a crash" log in my sig) I take active notes during session. These logs come more flavorful and colorful!

    Again, Kol, thanks for the posting. You've gotten me through many a boring hour and given me many thoughts to ponder.
    Glad you like it!

    On a side note based on what you're studying and--again out of curiosity-- you're in med school? No wonder time is tight!
    yeah, I'm in med school. The biggest challenge is not passing the tests, but to try and sustain a life! However, I wish this thread to remain game related. I thank you for the interest, but if you have more in depth questions of the studying, I'll be happy to answer, but in private.

    Thanks again,
    Kol.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  3. - Top - End - #33
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Well, I look forward to reading more!

  4. - Top - End - #34
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    We've had a few snags and problems after the last session, working through them, But I'll get to that in the proper time. But back to schedule, eh?

    Mini Session 4.5- D*ck Mighty's investigations

    As you might recall, the fourth session was without D*ck's player, as he tried to look for his assassin. With the rush of ideas and other stuff to my head I saw this as an opportunity to play a short "pre-session" before the actual game. I could introduce more elements through him. He could play D*ck to his full "Scheming weapons & drug baron" potential. And... I could test how well the FATE system works with catering to just one player.

    He told me he was going to investigate who tried to kill him with the planted explosion in his caravan (On the way to Rivertown). So I prepared for that in mind. Knowing this is a complex and surprising player, I knew quite well I may need to improvise here, a lot! The other group was two days ahead of him in the time frame, and we sought to bring it up with them as the session starts, so there was a time limit to the investigations. (We both agreed it's best, no forcing his hand)

    The master returns home!
    Leaving the party with his flourish of words, D*ck went straight to delivery depot his business used when sending caravans. He put his hat lower and his coat up, no reason to let others know he's alive yet, is there? He got there and looked for the man in charge. I put up a stuffy looking, British cliche speaking loyal manager- Mr. Charles. "Oh sir! You're back from Littletown? Quite a surprise! Are you well? I heard rumors of nasty beasts on the road! And muties too!" D*ck exchanged pleasantries, and tried to sense if old Charles is hiding something, but the kooper seemed real. They went to the office and started talking. D*ck explained the situation and investigated who had access to the cash box vault that was blown up. "Only me and you sir, that's how it works! I keep an eye on it and make sure it has the funds just before it leaves!" D*ck grimaced "So it was on the road... SOmeone got the whole caravan to do that."

    As they talked D*ck heard a few people trying to eaves drop, so he kicked the door hard, and the frightened hirelings scattered. D*ck rose up. "Charles, try to see who is willing to spill some info on the matter, pay them WHATEVER you need". Charles nodded "Be on it sir! I promise you we shall get this villain! He shall rue the day he messed up with you Mr. Mighty!" D*ck smiled and left. There were other sources he could check.

    Me and Mr. Jones
    Throwing up a good contact, He suggested we make a barkeep who keeps his ear to the ground, a "gossip monger". So Mr. Jones was contacted, in his dim and slow going bar, right near the main Rivertown market. "Ah! Mr. Mighty! Come in! Fancy a drink?" But D*ck hurried the bartnder to the back room.

    "There's an assassin on my head. You hear things, what's it about?" Jones paled a little. "Well, yeah, there were rumors of someone putting a target on you, but I thought it just a rumor! Glad to see you're not dead Mr. Mighty!" He gave a nervous little smile. "You and me both. Now, who made the contract?" Jones seemed agitated under D*ck's glare. "Last I heard it, the contract was handled by a middleman, or woman. A woman called Reese the Red?" D*ck continued to stare. "She owns a small mercenry outsourcing company, in downtown, near the Brown Coats stables. That's all I know Mr. Mighty! A discreet work, a client pays her to find a... "problem solver", and she pays him." D*ck frowned. "Very well. I'm going to learn a bit more of this... Reese. And as to YOU, I would be so obliged if you spread the rumor I was gone, explosion, yes?" The barman nodded, as D*ck left.

    GMing notes
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    Both scenes, with Charles and Mr. Jones were completely improvised, other than the info piece of Reese. I think that in theory you can just roll contact to gain the info, but we decided to play the contacts, like the madam's Sandman. Felt like fun!


    A civilized conversation
    I was sort of expecting D*ck's player to tell me he was going to use mroe contacts, or go straight to Reese, when he utterly surprised me- "D*ck is going to the Silvertones." It took me a moment to realize that he read the last session, and had something in mind here. I rolled with it.

    In the time frame it fitted to the madam's second visit, so D*ck came seeing her and Brother Walter just living, looking disturbed. Not wishing to draw attention, he didn't call to them. The guards recognized him (We established before D*ck was a main merchant in Rivertown) and so he was escorted to Mr. Silvertone.

    Spoiler
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    "Ah! Mr. Mighty! What a surprise! Come, sit. I heard there was some trouble in Littletown? I hear there are beasts! Savages! Barbarians even attacking caravans out of Rivertown. While we try to make this an honorable, civilized place, such a shame... such a shame... "Are the Jenkins well? Pa Jenkins is a crafty old man, but violence was not his style!"" D*ck sat down, and simply put "Pa Jankins is dead, it was a prostitute, the details are unimportant, So is Ma Jankins." He then started relaying quite a bit about the Vampyrs and Mogols, but refrained of mentioning their interest in Littletown, or their interest in the twins. He portrayed it like some plague" Mr. SIlvertone listened intently, as D*ck knew he would, relying on his aspect of "Knowledge is power".

    Finally Mr. Silvertone put his hands on the table. "What I can do for you Mr. Mighty?". I was thinking he would start talking about the assassination attempt, but he had bigger plans. "I would like to suggest... an opportunity. Littletown is in a delicate position right now, with a leader who may not be... ideal, and I think I might be able to persuade someone to exchange him, and perhaps that someone might be forward looking for better deals with anyone who... supports this effort? Like more Microfusion?" Mr. Silvertone listened passively. "That is an interesting proposal... theoretically Mr. Mighty. It is intriguing indeed, I shall think about it, theoretically of course. We do not yet have full trust, do we... However there is a meeting in a few more days, and what you have told me might be of importance then. We shall see Mr. Mighty, I will need to chaeck a few things. Is that all you wished to talk about?"

    Then, after establishing some ground work, he came up with the current issue. "Well, There is a contract on my head. I'm sure you might have heard?" D*ck tried to assess (Empathy) if Silvertone was lying. The old mad confirmed that he knew, but that he knows few details of it. It wasn't that much of an interest to him, then. "Well, Do you happened to know anything of Reese The Red?" after an appropriate roll Mr. Silvertone shrugged his shoulders "A thing here, a thing there, people tell me things." (The last is a name of a stunt he has) "Reese is an aging woman, but quite tough. She holds to it that "Discretion is key in her business". D*ck cursed. That was going to be a problem. "Anything else? In order for oour opportunity to succeed, it may benefit us if I'm alive." Mr. Silvertone thought and then mimicked drinking heavily from a bottle, and nodded back to Mr. Mighty. D*ck understood and rose. "It was a pleasure meeting you Mr. Silvertone. I hope we meet again." Mr. Silvertone hummed, as D*ck let himself out.

    GMing notes
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    This conversation quite fitted things that I planned for in the group session, and this worked quite nicely. I was surprised to see D*ck adding another layer to his plans for Littletown, now adding the Silvertones as well?

    This was a great scene to play out. Like a civilized conversation between two criminal lords, with undertones all around. I believe this is exactly what the player aimed for.


    Reese the Red
    D*ck returend to Jones' bar. "How well protected is Reese?" Jones eyes widened slightly "I don't know Mr. Mighty, a few bodyguards perhaps?" D*ck cursed. He didn't risk facing such odds, and most of his men were craftsmen and merchants. He looked at Jones coldly. "You know of someone who could track? I want someone to follow her, find where she sleeps, where she goes to, when is she without protection. You got that?" One contact role later "Yes boss, just the one, a misbigotten by the name of Smut Nose Smitty. People don't mind him, he is harmless.

    D*ck settled in a chair, he walked quite a bit this day. "Good, find him now, get him on the job. I'll pay his price. I want a good spot quick!" Jones looked nervous. "It could take awhile" To which D*ck replied by pulling out a bottle of drink. "Then better get started!" D*ck settled there, with his gun towards the only entrance, while thinking up plans.

    A few hours passed. Jones tried to hint at the state of the bar, to which D*ck agreed, and said he might send a few men later, give it a polish, maybe fix a few thing,s maybe some polish. Jones groveled in gratitude, and left D*ck who wished to be alone. Finally, near midnight came Smut Nose Smitty, a poor looking misbigooten with all kind of pores on his face pouring smut. He told D*ck that Reese was now in a bar, with only one bodyguard. D*ck jumped up, and headed to meet the woman who dealt his contract.

    We didn't have a name for the bar, so we decided on "Get Drunk!" (An excellent name in all seriousness I think!) This was not like Jones' bar, this wasn't a place where people came to socialize, this was where people went to die in their drink, and be left alone. D*ck noticed a red headed woman sitting aside a guy with a shotgun at a corner table. they both looked like they've been drinking for quite awhile. D*ck sauntered by, and quickly and nonchalantly sat beside Reese, while drawing his gun and putting it to her ribs. He managed to surprise her "Shout and you're dead." She tried to protest, but a quick jab from the pistol convinced her otherwise.

    With silent whispers and deadly intent, (Using his condition and reputation to frighten her) D*ck managed to extract all she knew, if in pieces. Apparently about a month ago A Hudson man came to her, one called Dean Malcolm, a weasely little man, and offered quite a big price on D*ck's head. More than that, he wanted it to be a "Deadman's Contract"- Hiring amongst the best, but once the money is given, all in advance, the assassin will pursue the target till the job is done, even if the contractor wishes it to be revoked. D*ck was disturbed. First it meant that he must face this assassin, and cannot just hope to change people's mind. Also.. .The Hudsons? They competed against him for arms, but he wasn't a serious threat to their business... D*ck didn't know of any conflict with them. Also, he was sure it were the Jenkins! A change of plan... And last- the assassin was one of the top professionals

    "So who is this assassin, how do I find him?" Reese didn't quite know. "He comes from time to time, a normal looking guy, though with n accent of being out of town, if you listen well to him. I know that he, or there are several people, though they sound the same, are very good with explosives, their specialty." D*ck felt his new skin "Yes, I know! Make me a meeting with him, tell him I want to hire him." Reese nodded negatively. "He comes when he wants, I never know why or how he chooses his targets." Then she suddenly remembered something (He succeeded with style) "Hearing your name he said "Oh, the new guy in Littletwon. I'll deal with him." This did interest D*ck, since that meant it was someone who knew Littltown. But... new guy? He was there for several years now. Quite a few people came after he got there.

    After not getting any more with Reese, he bought a drink of strong lacquer and pushed it to her arms. "pleasure doing business with you!" Late night, he got back to Charles office, and had him guard him while he took a few hours of sleep.

    GM design
    Spoiler
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    While originally planning Reese I thought she'd be encountered in her office. But D*ck played very well, getting info on her, and then cornering her in a delicate place, and thus he could use quite a few aspects (situational and his own) to terrify her to hell! I initially thought coaxing the information from her would be a great challenge, he manged to circumvent it entirely. Nice work!


    Confrontation
    Early morning D*ck went towards the Hudson Corporation, with the massive farms the side of town. He reached their Community hall, and persuaded a guard to lead him to Dean Malcolm. The middle ranking Hudson's face were stern. If he was surprised to see Mr. Mighty, he didn't show it. But Mr. Might decided to play for brokes, and directly confronted Dean, laying out that he put a contract on his head, demanding to know why.

    Dean denied the accusations, but Mr. Mighty felt he was lying (Empathy), He did not manage to get any more info from him. After a failed threat guards were summoned, but Mr. Mighty let himself out. He was satisfied to learn that his instincts told him that the man was indeed lying. He did however just put a big red target on his head. Mr. Mighty smiled, lighting a cigar. Time to see if a "friend" might know a bit more...

    Once more to the Silvertones
    D*ck arrived just as the Madam was ushered quickly by Jenny outside, almost at a run from something. He smiled to himself, wondering what mischeif Jenny got herself into this time. As he met Mr. Silvertone, this time in the library, the old man was upset, angry even, though keeping his composture. "Mr. Mighty, you have a habit of coming after your friends of Littletown, they do not make me happy!" (This was just after they refused to break up the tow merchants). "They have cost me time, and I may lose an important piece of this situation. I apologize for hurrying you, it is quite impolite, but I need to attend to other things. What can I do for you?"

    D*ck explained what he learned about the Hudsons, and wondered if Silvertone heard anything. With a look of distaste Mr. Silvertone answered. "Malcolm is the dirty work man, a clerk, or a messanger. He works for higher ups. I'd look up the ladder." He then looked concerned, perhaps even fearful "But I'd suggest not to look too high. The Hudsons can be dangerous people."

    D*ck then continued on his other... interest. "You seem concerned Mr. Silvertone. I would like to help you, show you of my intentions for our... theoretical... business opportunity together". Mr. Silvertone thought for s moment. "Mr. Mighty, you act, speak and feel like a civilized man, like a man who understands the value of a word, of an agreement, of an understanding between people who know society." D*ck nodded empathically. "There is a meeting within a few days. The situation in Littletwon has become known, and the powers of Rivertown are taking an interest, especially in the possibility of new quotas of Microfusion. If we... understand each other, I think it might help our combined venture if you, on the behalf of Littletown, make sure that the Silvertones come favorable in that meeting. I will consider it a favor, a personal favor, and I do take my favors seriously, and repay them in full. A silvertone debt is a silvered debt. Are we in agreement?"

    D*ck smiled, and agreed whole heartedly, after a few more pleasentries, he left. There was a new aspect on him "A silvered favor" while he dealt with this well enough to gain "Ear of the Silvertones"

    Two can play this game!
    Which is when the player surprised me yet again, heading straight towards Reese' office. As he came in the bodyguard with the shotgun was intent to shoot but Reese stopped him. "I want to make a contract, on Dean Malcolm". Reese however wouldn't hear of it, it would certainly kill her discretion.

    Which is when D*ck pulled out all his cards (And FATE points), leanign on his mercantile reputation, his criminal reputation and her drunkeness secret, while promising some good money (Money talks). He managed the roll just barely, So she agreed, probalby thinking of relocating next. But the next questions surprised him "Regular contract, or dead man". He didn't hesitate "Deadman's contract". Only that cost more, and D*ck had no more fate points, leverages or anything. The player told me he's ready to take a hit to make this happen. We decided he'll draw deeply into his funds, making a "Cash shortage" moderate consequence.

    Dean Malcolm now had a deadman's contract on his head, it was a matter of days. When I asked the player later why Dean, if he knew he was just the messanger. "Well, that's good, because I'm sending them a message!"

    There time we set for the minisession was coming short, and we needed to get ready. But D*ck had done everything he wanted, and so we said he dealt the rest ofthe day actually getting the bartering goods for Reese, and then slept to meet the party the next day. If there were high ups meetings about the future of Littletown, D*ck needed to be in the game!
    -------------------------------------------
    So this is when it ended. Writing this seems quite packed, almost feels liek a group session. I guess this is because with the group there may be way more discussions and with one player things just flow in a fast pace.

    Speaking of fast pace, if you didn't see D*ck's image in our wiki sight, it is based on Jack Bauer from "24", which I haven't watched. He says that in the session you keep going fast paced from scene to scene, with the clock ticking. He said he felt it was quite like it! Yay, eh?

    It is quite easy to play a 1 person FATE session, though as usual with single player sessions, you probably need to model them to their desires and needs (as this was)

    I'm not sure I have the time to update more in the next few days. Hopefully I will but I believe the next big log update will be on Friday. See you then!
    Last edited by Kol Korran; 2013-09-16 at 08:01 AM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  5. - Top - End - #35
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    Scow2's Avatar

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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    I'm looking forward to the big update!

    ... and D!ck's quite a clever scumbag. Great story!

    Does that 'assassin' wear a blue-and-yellow jumpsuit?

  6. - Top - End - #36
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Glad to have you reading Scow2. I have a bit more time now, better use it. Now where were we?

    Session 5, part 1- Water merchants, growing interest in Littletown

    This was one of our best meetings, in that it was quite charge, VERY tense, and brought up quite a lot of responses from characters and players. It however heralded a further complication which I'll touch on later.

    A few things before we jump to the thick of it. I felt the party felt the end of the scenario (Getting the part from the Purifiers) wasn't a climax enough, and was a bit of a letdown. I had many new ideas coming into my head beforethe meeting, so I thought of something a bit different- We return to the party after the battle with Lucky Sid, and play it from there, with another (Potential, but highly likely) climax for the scenario. The party agreed. Mechanics wise we didn't change a thing, I let them have the skill upgrades (Though they won't add new ones when the scene is actually over), but their Fate points aren't reset. This affected mostly Brother Walter, who still had a bucket load of those. (From the little I understood he suspected meeting the Jackal at some point, and sought an advantage).

    We also decided to correct all of our mistakes concerning the fate points economy, chief amongst them is that you only get fate points at the end of a fate session if you ave below your refresh rate.

    Jenny's player decided to take a stunt for her sniper rilfle. We had various discussions about wording and deciding on the stunt, anf finally came up with the following:
    Spoiler
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    Sniper: You can shoot enemies outside normal weapons' range. If you hit, you cause 2 more shifts of damage. If noticed, the effect ends, however you can use "Far away shooter" aspect to improve stealth. Once the enemies are aware of you, the advantage of the stunt ends. The weapon cannot be used in normal weapons ranges. A Sniper weapon is needed in order to use this stunt.


    The madam's player chose a name! Meet madam Cynthia Blanch (Blanch is a stage name, sorta). She also chose her last aspect- "Expecting the worst", which nicely contradicts (Or compliments?) her "protector of the unfortunate" aspect)

    Ok, I think these are all of the last minute changes, time to get on with the show!

    A mater of water
    As D*ck met with the rest, following the gunshots, they told of what happened, though D*Ck didn't share all the exact details, just that the Hudsons had a hit on him for some reason, and the few flimsy details he knew of the assassin (Works with explosives, might be out of town, either a few people or one that disguises well). The party didn't trust him though, and when he told them he was telling the truth the party immediately coughed "hardly", "barely", "as if"... which made us all laugh.

    The Preacher, Jenny and Madam all wished to help King Harry with the water problem, so the party went towards his "palace", in the slums, in the filth, along the misbigotten. Once more they were brought to the putrid hall of the King. I tried to compel the madam with "Accustomed to finer things" to hurl and embarrass herself, but she decided to pay the fate point, and control herself. I played the king disgustingly but cheerfully, inquiring the party of their desires, when Jenny offered to get a middle man, or to buy the water for him.

    This surprised Harry, and when he requested what they ask in return, D*ck offered to do it or free, perhaps for a future favor? King Harry didn't like dealing with favors, (Or with D*ck), and so a slight haggling went on, with King Harry to maybe give things out of his hoard. The party... mostly accepted. They requested more explosives for Ruphalo, The madam requested diamonds ("It will be hard getting those!" said Harry. "You asked for a price, that's what it is!" she replied, quite a tough cookie!) Jenny asked for a safe haven for them and Ruphalo if the time comes, D*ck joining on the request, and The Preacher joked about getting a mechanical arm, to which the King mumbled. "I think I can get you something of the like... Not exactly, but similar..."

    However, the amount the King requested was quite a lot, enough for about 300 people for a week or so! They looked at D*ck, who said. "Lets get this over with" grumbling. Ruphalo decided to stay in King Harry's palace, trying to make friends. (This troubled me quite a bit, as it neutrelized the player. I offered that they might find ways to circumvent this, but he just wished to stay. )

    They then went to the purifiers again, to their water merchant, a small bespectacled man, with the look of a library clerk named Walter Stilt, who tallied the resources brought to him in exchange of purified clean water. As D*ck wished to deal with him I compelled "Weapons and Drug baron" to show the purifiers dislike of him. They would not deal with him! When the madam took charge, lying easily that she does not know this wretched man, and managing to impress the clerk with her looks, composure and style. She was able to manage a deal, but it would cost a lot, more than anyone except D*ck had. So they promised to be back later, and went into town.

    Where D*ck called upon all his resources to gather enough bartering goods to make the deal, the madam helping with what she could. I compelled him with the "Cash Shortage" consequence in our little mini session, but he too paid a fate point to ignore it. ( Ah.... what is it with people suddenly ignoring compels?) Together they got the goods, and came back a few hours later, with a few carts, and loaded them into Walter's waiting carts. He tallied everything neatly, checking the quality of each item, till he was satisfied. "Pleasure doing business with you madam!" he said, and ordered his man loading the tanks of the party with the fresh water.

    The party was satisfied, and then turned to head back, when Jenny was called to see Peter.

    GM design
    Spoiler
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    Brother Walter's player informed me a bit before the session began of his desires to pursue this. I welcome player initiative, and we just played it how it went. I didn't see this as THAT much of a hard task, and tried to challenge them a bit. D*ck surprised me by not accepting the compel, (So far he always welcomed complications) So things got a bit easier from that point. Oh well, their choice.


    About that Mircofusion...
    Jenny was called to Peter, who led her to the office of Jack Stilt, leader of the Purifiers. A tall impressive man, dressed in black, with a beard (Inspiration from the way Abraham Lincoln looks, though no similarities in character), who welcomed the suspicious Jenny. He told her that news of Littletown, of Pa and Ma Jenkins death and the change in leadership came to Rivertown, and that it presented an interesting... opportunity. Pa Jenkins had a policy of sharing the microfusion power evenly between the great powers of Rivertown, despite offers of greater barter, deals or such. Mr. Stilt wondered if the division of power could be changed?

    Spoiler
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    He went to a blackboard, and chowed complicated schematics (That looked kosher for Jenny at first looking) showing the potential increase to the purifying plant if substantial more power will be given, the possibility to irrigate more land, to make more people free of radiated water, of bettering and even cleansing the land of pollution! "We can start reclaiming the land, making it new, as it were before, we can start terraforming it!" he said with the passion of his vision. "If you'll agree to our proposal, and direct most microfusion to our humble but right organization, we coul also send a delegation of engineers to Littltown, to find ways to increase the microfusion output, to better it's yield!" Jack said that in two days the powers of Rivertown are all meeting at Sunny Acres ("That den of filth and prostitution!") where they discuss matters of the city, but where this particular matter, the trade with Littletown will also be discussed. (The same meeting D*ck heard of from Silvertone) Jenny was unsure, the vision seemed ok enough, but she wasn't all that certain that she could trust the Purifiers, especially with their "other" intentions of "cleansing". Jenny politely said it is not her decision to make, but that she will consider it, and talk to the other visitors from Littletown.

    As she went outside she dropped again by Peter, asking when the part will be ready. Learning that it is probably after them meeting, she asked Peter to put reassure on it, that it must be ready before. "It will make us think of the proposal more positively." (Jenny was afraid that it will be used against them as leverage, which is a brilliant idea I didn't really think of!) Peter said she will try to do as much as she can, but Jenny wasn't sure about it...

    A civilized matter getting out of hand
    Meanwhile the others directed their water carts towards King Harry's abode, when one of Mr. Silvertones' men came by the Madam. "Mr. Silvertone requires your presence my lady.Now if possible". A bit alarmed due to her least dealing with Silvertone, she accepted and went with the man.

    She came into his office once more, quite tense. He greeted her amiably, but cut quickly to the chase. He explained her about the meeting and the powers' interest in Littltown, and asked her to pay the small favor she owes him, by attending the party and... disrupting (sociably) any attempt the Hudsons' make to persuade her friends. The Hudsons must not accept the price. If she could persuade her party to accept him as the main client of Microfusion, he would consider this favorably, but her role is first to distract the Hudsons, he has... someone to deal with the rest.

    She was deeply conflicted. She understood that she can't afford to piss him off again, but she didn't trust him at all, and she felt some sort of sympathy for the Hudsons due to her relationship with the Sandman (I never imagined a minor NPC relationship coming to the fore like that, but I really liked it!) A small discussion opened in the group, with Jenn'y player telling her to turn him down, but very politely, D*ck player telling her to accet, and that she can always claim later she did not succeed ("I don't think Mr. Silvertone takes kindly to failure" replied the Preacher's player) D*ck also commented that "the Hudsons put a contract on my head!" But the rest seem to trust Mr. Silvertone even less... The preacher's player kept telling her to never "accept his strings", that she'll never know how she gets out of them, that she needs to cut loose.

    In short, I think it managed to confuse her even more. She tried to persuade him that she can't do this, and that she doesn't have that power and so, burning some of her fate points on this, but Mr. Silvertone was not convinced, getting quite annoyed in fact. "What is this? You made a deal with me, and then you break it, I offer you a simple task to remedy this, and you continue to insult me! I do not take kidnly to insult madam, not at all! I need this to happen and you gave me my word! Either accept my offer, or you'll owe me BIG time for this refusal, and next time I won't ask so nicely" His tone were more cold, more finite this time. (The "big favor" was the "big price" she could have by succeeding to persuade him). She however took it into another direction. Her eyes narrowed "You threaten me?!" He sat back "I... advise you". She stood tall, and stormed out. "No one speaks like that to me!" and stormed out, fearing that there will be bullets shot at her any moment. But that is just... not civilized.

    She headed back towards King Harry's palace, wondering what sort of a mess she got into now. The players started betting how long till she's dead, while D*ck smiled at her and offered an imaginary cigar. "Well, now BOTH of us have contracts on our heads!" She started cursing the preacher's advice, and immediately coming up with a proposal. "Ok, so we need to assasinate Mr. Silvertone. Suggestions? Ideas? But the party thought it might be too complicated right now.

    GM design and notes
    Spoiler
    Show
    I didn't plan for any of the madam's reactions, I was ready to play along with what happens, thoguh this surprised me quite a bit. The idea was to draw on the favor she owed from last session. One player wondered if this favor is indeed a "small price", but it was- the party still had to decide, and they could negate the madam's actions in the meeting, it was something mostly to be played at.

    It was at this point that I understood how successful Mr. Silvertone's character was becoming- out of the various characters in Rivertown that inspired an emotional reaction, Mr. Silvertone won by far. Most of the party hated him/ feared him, thinking he is quite the mafia mobster (Though I swear that was never my intention! Games have lives of their own. While D*ck player's plans incorporated him into them, and he quite liked the old bastard. This looked like a promising interaction!


    Gifts from a King!
    Meanwhile D*ck, and the preacher arrived at King Harry's palace ("Wait! We're traveling to gether? Just the two of us? No one's dead yet? Can I pay a fate point to prevent that?" they said jokingly) Plonker, the misbigotten from the water reservoir heist gone wrong ushered them to King Harry. Needless to say, he was impressed and grateful ("Aspect: "The Kings friendship") But he went on to present them with their rewards:
    • "The Misbigotten have a safe place for everyone, but you shall be safer still! In my own palace you may stay whenever you wish, as honored guests of the palace!"
    • "We are chemist and makers here, as we need to make most things for ourselves, your mighty gentle Ruphalo shall have his explosives!" He was given two explosive charges, and 3 packs of high potent poweder, that can make explosive compunds more damaging, upgrading the damage by 1.
    • "I couldn't find Diamonds, but I hope this will suffice the Madam's desires?" a box of fine jewellery, which could be used as an aspect when appropriate, probably for social stuff, or maybe for resources. The madam's player just commented. "We'll see aboutthis when I get back..."
    • And last but not least, a handy man for the one with no arm!" a small hovering, slightly slimy and smelly robot was brought, with 4 hands, who chirpped and quircked a little. "It can be programmed to follow one person's voice, and can do many things, though you can program it to do one thing exceptionally well!" The group was amused by this, but the preacher didn't seem to like it much unfortunately. The robot has notice, craft, shoot, athletics, fight and physique of average (+1) though it can be programed to have one of these skills at fair (+2). It also had Armor of 1, and 3 stress.


    D*ck had an idea, and asked aboutthe possibility of an assassin on these grounds, of an "outlier", who finds it easy to be amongst outcasts, but King Harry didn't seem to know much, though he agreed that could happen. "Many people here, we welcome all!"

    Jenny arrived before the madam, when the King also laid down a similar offer to Mr. Stilt an Mr. Silvertone, with a little important difference. "We don't want you to give the Microfusion to us. Instead keep it as Pa Jenkins had- no one gets a better share." Jenny wondered why not wish to become the stronger power, when King Harry laughed a bit and replied. "My people is not liked as it is. We are tolerated because we can be useful, and because we are no danger to anyone. You, and others, think us funny. We work to keep it that way." Jenny was not convinced. "You prefer to live in the dirt, in the squalor, live your life in the shadow?" The king hummed, amused. "Better live in shadow, then die brilliantly in the light. We manage good enough lives." Jenny was troubled. "And that is why you needed us to get water for your sick, yes?" Brother Walter however agreed heartily with King Harry. "So far we've met but scum and criminals here. Giving any of them the power will mean bad things, for Rivertown, and eventually Littletown. Pa Jenkins was a wise man, and kept Littletown safe for quite some time, We better hold on to that." D*ck grimaced a bit, and prepared to answer when the madam came.

    GM notes- rewards and King's offer
    Spoiler
    Show
    The players felt that the characters' improvement was very slow. They all (Except maybe D*ck's player) also expressed an interest in gadgets, cool equipment and stuff. I decided to go along with it, and try rewarding some stuff. I made a list of all kind of stuff the party might find, some having mechanical aspects, some less, a bit building on the Fate Fractal concept. Still trying it out.

    As to King Harry's offer, I wanted to live a "neutral" offer (Though it is not without it's complications), and King Harry was sort of "king of neutral". I'm not that sue it was a wise choice, game wise- on one hand it does give the party a sort of a "safe back" to fall unto, but it also means that they don't necessarily make a tougher choice. But the choice to be made was far from over!


    Once more, To Mr. Silvertone
    The Madam was quite upset, and her player had a one track mind now- how to kill Mr. Silvertone. We were all quite surprised at the player's finality and determination about the matter, but quite amused. They quickly explained to her that they don't think it's possible in his grounds, and even if it will be, they will have Captain O'Riley and the brown coats on them at the very least. They decided to postpone it for now.

    Presented with the jewellery, the madam was not impressed. "I said diamonds!" King Harry tried to calm her, but failed. So I looked up my list and came up with another idea. "Well" said King Harry "I might have another piece of jewellery which might prove of an interest, eh?" He lifted his chins, and a few folds of fat or some other tissue, and unhooked a small necklace, with a sophisticated and hightech look on it. He handed it to the madam "Can you... um... wipe it first?" The king passed the necklace to plonker, who licked it, and wiped it with a dirty smelling rag. The madam accepted gingerly, with an outstretched arm. "This comes from old times, It grows hot if a person is lying by you. Works on humans only though, we and the mutants of Ruphalo's kind are immune. (+1 to Empathy for detect lies). The Madam DID like this, and accepted graciously.

    D*ck however was quite concerned about what the madam told him of Mr. Silvertone. "I will go talk to him, I might reach an... understanding" The preacher's player commented "Oh, I sure you have!" Mr. Mighty arrived at late evening, and was shown to Mr. Silvertone's library office. The old man looked tired, haggred, looking at some computers, and on a bit map, looking prewar. A glimpse showed that it details quite a bit up north, but Mr. Silvertone covered it quickly. ("I must get that map!" said the player excitedly).

    Mr. Silvertone was not in a happy mood. "I met with your friend, and my inpression f her worsened considerably. They way she talked! She behaved! Very unbecming! And now I ask myself, Mr. Mighty- If you are friends with such people, how can I trust you? Theoretically?" Mr. Mighty started to lay down the shmooze, explaining that he is not a friend, but a business associate, and you have to deal with people who's standards of civility are not necessarily your own ("I'm sure you know how it is!") and so on and so on. He managed to calm him enough.

    Mr. Silvertone rubbed his brow, as he continued. "Very well, these things irritate me. We try to become a civilized people, and that comes first from trust, and a person's word. If we can't trust each other's words, what can we trust? We're back to guns and knives, to barbarism." He looked at Mr. Mighty. "There are bigger things at stake here than who gets the benefits of the microfusion, things at large" He said piquing the player's interest. "We cannot let little obstacle detain us." He could feel the fear the madam spoke of, but only for a second, as Mr. Silvertone resumed his composure, looking on. "Well, for you I am willing to forget all past grievances, IF you and your... business associates manage to first prevent the Hudsons getting control, and more importantly- assure I get control of the microfusion. I can offer you, your group, and Littletown quite a bit in return, we could make it prosper and grow. I am still finalizing the details, I will put them to you at the meeting." D*ck managed to sense two aspects of Mr. Silvertone- "A personal code of honor" and "Master manipulator" ("Are you sure he didn't steal the aspect from you?" jested the preacher's player)

    "Can you tell me a bit about the Hudson in the meeting? Who will it be, what can we use against then?" Mr. Silvertone sighed. "It will be their chairman, the one who brought the corporation to be, Mr. Torrent Hudson. The man Is a great advocator of progress and technology, believing it is the way to the future. He a very proud and strong willed man, and he believes he does the best for the Hudsons corporation. I think... I think he thinks quite highly of himself" He Shrugged his shoulders again. (The party learned of the ""Progress is the way to the future!", "The best for the corporation" aspects of Torrent Hudson).

    D*ck listened carefully, but was more interested of the news of "bigger stuff". He tried to convince him, calling on "the ear of the silvertones" and "the fear inside", and manged to get the old man to sigh again and speak a little "There is something coming from the north... something big, the Vampyrs are just the start I think. I believe they might allready have connections here." D*ck perked his ears "The Hudsons?" Mr. Silvertone shrugged his shoulders, as if he doesn't know. "There are things better for you not to know, or you might draw attention, unwanted attention. I'e already said too much".

    The discussion seemed to be over, and D*ck was about to leave when Mr. Silvertone added one last thing. "You come representing your friends Mr. Mighty. I consider your word as binding them as well!" (The group sat up hearing this, "what the...?") "Do not irk my displeasure in this, You are all responsible for keeping our deal in this. DO this for me, and everything will be forgotten, and you may get the family's respect. We might also start making theory into reality" Mr. Mighty stood silent for a moment, and then nodded, and headed out. The players started cursing.

    GM notes
    Spoiler
    Show
    This is the 7th time we have meetings with Mr. Silvertone over the course of 2 sessions! A popular man indeed! I needed to tread carefully in this conversation, mostly about D*ck's desires for Littletown, since the player wished to keep them all secret. So the last comment- "Making theory into reality" refers to D*ck's plan on getting the Silvertones support in his wish to take over Littletown.

    I also wanted to "up the ante", and make him more of an antagonist. This required two things- His demands needed to be bigger, and threats more severe, and encompassing the entire party. That way not just the madam was involved.


    The big, heated, tense, loooooooong discussion
    D*ck came back, and told the party everything about the meeting (Except the meaning of the last comment, which they didn't ask). Now started a big discussion, which soon started to escalate. On one side were Jenny and Brother Walter, who sided with King Harry's desire to keep the status quo. On the other was D*ck who wanted to support Mr. Silvertone. The madamd was conflicted, and changed sides a few times in the discussion, mostly thinking this through and trying to decide her mind, while Ruphalo stayed silent nearly the entire discussion...

    Now, many points were made through the arguments, most of them by D*ck who fervently tried to persuade the opposition. He argued mostly these points:
    • The Hudsons are probably up to something- firstthey try and kill D*ck, but Mr. Silvertone is afraid of them. And if the party fears Mr. Silvertone, than the Hudsons should surely be avoided.
    • This will save everyone's lives, not just the madams! They can't afford to have Mr. Silvertone who "has many ties in many places" be on their tail as well.
    • They could work with Mr. Silvertone, and then reneg on him when they are mroe established.
    • They can agree with Mr. Silvertone, and later say that the Jenkins didn't agree. (The party however knew of his general plan to replace the Jenkins, so they weren't impressed by this)
    • They could say they intend to persuade the JEnkins, but then put another mayor (noting the madam) and she could decide differently, but now with the might of all Littletown behind her.

    Jenny and Walter however had but two principles in this:
    • Rivertown is a corrupted place, and they don't trust anyone, so give no one control.
    • Mr. Silvertone plays like a mobster, a master manipulator, they had better stay from his web as far as they can.

    This exchange went on and on, and took nearly two hours (!!) of our session. Near the end of it it started to be less about characters, and slightly about players, getting a bit out of hand, with the heat especially between D*ck's player and Brother Walter's player, who always had a friendly rivalry, only here it got a bit too far... D*ck players tired us by going on and on... He was quite determined to succeed.

    Ruphalo at one point interjected, saying "I suggest we just skip the meeting!" (Which I was prepared for), but the party felt that ill be too much of a ninsult to everyone, and won't solve anything. So he just stated "Do what you do in the meeting, but afterwards I go with King Harry's suggestion".

    At the end some got tired out, I tried to hint that we're moving ahead, and no real consensus was made, though it seemed like most still wished to go with King Harry's idea. D*ck felt frustrated. They were shown to their rooms, knowing that tomorrow evening is the big meeting, where the Fate of Littletown will be decided...

    GMing notes
    Spoiler
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    We are all adults, and so I left it to the players to deal with this situation, as I usually do. It's important to note our group isn't a democracy, as in "The will of the majority does not dictate the actions of the few". The tension did cause some bad air at the session, which worried me, but I tried to deal with it after the session

    ----------------------------------------
    So, I leave you with somewhat a tense moment (I hope). It was fun so far. I was most impressed that the party started caring about peoples and groups in the world, be it King Harry and his misbigotten, hating Mr. Silvertone and wanting to kill him, or just simply- The Fate of Littletown!

    I hope to update next this night or tomorrow, as time allows. If not then surely in the next few days! Hope you're enjoying the read!
    Last edited by Kol Korran; 2013-09-16 at 08:03 AM.

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  7. - Top - End - #37
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    GnomePirate

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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by obryn View Post
    Nice. I'm looking into running some Fate for my folks, too.

    -O
    Don't expect them to get it the first time around. The first time I ran a fate game for my group (and this group plays a LOT of different systems), they just couldn't wrap their heads around aspects--how to pick them, what they could be used for, what happens when they get changed, why milestones let you change aspects rather than get cool new things, etc. It's not that it's hard, but it is very different from the way most games approach character creation. The only one who did understand were the two players who'd played Dresden Files before, because it's the same system.

    I really messed up my first time running that for my usual group. We wasted a quarter of the session with people staring blankly at a character sheet trying to figure out what aspects to pick. My suggestions: come prepared with a strong idea of what you want to run (since it's very likely that you're the one with the most interest in trying FATE), pregen characters for [# of players] +2, and let people either pick one of those pregens or make their own in a similar style. FATE has some good ideas for bringing new players in (like bringing them in with a blank character sheet--just a High Concept and Trouble), but I get the distinct feeling that it wouldn't work at all for people coming off d&d or something broadly similar.

    TBH, if I were going to do it again, I would start with the Freeport Companion for FATE Core (if you were in on the kickstarter), since it basically just converts a familiar setting to FATE Core--spells included. Absolutely do not try FATE with a homebrew magic system with players new to the system.

    RE: special weapons. By the rules, you basically just treat them as Weapon:4 or Weapon:3 weapons that can affect an entire zone. You might also have them create some situation aspects in that zone like "Pinned!" or "Rolling Waves of Fire" or something. When someone walks in, just use that aspect as you feel is appropriate. Remember, the GM is always free to use aspects, and if you use it in exceptionally mean ways you can compensate by handing them a fate point (because you can call it a compel).
    Last edited by CombatOwl; 2013-09-13 at 07:43 AM.

  8. - Top - End - #38
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    Scow2's Avatar

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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Ooh... I'm really liking the way this campaign's coming along. However... what makes the Madame any different than the Hudsons?

  9. - Top - End - #39
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by CombatOwl View Post
    RE: special weapons. By the rules, you basically just treat them as Weapon:4 or Weapon:3 weapons that can affect an entire zone. You might also have them create some situation aspects in that zone like "Pinned!" or "Rolling Waves of Fire" or something. When someone walks in, just use that aspect as you feel is appropriate. Remember, the GM is always free to use aspects, and if you use it in exceptionally mean ways you can compensate by handing them a fate point (because you can call it a compel).
    I'm not sure I get what you mean by "weapon:4 or weapon:3" I saw this mentioned in another game, you mean the damage is increased by 3 or for, a sort of lethality measure? With complementing armors and such? Well, we didn't yet got hat far, still keeping it a bit simple. Besides, you then get a weapon/ arm race, which isn't the focus at the moment, which ultimately leads to everyone HAVING to use heavy armor, and having to use heavy weapons, which kind of kill the concept of a lithe agile shooter like Jenny, or a sophisticated fragile looking but competent character like the madam, or a hard ass that survives by his wits and stubbornness like D*ck. Armor will come into play, as will better weapons, but then they are Special.

    I do think of changing a bit the machine guns to just attack all enemies in a zone, without splitting the dice. sounds more appropriate to me.

    Quote Originally Posted by Scow2 View Post
    However... what makes the Madame any different than the Hudsons?
    I'm one the guys who terminally, pathologically, don't understand the joke. How is the madam similar to the Hudsons? you got me there...

    1. Special projects:
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    2. My campaign logs:
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    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

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  10. - Top - End - #40
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    OldWizardGuy

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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    I wrote this about introducing new players to Fate - I've had pretty good luck doing so.

    https://plus.google.com/u/0/10854606...ts/DG3weMShYgz

  11. - Top - End - #41
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by Kol Korran View Post
    I'm not sure I get what you mean by "weapon:4 or weapon:3" I saw this mentioned in another game, you mean the damage is increased by 3 or for, a sort of lethality measure? With complementing armors and such? Well, we didn't yet got hat far, still keeping it a bit simple. Besides, you then get a weapon/ arm race, which isn't the focus at the moment
    If I use numerical bonuses on armor/weapons, I'll usually just have whichever side is 'better' get a one-shift effect on the final output. So better armor (regardless of how much) means you take one shift less on a successful hit, while better weaponry (regardless of how much) means you deal one more shift on a successful hit.

    It seems to provide a reasonable balance between "gear is important" and gear being the focus. YMMV.

  12. - Top - End - #42
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    That's an interesting way of looking at it Kyoryu, I'll have to think about it! Anyway, time to conclude the session!

    Tension rises, grenades in the city, the fateful meeting

    In the morning, the party decided to try and close a few loose ends before the night's meeting. Jenny decided to go to Peter, and make sure the power converter is made in time. She ended up sitting down with Peter and 2 other engineers and working on the part together. Meanwhile The madam went to Mr. Sandman to try and see if he known anything fishy about the Hudsons, and put her new necklace gadget to a test, but Mr. Sandman was too low ranking to know anything of import, and seemed honest.

    King Harry notified Ruphalo he managed to arrange an understanding with the Brown Coats that enables him to call upon a brown coat if persecuted, so he could walk in the town. (If the players won't try to settle this, I would. It was waaaaayy to much time for the player to just sit and watch. my bad.) He decided however to wait for now.

    Meanwhile Brother wished to try and investigate the contract on D*ck's head, and asked him to tell him everything about his own investigations, but D*ck played it that he already told him everything. This brought more tension as Walkter was sure D*ck was hiding, and D*ck was sure Walter was particularly on his case. This wasn't said directly, and understood only after the fact, but the rise in tension could be felt.

    Walter went and started following the same trail D*ck went through, getting to Reese the Red. He decided to have Ruphalo join him for the investigation, perhaps for an intimidating factor. They visited Reese in her office, but as she understood they were talking about D*ck she closed up, and asked them to leave. Walter's player burned about 4 fate points trying to convince her and sense what was behind her objection, but failed. He did come to the conclusion that D*ck was allready here, and threatened her somehow.

    This really brought some anger and frustration between the two players, though still in low tones, but more than usual for our group. Walter's player was angry that the other player wasted his time, and made him waste precious resources on nothing, while D*ck's player felt that Walter's player was overly suspicious of him, and too much on his case. Tension rose some more between two characters (Which is fine)) but also between players (Which is not fine). I haven't dealt with this there and then, and it had some re precautions between meetings, but I'll get to that in the "between sessions" post. D*ck in the meantime Spent some time with Mr. Jones, and made sure to get the help to fix up his bar.

    GM notes- Walter's investigation
    Spoiler
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    It was improvised, but not that good. I should have either come up with some other info that might help, or just tell the players in advance to settle the length of the investigation without gaming it. Oh well, not one of my finer moments.


    The madam went to the Purifiers to meet Jenny at an appointed time, a little bit after the power converter was fixed! They then go to speak with Jack Stilt, and the madam explains that they can't accept his offer, that the decision is not in their hands, but... that she may become mayor of Littletown in the near future, and that if so she will consider his offer more favorably. That satisfied Mr. Stilt, who bid them farewell, and that they would meet in the meeting. The other players jested that she's becoming more and more like D*ck and change seats, get out of his "aura".

    With all arrangements done, the party met at King Harry's palace, and got ready for the meeting.

    Tic, Tic, Tic... BOOM!
    The madam and D*ck dressed up, more accustomed to social events, while Jenny came dressed up in a tight fitting outfit. Walter and Ruphalo came as they are, while Ruphalo trying again to convince the party to just "skip it, nothing good will come out of it". They decided to go anyway, but were a bit more nervous. They still didn't have a finalized decision.

    Sunny Acres, the Diamond main entertainment house was located in the middle of town, and required going by foot. (A bit of a cop out, I know ) Whilte they went they suddenly heard a metalic sound, and Ruphalo was the first to identify it was a grenade, and managed to dodge while it exploded. He noticed it came from the third floor of a mostly ruined but still standing building. As another grenade fell down they saw some 4 gun barrles from the second floors of two other buildings across the street. Ambush! There were Rivertown people laid in the street, dead or bleeding, and their own nice attires were messed up. Ruphalo shouted directions, and they all sprang to action.

    Jenny Jumped to the building the grenades came from, but stopped at floor level. "Explosives expert assassin" she thought, and worried abotu a booby trap. she turned and shot some cover fire towards the buildings with the shooters. D*ck ran towards them, and to the back, seeking to climb them and surprise from behind. Not quite succeeding to climb he invoked "Savage of the wild lands" to make his way up. Ruphalo and the Madam charged to the same building (An odd couple) and drew the shooters to the floor below. Walter went to the same building as Jenny, and shot at the other two shooters.

    Jenny and Walter were hesitant to go up, as the fight progressed quickly on the other side. And they were wise to do so. Two exchanges later (wehre they rolled notice to try and hear the assassin getting away from the building, but failing) the building indeed collapse under explosion! They were near enough the door to have jumped away and get mostly intact. I guess I was too obvious? Luckily for them, otherwise quite serious damage could be had.

    Meanwhile the other three managed to wipe out two shooters (One with the madam's small gun, one with Ruphalo's great fist) and Walter shot another shooter down. Jenny then threatened the last one, and managed to get him to throw his gun. His investigation yielded little though- He and his friends were paid to take down "An easy target" about half an hour ago. The man was quite normal and regular, but they noticed he wore some black suit underneath, of some strange material. Another point of info about their assassin it seemed.

    Some brown coats led by Deputy Kell arrived. "Geeze! what happened to you folks?! Everytime I see you you're blown up! Come, the bosses are waiting for ya!" He then escorted them towards the meeting...

    GM design
    Spoiler
    Show
    I wished to put this second assassination attempt where most of the party will be together. I also wished it to be some sort of a tension reliever, somewhere to let loose frustration, and this seemed like a good time. Plus, having their evenign suits be ruined turned out to be fun for the group! Ruphalo needed to have some place to shine as well.

    I think I didn't mke this scene challenging enough though, though that came largly due to two factors: The shooters were quite easy to take down, and the "trapped building" I guess was way too obvious. And I thought it would be a surprise! Oh well, I guess I'll have to be mroe creative in the future!

    Falling building ambush (Not putting in the assassin's stats... yet)
    Notice vs. Stealth to notice Assassinand shooters.
    Grenades of strength +3

    Assassin's building- A run down building, 3 stories high. When characters enter, he seeks to runs away, to a rope, dangling (2 exhanges, roll against stealth -2). If they go after him, on second floor trigger a bomb attack 6.

    Avoid falling building: building fall at notice 2 if building falls on you, protect with physique, attack of 7. If to manage to get to the street, athletic to avoid damage of 3

    Shooters's buildings: 2 buildings, 2 stores, 2 shooters each.
    +2 shoot, +1 atheltics, fight. "He said it would be easy", 1 stress.


    Sunny Acres, meeting for the Fate of Littletown
    A bit worse for wear (literally) the party arrived at the Sunny Acres. The place is like a grandiose and flashy Las Vegas casino, with bright flashy lights, a show and a cabaret, gambling halls, and of course many comanions of the intimate nature. A few of the silver coats (Brown coats who are also presentable) too the party's weapons. (The madam tried to hide her little pistol, still harboring fantasies about killing Mr. Silvertone). Then they were ushered towards a great private hall, where the powers of Rivertown make their bi-monthly meetings. Jenny used a small moment to load herself on some drugs, quickly wasting her, not wishing to deal with the stress. (A compel. drawing back on the old days- "What a mess I get myself into")

    As they were brought in, Miss Diamond, a slightly elderly but "very well preserved" classy lady came to them, all smiles. "Ahhhh, our visitors from Littletown, we have been expecting you!" she gave a slight polite laugh, as she called the attention of the crowd. "Gentlemen! Our guests have arrived! Let me introduce our esteemed members... First of course is Mr. D*ck Mighty, whom we all know soooooo well!" D*ck didn't notice her, and headed straight for the Hudsons. "And Madam Blanch, of the quaint and little lovely Marylin in Littletown, isn't it adorable darling?" The madam noticed the sting, and filed it for later. "This I hear is Brother Walter, a man of words and action. while this here" she looked at Jenny, who wasn't at her best, to say the least. "Um... She's good enough to work for my ladies, if she weren't so... um" The madam tried to take the happy Jenny away, concerned at the embarrassment she was causing. "And also... this fine gentleman" she finished with Ruphalo.

    Spoiler
    Show




    Now, In the room were allready all the dignitaries. At the back, enjoying his food and drink, but rarely approached, was King Harry. ("How did he get here?", "Lets just say some heavy lifting was involved") At a big table sat the Hudsons, with the stern Torrent Hudson in the middle, with Danes Malcolm to the side. Jack Stilt sat comfortably with 2 of his fellow purifiers, all in black, drinking their own water, probably eating their own food. Miss Diamond and her ladies were fluttering around the hall, conversing, talking. And opposite of the Hudsons sat Mr. Silvertone with about 8 of his bodyguards. (Madam: "So he does leave the house! Maybe we could put an ambush to him on the way back?") On the bar seats a heavy set, bear like man, drinking heavily, seeming pissed at the world, grouchy and malignant- Captain O'riley, leader of the brown coats.

    As I said, D*ck was heading straight towards the Hudsons, and Torrent was apparently waiting for him. D*ck wasn't going to waste pleasantries. "So, would you explain to me why you put a contract to my head?" Torrent's face remained impassive. "Ah yes, Malcolm told me you came in accusing him of such a thing. You allready seem determined and convinced, but I would advise you to recheck your sources. You are being tricked against us Mr. Mighty." D*ck doesn't manage to sense if he is sincere or lying. D*ck then attacks Danes, who dodens't answer, and tries to jostle them a bit, but fails. He then speaks to Torrent about the possibility of another interested party in his corporation, and that he should check house. Torrent agrees to do that, though in his stoic, "tough cowboy" manner. D*ck storms off, not wishing to hear Torrent's offers for Littletown.

    Spoiler
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    Meanwhile Ruphalo goes to stand behind King Harry, clearly showing his alliance. The madam seeks for a solution to Jenny's condition, until Miss Diamond offers her a side room, and a key of her own. She picks up Jenny with one of the other courtesans and leads her to the room, The young lady looks at both of them "You know, we could all three, if you'd like?" which stopped the madam's player in her tracks, but only for a few moments. "Later perhaps, don't mix business with pleasure!" She called the reluctant Ruphalo to guard over Jenny's door.

    Walter went to talk with the Hudsons as well, more calmly, yet his tone was still accusatory. "Wherever I go in this town, whenever I here the Hudsons name, there is some dirt clung to it". Torrent sighed. "Brother Walter, I heard about you. You of all people would understand that when you try to clean a place up, and ready to get down to it, some dirt may cling to you. I assume you may be talking of the accusations your friend Mr. Mighty made. He is being tricked, though I lack the means to prove it." He looked at the people around. "I guess you have been approached by various other powers in Rivertown, and you may wonder why I am different. You could ask around though- The Hudson corporation has always sought to better the lives of the people in this town, always dealt fairly, was always honest in it's dealings. We seek to make Rivertown a better place, and yes, that requires leverage. Would you prefer the others to control it?" He looked towards the others. "Drug dealers? Racists? criminals?" He looked back at Walter. "With the microfusion we can bring greater technology, more evenly distributed power for all, and make this town, this region, Littletown prosper! If that isn't enough, I offer prime cattle, ammunition, finely crafted weapons for Littletown and it's representatives." However, Brother Walter was not convinced. The party thought it sounded like an election speech () He told him he would think about it and went back to the party.

    As the madam returned from putting Jenny in a secure place, she was met by... Mr. Silvertone. they exchanged a few pleasantries, after which he reiterated that he would forget everything ever happened, but also offered a few more things: His personal favor, them becoming part of his clan, like family to him, free access to his library, the biggest repository of knowledge in the region, some other "crass material stuff" such as a shipment of booze, and special ammunition for Littletown... The madam was suddenly conflicted, her desire for stuff and power showing. "He's giving us the best offer! Maybe we should go with him?" at which Jenny's player laughed. "You were ready to kill him a moment ago. He's trying to manipulate you! He won't back any of this once he gets his way" To which D*ck player's replied "Yes he would... personal code of honor, remember?"

    But no time to think, the madam was approached by the other madam- Miss Diamond. "Ah darling, so many new faces, so many offers, they must all suggest to bring a better future, aiding Rivertown, Littletown and so on. But I must ask you, what do YOU get?" she fluttered her fan for a moment, speaking conspiratorially. "I can make you rich, very rich! Pull the microfusion our way, and I make sure you are the sole distributors of Sizzle and other drugs in Littletown and whatever tribals you find north, plus a nice cut of the shares here! We can also send some people and equipment to raise your Merilyn into glory, splendor and magnificence! Think about it lovely, I'm sure you know what I mean..." She was again confused.

    Jack Stilt tried to get the preacher's attention, seeing him as somewhat of a spiritual man, talking about his vision of reclaiming the land fro mthe wasteland, and making it pure. However Walter, still the upfront man told him he doesn't like the way he treats those different from him, and that he can't support his brand of "purity", though he does support his vision for the land. Perhaps if The Stilts might rethink things, he might do so too.

    Spoiler
    Show


    After a small discussion between the party, Ruphalo decided to get back to support King Harry's position. I waited until they were certin and settled of it, when I said "That is good, because Miss Diamond has more than one key per room". Jenny found that there was another woman in the room, massaging her, speaking softly to her, caressing her and generally giving her a good time. The woman wished to know about the deals in littletown, and what happened there, on the way here, and so on. Jenny told her everything (part of the compel. She referred her to this log ) The party REALLY didn't like that. They felt something BIG just went amiss, and you know what? They are right! I don;t remember who said it, but "Now we know who our real enemy is! Miss Diamond!".

    The time was drawing to an end, most conversation ran down. Mr. Silvertone passed by D*ck. "I hope things will go as discussed?" Mr. Mighty took a draw of his cigar. "I hope so too..." Mr. Silvertone tensed almost imperceptibly. "That is not the answer I was expecting."

    Decision time, or "Speech! Speech! Speech!"
    Jenny was brought back to the main room by the courtesan who was much more knowledgeable now, and was sat down by the party. Miss Diamond went to the stage, and caleld for attention. "Well, the night is getting late, and some of us till need to party! It is time that our esteemed guests will tell us of their decision in the matter? Who is your representative?"

    There was some tension in the group, when Brother Walter decided to take the stage. He gave a speech, and honest speech, a direct don't-beat-around-the-bush speech. First of all this is his opinion, and there are differing opinions in the group, though he believes that his opinion is that of the majority. They cannot make this decision, but only say what they will advise The Jenkins, as they are the ones ruling Littletown and the microfusion. Captain O'riley, the warthog yelled from his seat "Yeah! Give the F*ckers nothing! Nothing I say!" and other obscenities.

    Spoiler
    Show


    He said that each maid an offer, and they can't all be good. He heard lots of people wishing to help Littletown, and he'd welcome their help, but not at the price they demand. They will go by the wise system of Pa Jenkins. Don't be angry that you didn't get what you need, accept that others didn't get it either. He welcomes further negotiations with the leaders of Littletown, and it is always ready for negotiation. ("Yeah! make the sh*t F*cks beg for it! Yeah, you heard me *ss holes!") He called to set aside the differences, work for a better Rivertown and region, and combine the many visions of making this a better place and... actually make it a better place! And more stuff I don't quite remember, with a few personal touches to some of the factions. He purposefully avoided mentioning King Harry though. (I may have a few things not exactly right, it has been a long speech and I don't remember it all, I'm bringing the jist of it)

    Now, The Preacher has good Rapport, but also the Demagogue stunt, which enables him to not split his dice amongst listeners and add a +2 when delivering an inspiring speech. (Which in a way it was) This makes him a REALLY potent public speaker. He pulled into this all the fate points he had left (About 3- "bringing hop to a hope less world", "underlying power struggle" and... something else.. perhaps "microfusion is Jenkins fusion"?) and rolled against each faction in turn. He did remarkably well, succeeding against all with style except the Silvertones, who also put all their remaining fate points of the scene, and were not convinced. Mr. Silvertone was furious, stood up and stormed away, stopping by D*ck for a brief moment. D*ck tried to palace him in hushed tones "look, we can still make it work, if we only..." But he was cut by Mr. Silvertone "You fools! You have doomed us all!" before leaving.

    The rest however came impressed with the preacher's words. perhaps not toally convinced, but palacated enough for now. Miss Diamond rose to greet him and whispered. "Hmmm, such an interesting mind! maybe we can see trade for Littletown? Come to visit, ANY time!". O'riley just swung his bottle at him (The party was greatly amused by him) and gave a foul mouthed cheer. Mr. Stilt came by the preacher. "Hmmm.. Perhaps we might send our experts to look at the microfusion station anyway. If we could improve its yield, then maybe all can profit? I will also think about... the other matter we discussed" Brother Walter was mostly pleased about that. Torrent Hudson came to shake his hand. "A fine speech. We may not agree, but I see there is someone to talk to, someone who also cares about the future. We shall send representatives t odiscuss with the Jenkins. and..." He seemed to think, and whispered something to a hudson beside him who paled. He turned to Walter "When you leave, there will be a Hudson made gun for you. Better keep future partners alive".

    And King Harry? He smiled his many chins smiled and spoke to Ruphalo "That was better than expected. Maybe I could find a few more stuff in my hoard for you!"

    GM design & notes
    Spoiler
    Show
    So this was supposed to be the culmination, or the climax of this session. I think it worked partyl well, mostly because most of the party were allready set in their minds before they came, so this added mostly to flavor, but less to decision making. They didn't even discuss the decision again (Though that may be due to the tension present).

    Why did I make the offers with the Hudsons and Diamonds just now, why not earlier? I did plan so, but it seemed the party had enough on their plates, and were somewhat stressed out as it is. Plus- 4/5 of them had their mind set. Only the madam kept considering offers at the end.

    This was a bit challenging because I needed to make several social leaders who would seem different, both flavorwise (which was easier), and mechanically, which was more interesting. I'm not revealing their stats yet, because that may reveal a few things.

    What do I think of the outcome? On the whole I think it ended up nicely- a good catharsis of diffusing the tensions, getting (mostly) what they want, but still having a serious enemy. I would have preferred another small complication (Other than Jenny spilling their secrets, I meant something more tangible) But that's the way it goes. The demagogue stunt is powerful... but is very limited to very specific situations. (He only got to use it twice in 5 session!) So I think it balances out. This was his moment to shine.

    Oh. The gifts of King Harry and the Hudson handgun:
    - "Hudson made" (aspect) gun, with the stunt to 1/scene add +2 to hit roll.
    - A holo journal from before the war, (+1 for pre- war knowledge and craft)
    - a Vibro spear (1 per scene, add two damage to a hit)
    - Other kind of stuff: box of preserved fruit. 2 Pre-war records of Sinatra. A small crate of RutGut. Gilded car tiers…

    -----------------------------------------------------

    So this is where we ended. A few points about preparing this session:
    1) I came to a problem while designing the leaders of the powers. They all needed to have some sort of resource, but this took a big spot of their strong skills, which were mostly needed for other stuff. Too late I remembered the Fate Fractal which meant I could make their organizations as characters, and those could have their resources. I didn't have time to plan it then, but I may do so before next meeting or so.

    2) The Assassin: Orignally I didn't have any idea who will want to Kill Mr. Mighty, why or such. I just put it there and wished to see where the players would take it. I just had him as one of the Brown Coats, a mercanery who worked for... I didn't know then. (Part of the "Net adventure" Design). As you might have guessed, now he has a history and place in the setting. Maybe that will be investigated, maybe now, we'll see.

    3) When does a scenario starts or end? I guess by answering the major question. Indeed, the original major questions was "Will the party get their power converter fixed or not", but that was a boring question, and led to a disappointing climax. I should have asked something better, which hopefully I did second time around- "How will the party's visit to Rivertown change the fate of Littletown?" Not that great, I'd admit, but hopefully good enough.

    4) For some reason I don't know, almost no compels were had in this session (I think there were 3-4, and 2 were rejected.) I don't know why that is. I think we were too embroiled in discussions and conversations to notice. Or maybe because they knew they weren't getting 3 fate points at the end of the session, no matter what. hmmmm...

    5) Last, but definitely not least. The session had it's share of tension andrivalry between D*ck's character and player and Walter's character and player. It came a bit too much, and I triedto deal with it between sessions. I'll detail that in that post.

    Hope you're liking it, Our next session is next friday, probably without Ruphalo's player. (Which should be interesting, since a lot more violence is probably due. Time for a change, no?). I hope I can get the "in between sessions" post soon enough, plus another... fun little post.
    Till then,
    Kol.
    Last edited by Kol Korran; 2013-09-16 at 08:10 AM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  13. - Top - End - #43
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Between Sessions 5 & 6- Diffusing tensions, and pics!

    There are still 5 more days to the session, but I thought I'll put in some things here while I have the time. May add more in the future.

    Tension diffusing
    So, I have mentioned it a few times in the sessions' comments, but I hope it was also felt from the relay of the description itself that some tensions arose, mainly between D*ck's player and Walter's player. Now, we have long played with an inter party conflict as something that enriched the party dynamics quite a bit. D*ck's player usually plays some sort of bastard, and Walter's player usually plays some sort of an unlikely hero type. They often have bantering and even work against each other (usually through influencing group decisions) and it was always fine (For quite a LONG time now!). There was a sort of gentlemen agreement to keep it in play, and that it was to add fun to the game, and not to go too far. I wondered if this time, for whatever reason, it had...

    So after thinking about it, I decided to send an email to the group, asking them if something was wrong, as I think all felt the tension. Walter's player replied by saying that he felt the problem was that D*ck and Walter were too far apart morally, too much of distinct personalities to be able to reasonably work together. He chose the (somewhat unfortunate) problem name of "The paladin and the assassin"... He went on to lay his frustrations at D*ck's player playing with him, sending Walter on a wild goose chase (The investigation of Reese the Red) and him hiding so much from them. He felt That the way Walter is coming, he can't quite work with an underhanded man like D*ck.

    I then tried to explain to the two that if it's a roleplay business, then they should make adjustments to play with each other. However, D*ck's player felt that he was under some sort of attack/ criticism/ we-were-on-his-back. He got quite offended and angry, saying that Walter's player had been on his case for some time now and so on...

    To tell the truth, the argument annoyed me a bit, as it felt a bit like handling kids in kindergarden, but I understood that the players were offended. They are both quite serious roleplayers, and wonderful at that. I think they took it a bit too far this time though.

    So a round of conversations followed, In the end Walter's player apologized to D*ck's player, emphasizing that his problem was with the character, not the player, and that he was sorry for any offense given. D*ck's player on the other hand promised to play less underhanded, and not to hide info from the group, go as far as to say he'll seek the group's agreements on any big moves he'll make. Both said they will try to change the characters a bit to work with each other. Walter might see some value in D*ck after how he helped with the water situation, and how he tried to help the madam. He might at worst consider him "the lesser of two evils". D*ck's player will try to look at the party as more than just useful aspects, maybe as his... friends?

    So, all in all I think all is back to normal, sort of. The friendly rivalry, bantering and pokes has returned over the emails, with the Madam's player joining in. Jenny's player is worried that bringing her in might cause undue tension (Apparently she was Walter's player ex girlfriend, and D*ck's player likes to provoke responses). So we both agreed we'll watch the situation, and see if anything is problematic. But I don't think so.

    I was quite worried there for awhile. We haven't had any major party issue for years now, but the last time it happened, a player left. I still don't quite know what caused such a rise in tension. I don't think it was just the characters.

    Other stuff
    1) Ruphalo's player: He won't be attending next session. We try to keep meeting despite having 1 player missing. He might also change a character! This guy loves building and exchanging character, and he might have something new in mind. He is usually the quiet player, but in this game he has been quieter than usual. I think that may be due to the premade character, So I hope he creates one that suits him.

    I'm not yet sure how to handle Ruphalo the character- have it be knocked unconcious or some other way taken out from the game? (Feels iffy to me). Have another player play him? (We had bad experience with that in D&D). Or if he chooses another character, maybe just have Ruphalo retire/ disappear? I'll have to think about it.

    2)Pics, pics, and more pics! The wiki is coming along nicely, with written stuff added mostly by me, and Pictures added mostly by our visual guy- Jenny's player. I intend to add pics to the log retroactively, so if you've seen the pics, there is nothing new. But for the rest of you, here is a condensed version:

    PCs
    Spoiler
    Show
    Unfortunately only Jenny and D*ck have pics, though I think the madam and Ruphalo also have one in the works. Currently we have:
    Jenny
    Spoiler
    Show




    D*ck
    Spoiler
    Show




    Rivertown leaders
    Spoiler
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    All but King Harry. We didn't yet find something fitting his grotesqueness. We have:
    Jack Stilt
    Spoiler
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    Mr. Silvertone
    Spoiler
    Show




    Miss Diamond
    Spoiler
    Show




    Torrent Hudson
    Spoiler
    Show


    Captain O'riley
    Spoiler
    Show


    Vampyrs, and the last pic is Dr. Marlo
    Spoiler
    Show







    Ok, that's it for now. Hope you are enjoying this, till next time!

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  14. - Top - End - #44
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Great read, i've really enjoyed it so far and i'm definatly going to keep following.

  15. - Top - End - #45
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Glad you like it Steckie!

    Help my game?
    I thought that I might just call upon the ideas, creativity and good advice of you readers in preparing a part of the next session! What do ya say, eh? Note, if you wish to help know there may be some spoilers ahead, you've been warned! (Yeah, the PC's will probably wreck it all, but still some of the jist of things)

    Most likely our little group will travel back to Littletown in the next session. Now this brings two issues to handle:
    1- The journey back. I can hand wave it and say they just got back, but considering the travel TO Rivertown, I want to add something special to the way back. Since the plan is to refocus back on the Vampyrs, and the threat behind them, and the unfinished business with the Jackal I thought to perhaps have one big battle, which starts at an Ambush, which might get out of way. Problems with that:
    - It's a bit boring. The party expects Vampyrs by now, and know their general tactics (which are not too bright). Plus, they will most likely take precautions of some sort.
    - The party will be with vehicles, While the Vampyrs won't (Except maybe a few mogols). Unless The vehicles get disabled (In which case there need to be a reasonable way to also avoid this), the party could just out drive the Vampyrs. I'm thinking of some sort of ambush with dug pits or camouflaged obstacles for tires or such, but it still feels like a stretch.
    - I need to make it INTERESTING... which I still find it hard to do. I think of preparing the battle scene before the session, and providing interesting terrain and situational aspects.

    So thoughts?

    2) Currently there are 3 BIG threats that complicate the party's life, that should be addressed:
    - The Vampyrs.
    - The mysterious assassin.
    - Mr. Silvertone's displeasure.

    Now, the first I'll deal with, but what about the rest? I can't reveal much about the assassin, but he works alone, and though he has some high tech gear, I'm still skeptic if he'll track the party alone. He can disguise and hide his identity well, very well, so I'm thinking of having a small group to maybe joining the party (delegates from one of the powers, or perhaps brown coats the party hires?) I need to find unexpected ways (that can be avoided with precaution enough) to try and assassinate the party. I was thinking of planting a bomb in their car, but they already routinely check the car before getting to it. (Forgot to mention that in the log, oops!) He can also shoot quite nicely, and very good at sneaking. I thought that if he joins the party on their way, he can try and kill someone at night, (how to model that with fate mechanics though? making lots of advantages of "preparing forthe kill"?) or strike when sh*t happens, like the above mentioned Vampyrs attack.

    Or we can wait... let them forget about him... lower their guards? He he he!

    Similar stuff go with the displeasure of Mr. Silvertone, only I have a few problems with this:
    1- Sending assassins feels so... crude for Mr. Silvertone. So barbaric and ineffective. You might waste valuable resources.
    2- Having TWO assassins after the party? A bit boring, and feels superfluous and unimaginative. Mr. Silvertone should feel like a VERY imaginative person.

    In short, I'd like him to have a more interesting revenge against the party, possibly tricking them? (Sending someone that will become their friend, which will steer them to the "wrong" (nos such thing) path, later showing them they've been tricked? Or perhaps managing to give the party some hard time, possibly get them thrown out of Littletown or maybe declared criminals of some sort? (Hey, that might be a great idea!) perhaps framing them for a murder? Or something else?

    Or again, I could wait, and bide my time. That would fit Mr. Silvertone quite well. So... thoughts? Help make this game better!

    Important note: Though I like reading ideas, I sometime get stuck on my own. So if I don't accept all ideas or use them, please understand...
    Last edited by Kol Korran; 2013-09-16 at 12:30 PM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  16. - Top - End - #46
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by Kol Korran View Post
    Most likely our little group will travel back to Littletown in the next session. Now this brings two issues to handle:
    1- The journey back. I can hand wave it and say they just got back, but considering the travel TO Rivertown, I want to add something special to the way back. Since the plan is to refocus back on the Vampyrs, and the threat behind them, and the unfinished business with the Jackal I thought to perhaps have one big battle, which starts at an Ambush, which might get out of way. Problems with that:
    - It's a bit boring. The party expects Vampyrs by now, and know their general tactics (which are not too bright). Plus, they will most likely take precautions of some sort.
    - The party will be with vehicles, While the Vampyrs won't (Except maybe a few mogols). Unless The vehicles get disabled (In which case there need to be a reasonable way to also avoid this), the party could just out drive the Vampyrs. I'm thinking of some sort of ambush with dug pits or camouflaged obstacles for tires or such, but it still feels like a stretch.
    - I need to make it INTERESTING... which I still find it hard to do. I think of preparing the battle scene before the session, and providing interesting terrain and situational aspects.
    How about something natural? It doesn't Always have to be enemies.
    A sandstorm perhaps? A swarm of locusts? Quicksand? Floods? A migration of thousands of mutated cows? A fungus that keeps on growing on their vehicles, clogging the machinery?


    - The mysterious assassin.
    Have you already determined who the assassin is?
    Perhaps you could make him somebody the party already met, perhaps even likes.
    About how to get to Mr. Mighty: poison seems like a good, though making it too lethal is obviously a bad idea.


    - Mr. Silvertone's displeasure.
    Ok, this is isn't just about Silvertone, but i'll go ahead and put the idea here anyway.
    Let's say something happens to Rivertown. Something bad (you can tie it in with your greater plot) and large part of the city is killed.
    But there are obviously survivors as well. There are 6 factions, so let's say each of those faction has about 50 survivors, that's 300 in total. And about 100 people without ties to any of those factions survive as well.
    With no other place to go, they go to Littletown.
    This means the PC's now have a whole lot of things to do to make sure those people survive. And there are now 6 new factions in Littletown. They don't have the power they had in Rivertown, but together they roughly equal the Jenkins in power. The Jenkins still control the microfusion though.
    This puts the PC's (and 100 unaligned people) right in the middle between the Jenkins and the 6 factions.

    This also puts Silvertone close to the PC's and with new ways to get to them.
    As for his revenge, i'd say putting D*ck Mighty out of business (while allied with the Hudsons), putting Madam Blanche out of business (while allied with the diamonds) and removing Walther from the preacher seat (allied with the Purifiers) is great for him.
    It destroys the life of the 3 people that annoyed him most, but leaves them alive and unharmed to witness what he did.
    It also puts Mr. Silvertone in the center of the power struggle over Littletown because he's allied with 3 former Rivertown factions (he could also try to hire the Brown coats to get a 4the faction on his side).

    And, knowing the plans of Mighty, it probably means that he's going to try to recruit those 100 unaligned people and use them to become the 3rd player fighting for control over Littletown.

  17. - Top - End - #47
    Barbarian in the Playground
     
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by Kol Korran View Post
    I'm not sure I get what you mean by "weapon:4 or weapon:3" I saw this mentioned in another game, you mean the damage is increased by 3 or for, a sort of lethality measure?
    Shifts are increased by the weapon rating upon a successful hit--the opposite of armor, which reduces shifts by the armor rating on a failed defense. In other words, if they don't completely defend against the attack, the attacker scores damage equal to the shifts plus weapon rating minus armor. If they completely defend, the dodge does nothing. In Fate Core, it's part of the "Extras" section (an odd place to put it, but not horrible). They also discuss ways to combat the arms race between weapon ratings and armor ratings.

    With complementing armors and such? Well, we didn't yet got hat far, still keeping it a bit simple. Besides, you then get a weapon/ arm race, which isn't the focus at the moment, which ultimately leads to everyone HAVING to use heavy armor, and having to use heavy weapons,
    You can tag the equipment with problematic aspects when you give it to the players (or NPCs!). For example, you can make the heavy weapons unreliable or unwieldy--letting you invoke or compel that later if needed. Because of the way that "health" works in Fate, having big piles of armor isn't actually a requirement. Even if you get hit hard it just means you're taking consequences, which can be resolved over time. Heavy armor and heavy weapons should have some unpleasant aspects to go with the high ratings, if you want people not to use them all the time (and want to use the weapon system described in Fate Core, obviously you can ignore that if you want).

    I do think of changing a bit the machine guns to just attack all enemies in a zone, without splitting the dice. sounds more appropriate to me.
    Well, if you're not splitting up shifts on a zone attack, that's going to get pretty deadly in a hurry. The normal way I've seen it done is to split shifts between every target in the zone, but any hit that does get made gets the weapon rating added as additional damage. That way you avoid throwing half a dozen shifts on the entire party and such. A big part of the reason that weapon ratings work the way they do is to allow situations like this to be mechanically interesting (a machine gun emplacement with no way around probably ought to be kind of terrifying to the characters), while at the same time giving the players a chance to dodge out of the way.

  18. - Top - End - #48
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Ok, got myself some time to think and plan the next session better. I'd like to respond to the above posters though.

    Quote Originally Posted by Steckie View Post
    How about something natural? It doesn't Always have to be enemies.
    A sandstorm perhaps? A swarm of locusts? Quicksand? Floods? A migration of thousands of mutated cows? A fungus that keeps on growing on their vehicles, clogging the machinery?
    Hey Steckie! Thanks for the suggestions! I can put some other scene, but I wonder what purpose it would present? What does it add to the story? What important questions does it arise?

    The sandstorm might be cool to add (Or a sift storm? ) As an added complication for another scene, but on itself I think it just feels odd, like a distraction out of place. So there need to be something more to it than just a natural hazard...

    Some of the other ideas might also be of interest, but again- on their own, out of context to the story they will just be a disruption. The party has enough to worry about, I don't wish to add much more. I'll think about this, and see if I can use these ideas.

    Have you already determined who the assassin is?
    Perhaps you could make him somebody the party already met, perhaps even likes.
    About how to get to Mr. Mighty: poison seems like a good, though making it too lethal is obviously a bad idea.
    Yes, I know who the assassin is. Sffice to say that he knows things the party might be interested in, great at stealth, disguise and explosives, a decent shot, and has a few nice gadgets.
    Poison? Hmmm.. that might work, Though I'll need to think of how to modulate it in Fate. Could be an attack against Physique. That may be one idea, though I"m thinking of something more direct. I'll need to think about this.

    Ok, this is isn't just about Silvertone, but i'll go ahead and put the idea here anyway.
    Let's say something happens to Rivertown. Something bad (you can tie it in with your greater plot) and large part of the city is killed.
    But there are obviously survivors as well. There are 6 factions, so let's say each of those faction has about 50 survivors, that's 300 in total. And about 100 people without ties to any of those factions survive as well.
    With no other place to go, they go to Littletown.
    This means the PC's now have a whole lot of things to do to make sure those people survive. And there are now 6 new factions in Littletown. They don't have the power they had in Rivertown, but together they roughly equal the Jenkins in power. The Jenkins still control the microfusion though.
    This puts the PC's (and 100 unaligned people) right in the middle between the Jenkins and the 6 factions.

    This also puts Silvertone close to the PC's and with new ways to get to them.
    As for his revenge, i'd say putting D*ck Mighty out of business (while allied with the Hudsons), putting Madam Blanche out of business (while allied with the diamonds) and removing Walther from the preacher seat (allied with the Purifiers) is great for him.
    It destroys the life of the 3 people that annoyed him most, but leaves them alive and unharmed to witness what he did.
    It also puts Mr. Silvertone in the center of the power struggle over Littletown because he's allied with 3 former Rivertown factions (he could also try to hire the Brown coats to get a 4the faction on his side).

    And, knowing the plans of Mighty, it probably means that he's going to try to recruit those 100 unaligned people and use them to become the 3rd player fighting for control over Littletown.
    This is an interesting idea, but I wish to keep Rivertown active and running for now, and not just scrap it. Plus, if Rivertown suffers such a calamity, It would be crude to make it without the party being able to do SOMETHING about it, which is a whole new issue. Such a calamity will probably wipe out most of the holdings and resources of these powers, making them very much weaker, and most likely much less of a threat.

    I'd like to maintain the "small town folks Vs, big town politics" feel, so far. Mr. Silvertones' revenge should be subtle, but in the close future I believe.

    Thanks for your advice, it stirred up some ideas. I'm not yet sure what I will use, but we'll see.

    Quote Originally Posted by CombatOwl View Post
    Shifts are increased by the weapon rating upon a successful hit--the opposite of armor, which reduces shifts by the armor rating on a failed defense. In other words, if they don't completely defend against the attack, the attacker scores damage equal to the shifts plus weapon rating minus armor. If they completely defend, the dodge does nothing. In Fate Core, it's part of the "Extras" section (an odd place to put it, but not horrible). They also discuss ways to combat the arms race between weapon ratings and armor ratings.
    I think it's in the "extras" just because that is what it is- an extra. it's not a
    "must be" rule. Currently I don't think the weapon ratign fit my game, as I said- it's just an escalation. I might take Kyuryu's suggestion, but even so people will just "have to" have the best weapon and best armor, which ruins more subtle builds like D*ck and the madam. They need to remain effective in combat without having to resort to going around in heavy armor and miniguns, which are really not their style. The style and flavor of the characters is much more important to me. I'd keep special weapons and special armor just that- special.

    You can tag the equipment with problematic aspects when you give it to the players (or NPCs!). For example, you can make the heavy weapons unreliable or unwieldy--letting you invoke or compel that later if needed. Because of the way that "health" works in Fate, having big piles of armor isn't actually a requirement. Even if you get hit hard it just means you're taking consequences, which can be resolved over time. Heavy armor and heavy weapons should have some unpleasant aspects to go with the high ratings, if you want people not to use them all the time (and want to use the weapon system described in Fate Core, obviously you can ignore that if you want).
    I disagree with you that armor isn't needed if more deadly weapons are in play. you have weapons that cause more damage, yet the health system stays the same. Sure you can heal consequences over time, but you'll be hit more if deadlier weapons are in play than if not, suffer more damage, and suffer more consequences. The little experience I've had so far showed that once you're starting taking consequences, you spiral down FAST! So you MUST have armor...

    I do like powerful weapons having drawbacks. For "regular" weapons these are limiting conditions or ammo, expressed in a very simplified manner. for more special weapons it will require stunts or have suitable aspects. That is a good idea, thanks!

    Well, if you're not splitting up shifts on a zone attack, that's going to get pretty deadly in a hurry. The normal way I've seen it done is to split shifts between every target in the zone, but any hit that does get made gets the weapon rating added as additional damage. That way you avoid throwing half a dozen shifts on the entire party and such. A big part of the reason that weapon ratings work the way they do is to allow situations like this to be mechanically interesting (a machine gun emplacement with no way around probably ought to be kind of terrifying to the characters), while at the same time giving the players a chance to dodge out of the way.
    think we'll need to try it. The limit of ammo for such weapons, combined with the fact that Ruphalo and Walter often close to close combat very often means that I don't think it will be used that much. But we'll try and see. No one taken the stunt yet, perhaps I'll give it to some enemy.

    Thanks for the itnerest and suggestions, much appreciated!
    --------------------------------------------------

    Thanks folks! I'll go to think and plan for a bit, still welcoming ideas and suggestions. Be sure to drop in a line or two.

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  19. - Top - End - #49
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Session 6- part 1: Last dealings before leaving

    Hey there folks! So we had our meeting two days ago. It was a long meeting (9 hours) so I may divide this to 3 parts as well, mostly depending on how tired I get between parts. Ruphalo's player was not present. Let's start, shall we?

    A few matters of the last minute
    As usual, despite emails to give me relevant info enough time before the meeting, my players awoke to the game just a day before the session. A few changes and plans:
    • Jenny changed her "dodging the reaper" aspect to "Got a lot to make up for", showing her growing conciounce and morality.
    • D*ck changed "Wanna bet" (His trouble, which was nearly never used) to "my old friend Murphy", and "few friends, many enemies" to "It's all about appearances".
    • D*ck's player said he had quite a few plans in store, but wished to lay them down in the meeting, to get an agreement for them.
    • Jenny's player informed me she plans to explore the "X"s on Dr. Marlo's map when they get back, maybe find out more about the Vampyrs and their menace.


    At the start of the sessions itself we decided that most vehicles are crappy vehicles, and can sustain a 1 and a 2 stress boxes, and suffer a mild consequence at most. They have an armor of 2. Better vehicles (Like D*ck's hammer and Jenny's Harley are better). We discussed some other concept and rules issues, but I'll detail these after the session.

    Oh, we have a new picture for Madam Cynthia!
    Spoiler
    Show


    Still at the Sunny Acres
    The party was REAL worried about Jenny spilling her beans, and decided to investigate. The madam and Walter were on the job, While D*ck and Jenny decided to try and lower the flames and appease Mr. Silvertone somehow. We dealt with Sunny Acres first.

    The madam began... socializing. We treated this as a Challenge: composed of contacts, rapport and deceive skills. She did almost failed once, but "expecting the worst" she knew how to manipulate people, finally succeeding. , and we played it that she met an old contact- Tommy Jenkins! Tommy was a bit of a black sheep of the Jenkins family, and was an outside trader for the family. The madam scolded him for not using the services of the Merilyn ,as he apologized, anxiety on his face. "I'm just... here to talk with the girls!" ("That's not what you said last night!") The madam continued to talk with him, with us playing the awkward brothel meeting. ("Just don't tell the wife!") and so on. She got him talking enough to learn the courtesan who milked Jenny for information is called Cherry, and that all the girls are greatly loyal to Miss Diamond and her seconds- Ruby, Jade, Sapphire and Onyx. "Really madam, I'm just passing through, barely seen this place" ("That's not what you said last month!") the meeting was mostly humorous, and quite fun. She managed to succeed in style on one of the checks, and so she learned Cherry was using the drug "Red Haze", which they hoped to use.

    Walter caught Cherry just as eh left the meeting earlier, and she promised she would be with him later. The madam managed to tell him the info, before he met with Cherry, about 1-2 hours later. She took him to a private room, where she tried promoting her... wares, but the preacher, being a preacher, moved to stop her and to "Just talk". He tried to be nonthreatening, but when that didn't work did try his best to look serious and "all business", He succeeded nicely, so she blurted out that Miss Diamond sent her, and that she told her everything. Walter tried to gauge if Miss Diamond was interested in anything specific, but that Cherry couldn't tell.

    So now they knew Miss Diamond surely knows more than they want. But to what end?

    Meanwhile, at the Silvertones
    They were out to set an idea D*ck thought of. They wished to buy time, perhaps diffuse the tension. However, the place was bustling, even this late at night, and two armed guards plus two brown coats stopped them at the gate. "No one comes in, especially not YOU Mr. Mighty, Mr. SIlvertone gave specific orders!" Thinking quickly on his feet, Mr. Mighty approached the speaker. "You're doing a fine job at the charade, Mr. Silvertone said you will. Any onlookers will be well deceived. Do continue! I'm sure Mr. Silvertone will thank you for playing up our play." HE then contunued to act as offended dramatically. The guard, confused, decided to play. "Oh yes! In fact he is so angry he'll want to tell you himself!" and led them in.

    Needless to say, Silvertone was furious at the guard, and sent him quickly out. He was ready to have Jenny and D8ck expelled, but Jenny "Cut to the chase" and started laying her plan. "You want to learn about the trouble of the north? Very well, we have fought the Vampyrs, we have saved Little town. You give us some slack, and we investigate these troubles for you." D*ck's plan was to have them work for Silvertone on something they already wanted to do, and so kill two birds with one stone. But Mr. Silvertone was not easily appeased. "You wish to deal with me? YOU?! Your group, including your friend here have offended me twice already (aspect), and have proven you have NO honor (Another aspect), you specifically have shown poor restraint in the meeting, you got a contract on your head, The madam insults people, your brother Walter is too stiff and stuck in his opinions, and you call yourself professionals?"

    Jenny tried to add. "You know things, you have your contacts. I bet you know about what we do more than anyone in the city. We managed to succeed in most things we've done, amongst them holding of the horde and killing their champions, quite a few of them. We are the best for this."

    It didn't seem to yet convince Mr. Silvertone, who was allready waving his hand away, when D*ck intervened. "You fear the trouble from the north, and I know you lack the means to deal with it. We are those means, those assets, disposable assets. (Aspect), You worry about the microfusion, but you know just as me that those wee the words people needed to hear, and now that it's doen, things can progress in closed doors, in hushed words. (Appearances are everything)." He was still not convinced, when both negotiators came up with the right idea. "Look, you want to know, right? We'll be your ears, your eyes, we'll learn and bring back the information to you, as part of your team." (Knowledge is power, Or power).

    That was enough to change his mind. A tough negotiation, but a successful one. Mr. Silvertone thought and replied. "very well, A test then. You'll report to me in 30 days, with information you've found. In fact, Mr. Rhodes here" he motioned to a stiff "English butler/ lawyer" guy at the corner. "Will accompany you to Little town, along with the... rest." They both perked up to this "Rest?" Silvertone looked bored. "Due to Brother Walter's speech, some have decided to send their people to speak with the Jenkins themselves.

    Jenny and D*ck accepted, and quickly left, before he'll change his mind. They all made it to King Harry's palace, made a small conversation with him about the days in the bad lands, and went to sleep. Ruphalo informed the party he intends to stay with King Harry for the meantime. That was our excuse for him not participating in the session.

    GMing notes
    Spoiler
    Show
    I totally winged this session with Silvertone, and was surpised at their success. This... really changes plans. I had quite a few plots for him and his people. Oh well, not the first time this happens. Bummed me a bit though. But I was happy to see the players feeling like they've just taken a big load of their backs.


    Checking out?
    Next day they drove to the towns gates to meet with Mr. Rhodes. They met the rest of the delegation there as well:
    • 2 trucks of the brown coats, each with a driver and 5 browncoats, led by none otherthan... Deputy Kell!
    • Mr. Rhodes, with his little black notebook and severe face.
    • A beautiful young looking woman, who turnedoutto be Sapphire, one of Miss Diamond assistants, only much more alluring. The party nicknamed her "the stewerdess".
    • Barry Hudson- a large loud and cheerful man, along with the three nondescript Bones Brothers.
    • William Stilt and Peter! Jenny was quite surprised to see them, and they were surprised as well. They were unsure why they were here, except as to assess the microfusion plant in Littletown, for potential improvements.
    • About 8-10 merceneries as extra guns.


    This was a big delegation, and the party groaned a bit, But were mostly amused. They had other troubles though, as Captain O'Riley came towards them. He called D*ck and Jenny over. "Well, apparently last night Malcolm Danes tripped... into a bullet... in his bed. Now Mr. Mighty, some people said you came to the Hudson's place a few days ago and threatened him? I heard you do the same with my own ears last night." ("Deadman walking" aspect)

    "And you Miss Wilson. My resources tell me you're quite the mercenary, good at getting people killed, and with some... involvement with Mr. Mighty here, am I right?" Jenny didn't know quite how to take it, and just exclaimed at how preposterous it all was. D*ck managed to lie his way through this well enough, which also cut the link to Jenny, so they got away with this as well.

    Before they left the party suddenly joked about checking the hammer for bombs. And... they rolled well, with the stelath for the bomb at -4 (!!) so they... found it! They found the bomb that was supposed to complicate things much more later. They joked about who was to diffuse it, when D*ck just found a new car (only crumpier, like a normal car) and left this one for Ruphalo to disarm. Sapphire, whom D*ck invited to the hammer before was quite mortified, deciding to travel with the brown coats.

    another complication undone.

    Finally, they left Rivertown, on their way to Littletown!

    GMing notes
    Spoiler
    Show
    1) The delegation: The idea was to bring politics in a more minute form with them, in case this interests them enough, with a slight change of persona.

    2) Captain O'Riley's accusations: This was mostly to show that D*ck's contract worked, and give satisfaction to the player, as well as "getting away with it". It could have gone more complicated, but it went quite well... Sigh, this went a LOT in this meeting.

    3)The Bomb: I was hoping it will complicate future encounters more, by adding an explosion to the scene. Yes, the assassin was with them, well under disguise...

    -----------------------------------------
    Ok, growing tired, I'll try and catch up in the next few days. Next time, a BIG fight!
    Last edited by Kol Korran; 2013-09-22 at 02:47 PM.

    1. Special projects:
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    2. My campaign logs:
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    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

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  20. - Top - End - #50
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Another day, another post.

    Session 6, part 2- Road to Littletown, The Jackal returns

    This time Walter rode in D*ck's car, and the madam on Jenny's bike. The convoy rode in a long file, with Jenny zip zapping around, and D*ck seeking cover in the middle. For some strange reason the party was sure they are about to be attacked by... missiles?

    Aaaaaaanywho, Instead of running the road as I did on the way to Rivertown, I just skipped to the main scenes, after checking with the general road routine they were all having. They left security for Deputy Kell.

    They grow in number, return of the Jackal
    On the second night, when they stopped to sleep, they put their car in a circle (ala circle the wagons). Of all characters D*ck tried to guard, but at the end fell asleep, all were quite anticipating and ready for trouble.

    And trouble did come, in the form of many, many howls of Vampyrs from 2 sides, and a great rush towards them! As I placed the initial ones who were in sight (about 2 zones from the guard circle) the players were not happy, they looked like many! (about 20 and a little of the first wave). Rhodes, Sapphire, Peter and Stilt ducked under or into cars, while Deputy Kell called to open fire. Some of the vampyrs were blocking part of the way, and the gunshots of a few mogols, trying to wreck the cars made it that escape was unlikely. (That is what he said, I was more than welcome to let the party try it. "You can try everything, but some things are gonna be difficult").

    Madam jumps and surprise everyone by getting in front and shooting. We realized this was her first serious fight in roleplay, and it might just kill her. Jenny called her back while activating her headlights, and some of the Vampyrs recoiled from the lights. Walter unpacks "Mr. Handy", who starts shooting as well.

    the guards open fire and quite a few vampyrs fall down, but the rest quickly close the gap, with a second wave behind them. The party now hear the frantic screams of the mercenaries, (and some brown coats) trying to fend of the gnashing beasts. The hidden mogols in the meantime shoot up two cars, still trying to take them out of commision.

    The party thought it was bad, when the laughing giggling maddened sounds of the Jackal come about "You comsee again! More fleshy to reapsy! Come and play with Jackal hey?" It carves a way through some guards and get straight into the circle. The party shifts their attention to the knife bearing beast.

    Knowing he is unlikely to hit it, D*ck tries a different tactics. "Everyone who brings me it's head gets all the drugs, women and guns I can buy for them, or my name isn't D*ck mighty!" We rule out that half the guards manage to turn and shoot at the Jackal (using mob rules) pelting it with a barrage of fire. Mr. Handy, under Walter's directions gives some cover fire (Create an advantage), while the madam turns the UV lights from Jenny's back towards it. The Jackal rushes in with his dance of blade, trying to hit as many as it can, but misses miserably (They rolled -4 for his attack ) but Jenny... she loads up on all advantages, and adds a fair bit of her own fate points (mercenary with blazing guns, got a lot to make up for) to put a hell of a lot of fire power into him. They've taken out all of it's stress before it even hit him.

    But the guards are not faring well, more than half of them are dead, and some Vampyrs even broke in... Walter lets Mr. handy continue, and calls to the guards to continue fighting, that they will soon kill the leader, and other inspiring stuff, trying to keep their spirits up despite of the terror. He succeeds well, so I rule he takes down more of the Vampyrs. D*ck, trying to create a diversion and draw some enemies, gets into one of the undamaged cars and starts it. This does the trick, as about 5-6 of them come and try to break in, turn over the car.

    The Jackal, alarmed tries to use it's stench to cause aversion in the party, and almost manages with the madam, but she takes heed of Walter's will (A stunt), and manages to hold tall. Jenny manages to shoot and wound the creature, we say it's again a shot in the ass! ("Turn the other cheek")

    An interesting compel, in an interesting time
    This is when D*ck wishes to compel his "Old friend Murphy" aspect. He suggests that the assassin (Which they correctly assumed was under some disguise with the delegation), attacks him now! So he did, as he rose from the back sit and struck D*ck wit ha knife, taking out most of his stress. D*ck didn't panic however, and started to drive off, managing to get way across the vampyrs, to the rough surface beyond. The party was alarmed he was basically taking the Assassin himslef, while at a disadvantage (did I mentioned the knife was poisoned and drugged him?) while driving into hostile territory, but we'll get to that soon. D*ck noticed however that the Vampyrs were not trying to get to the assassin...

    Meanwhile Jenny and the madam (and Mr. handy!) worked to create advantages for Walter, who created a severe consequence, gutting him, and quite soon after Jenny popped a cap in it's head. The party blew all of their fate points on this, but they weren't that many to begin with. I was quite surprised at how easy this was. Most guards were dead by now, but so were most vampyrs, who decided to run away.

    GM design
    Spoiler
    Show
    I'm not sure I handled this battle "Fate style". I think I made it quite a bit tactical, with distances, exact amounts of adverseries, a general estimate of how many guards and vampyrs were taken each turn according to skills and numbers and such. However, the entire time the deal was with the party fighting the Jackal, so perhaps, in Fate's "it's all about the narrative" style I should have explained the situation as "hordes of enemies", and focused on the crucial, the dramatic, the important issues of the party. Had they tried to say, force a break through the vampyr waves, then we could have played that, but no need for the full battle tactics I think...

    The battle went quite easily this time, even though they lacked Ruphalo. I As I asked, Jenny's player replied- "We just learned how Fate battles work- you stack up aspects and advantages, and then deliver the blow." Hmmm, it seems I may need to change the way to conduct battles. "Boss fights" seem inappropriate here, or at least the way I ran them so far.

    They diffused another complication! And we still didn't use situation aspects well. But I think the battle was fun, and a long needed release of aggresion!


    Aren't we forgetting someone?
    D*ck was in quite a predicament, partly drugged he drove off, However he used his main weapon to get himself out of trouble- Lies, and then lies upon lies! (A stunt). He told the assassin that he was being used, will soon be betrayed and offered to pay him triple the amount her was paid, and more, enough to cause doubt. The assassin questioned him, talking in a raspy old voice, like that of a corpse. (Think sore throat Clint Eastwood) D*ck managed to cause some doubt, but not to turn him away, soe he used deception one more time, and dove off the car while steering wildly and heading the car into a rock. (A challange of deceive, athletics and drive)

    This caught the assassin by surprise, and he crashed, but got out well enough. It was hard to see him in the dark, as under the mercanery clothes he wore a suit of a dark material, and D*ck thought he some tiny bits of his face off, like some sort of a very good mask. There was a moment's pause, and a quick shoot out which abruptly stopped as the assassin heard Jenny's bike coming near. He could still kill D*ck, or D*ck him, it was a tense moment.

    I decided to try a concede, which ended up like this. "You leave me alone, I'll leave you alone. You're not worth the pay" said the assassin. D*ck, who always preffered open ends as potential opportunities agreed. "What is your name, if I want to find you?" The assassin threw a smoke grenade and vanished, with but a short reply "I'm called Snare". Jenny arrived, and got D*ck back, who told the party about it all. The contract was off his head.

    What did the party thought about it? They think he's some sort of a cybrog/ robot/ something mechanical

    GM notes
    Spoiler
    Show
    So this happened unexpected, and it was a compel who turned out great, though I don't think compels are supposed to work exactly like that. But I'll touch on that later. I had planned to use Snare in a few ways along the way, amongst them the bomb mentioned in the previous post and more. I actually did intend to have him attack D*ck at this conjecture, but forgot about it. Good thing he mentioned this. (Though I also think this was his idea of how to uncover the assassin)

    I'm posting the mechanics, but not all of his aspects, as it exposes a few too many things yet, but here so far:

    Snare
    Superb: stealth
    Great: deceive, craft
    Good: shoot, Investigate, will
    Fair: Athletics, survival, notice, Resources
    Average: Empathy, Ride, physique, fight
    OOO, OOOO

    Aspects: "Explosive expert.", "Survived it all"," Haunted by the past". "Stealth assassin"

    Stunts:
    Explosives: Can create and use grenades and explosives (House rules)
    Dark suit: +1 armor, +1 physique protect Vs. radiation, +1 stealth at night
    Disguise expert: +2 to use desguises
    Bomb maker: add +2 to strength of explosives made.



    Bodies on the road
    There were only 3 brown coats alive (One a very shocked and pissed off Deputy Kelly), one frightened mercenary, and two of the Bones brothers (Hudson) were dead two. They were all quite shocked, Rhodes impressed, writing in his notebook, Peter terrified, and Sapphire hysteric and swooning. Some took trucks with bodies back to Rivertown, while the rest hopped on a truck and two cars and headed off.

    The next day they came upon near the ambush point by the mutants on the way to Rivertown, only they found 3 dead mutant bodies. Worried they stopped, fearing an ambush, or a last surprise from Snare or more. D*ck however noticed Rhodes acutely watching, and decided to try and impress, and strode dramatically towards the bodies. Examining them he was disturbed- one showed cruch wounds, as if something extremely heavy crushed it, including it's skull.

    Walter joine,d and examined the other two bodies. One shown burn marks, like those from the Sheriff's plasma rifle, and the other... no mark, except for a terrified expression on it's face. The party discussed the findings "So something huntings mutants, this far south, with big hammers, plasma rifles and... psionics?" They didn't know much more to do, and so got on their vehicles and drove off.

    The rest of the journey went off without incident, till they reached Littletown, finally!


    GM notes
    Spoiler
    Show
    I intended this to be a "clues to what comes up next" kind of little scene, but it's not very well designed- nothing interesting happens if the party fails the investigation, so we either have what I wished them to learn, or... boredom. Not exactly exciting. Might as well narrated a boxed text. Oh well, at least wasn't that big a scene.

    -----------------------------------------------
    Enough for now. Next will come the dealings in Littletown, and a little exploration. Hope you're enjoying the read!

    So far the party managed to diffuse 3 main threats:
    - Mr. Silvertone
    - The Jackal
    - Snare.
    Strangely enough I think it's appropriate, as it brings them mroe fresh and unhindered for the trouble to come.
    Drop a line if you feel like it! All are appreciated, even criticism (Though aim for a building one instead of a scorching if possible, eh?)

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    Thanks for reading!

  21. - Top - End - #51
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    This continues to be a fun read!

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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Good read ... reinforces my impression that I don't want to try running a FATE game until I have had a chance to play under someone else, though.
    You can call me Draz.
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    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.

  23. - Top - End - #53
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Session 6, part 3- Opportunities in Littletown, new investigations.

    Little town has changed somewhat While they were gone. About 2/3rds of the wall was complete, as well as two alert towers, on the northeast to town and one the south. They were greeted by the town folks who weren't working, congratulating them.

    The madam immediately went to check on the Marilyn (I love it how seriously she takes her roleplay), and was greeted by Betty, her eldest gal. Now, apparently the player didn't quite realize that the Merilyn was a quaint little quality place, and not the sprawling den of sin and delight that Sunny Acres were. But we... sort of compromised on something befitting Littletown. She checked on her girls, profits, and any rumors- but life had been quiet in Littletown, mostly work, Burt trying his best to show involvement and caring for people, and the Sheriff taking selected body of men to scout the surrounding area and take down Vampyrs. The abominations still attacked a few times, in tiny groups, and have killed four more people, but on the whole things were quiet.

    The madam wanted more, and we agreed to furnish the Merilyn better between meetings. She wanted to make it the top place in the region! A great goal I must say. Hmmm... I smell future adventures. The other players however made fun of her and her girls (I shouldn't have said Betty was the elder gal) But it was in good jest. She was proud of her girls, and meant to show it!

    The group was soon met with Burt Jenkins and a few of his siblings, welcoming them and the delegation. He thanked them all greatly, giving them due credit at becoming the "Saviors of Littletown" (An aspect with 2 free invokes. They should have gotten it after the first save, but hey- better late than never). They all went into the Jenkins manor, as Burt was confused at the delegation.

    So they sat around a big table. D*ck noticed Burt giving a good look at Sapphire, and tried to ascertain who's boss diplomatically, though Burt turned him down. Barry quickly introduced themselves, when all eyes turned to Walter, who explained what transpired in Rivertown (minus Silvertone plots). Burt wished to talk with them all in the next few days. He asked abotu the power converter, and Jenny was ready to fix the microfusion station, and wished to have a... quiet word with Burt on the way. D*ck, realizing this, suggested they would all go drinks in his manor, and so the delegation reluctently departed. Peter stayed behind to help Jenny, but only after she talked to Burt.

    Jenny advised Burt to not rely on the people of the delegation, and take heed of the siblings advice, as well as of their party. "We have shown you our worth twice so far, if in doubt, talk to us". She fixed the station, and Littltown resumed making microfusion cells. Walter had a similar talk with him, only emphasizing to beware of siblings who might have not jut Littletown's intrest at heart. (I was trying to put faces to the siblings, and chose two names- Clara and Willis. I portrayed them as showing a bit of an interest in the offers, and now the party figured out Clara is some sort of a second Ma Jenkins. Hey, might be a good idea?)

    D*ck meanwhile esocrted them to his manor, into the lounge. Drinks were poured, courtesies made, but then D*ck made a short, but pointed speech who's message was simple- "If any of you make any dealings with the Jenkins behind my back, I'll put all of my power and resources to stop you, and ruin your day". The threat was simple, but well put. The delegation seemed polite about the threat.

    Taking it to the Merilyn
    The delegation moved to the Merilyn, as well as the party, for some good R&R after the attack on the road. Rhodes sipped a small drink, watching like a hawk. Jenny caught Peter for a talk, seeking to build friendship and maybe change her views from the Purifiers' racist approach, though in a slow measured way. (It won't happen to night). Burt came too, and Sapphire quickly found herself sitting by him, her arm around him, laughing at his jokes and such. Barry and the last Bones brother just drank somberly, along with Deputy Kell who was getting SERIOUSLY drunk. The madam took point at being the hostess, seeing her girls find companions and what not.

    Soon after the party started however, came the Sheriff, with the dust of the roads still on his coat. He nodded at everyone. "Glad to see you're alive. Madam, my drink please, and a quiet corner". He took his drink and went to the side to sulk, as all good coppers do.

    D*ck, Walter and Jenny went to talk with him. The sheriff was pleased ofthe progress of the wall, but as always his opinion was that "it ain't gonna end well!". His scouting missions confirmed the Vampyrs were unorganized, and in small groups, usually a mogol or two supervising a few Vampyrs, but they were growing more numerous, and.... they were moving. "Moving where?" Asked D*ck. "I don't know, I'm getting too old for this sh*t! just moving." Walter inquired "Have you seen anything unordinary, anything weird or not fitting". The sheriff grimaced. "I'm the sheriff of this goddamned town, I can't go on long scouting mission. I've been to the factory in Forest Ville, killed a few vampyrs, but otherwise it's deserted and non functioning. I found some more notes of that sicko- Dr. Marlo." He thrust some papers down, which had mad looking scriblling on them. "Me and Dr. Cross have been trying to figure them out, but with little success. All we got is that his experiments at transforming humans to Vampyrs were but an imitation of some other science, something he calls "The process", which is apparently bigger by scale, a LOT bigger!" The Sheriff downed his drink down, obviously melancholic. Jenny wondered "We can go explore further, any idea where to start?" The sheriff pulled out Dr. Marlo's map, and pointed at one X, quite close to Littletown. "Here, closest place, probably belonged to those tribals you found. If you can check if there is something in that blasted piece of wasteland, could help a lot.

    They thought of this as a good option, and let the Sheriff to his drink. They set off to get some sleep, with Jenny sending a small message to Burt. "Have all the fun you want, just remember our talk. Make sure you know who f***s who!" (I hope this form is ok?)

    GM notes- the sheriff
    Spoiler
    Show
    The players loved the character of the sheriff, I thought it would be great fun. They supplied half his lines, using his great aspects. It was a bit of an exposition, but not too much I think.


    Not done with that guy yet- The madam's nightly visit
    The madam woke up at night in her bed with a hand on her mouth. Surprised she looked up to the face of... Snare. It was dark, so she couldn't see details, but she saw something was a bit off with his face/ mask. "I didn't come to hurt you or harm you madam, just didn't want you to scream. I need to know, where are they?" He asked as he released the grip from her mouth.

    "Get off me! now!" she said furiously, and he obeyed. "I need to know, a woman, two children, Talila and the twins. They were here, I left them here. Where are they now?" But the madam was quite furious at having an intruder in her bed room, and demanded to know who he is, where he came from, and other matters. "I gave your friend all the information you need to know for now. I am here to protect them. Where are they?" But she stoically refused to divulge any information before he reveals more himself. He sighed. "Very well, I have an idea where to start looking", and left off the window

    The player was quite flustered at the ease she was approached (The Merilyn isn't protected other than locks and the girls and their guns). and started making plans to acquire some night guards.

    GM notes
    Spoiler
    Show
    This was an attempt to introduce that Snare may not be all bad, and that he's connected to the bigger picture more than just an assassin for hire. The others were quite interested in this.


    Decision point- exploration or politics
    At this point two things were on the table. First of all D*ck brought up the subject of removing Burt (In nonviolent ways) because he was "an incompetent wimp who'll end up making deals behind our back with the blond bimbo or someone else, and then all of our work is for nothing! Same with any other big decision- we can't trust him". While Jenny and Walter claimed that "He's a good man, and might prove good enough with the aid of his brothers and sister, and us to advise him when we can." D*ck's player also claimed that "In FATE you don't exactly go up in levels, but your progress is by doing things in the world, in making a difference (and aspects), actually DOING stuff, and what's better than changing the status of a town?" Walter and Jenny's player claimed however that "we cant exactly rule the town and go on adventures now, can we? and if we put someone to rule for us while we're gone, then we're back to square one." The discussion lasted but a little, and in humorous tones, D*ck's player relenting quickly.

    The second discussion can probably best be described by this song They didn't know if they should all go to investigate the X on the map, or if some should stay and diffuse any attempts by the delegation to make arrangements with Burt behind their back. But... the party had enough of politics for now it seemed. They agreed (Even D*ck) to let Burt fend for himself and go explore. It would take about 6-7 days, they just hoped Littletown will survive till they get back. They were half joking that by the time they get back Burt sell the town by the time they get back probably, but they just wanted more action.

    GM notes
    Spoiler
    Show
    The second discussion was good, it told me they don't want to deal with the politics no more. Burt might prove surprisingly resistant I think. Unless I can think up something with a better. But now I had a better idea of their preferences- old style adventuring!


    Wasteland exploration
    (It was at this point our usuall meeting time ended. I asked them if they wanted to continue, so we decided to go on for 2 more hours)

    Not having any more cars, D*ck bought Deputy Kell's truck the following morning. Still not good as his hammer, but reasonable and "Sturdy built". The destination was 3 days away. I divided this to two Challenges: The first was avoiding mishaps such as encounters on the road, the second locating the actual village and making investigation. This went kinda... borked from this point. the players treated this as a series of rolls (Which in a way it was) instead of roleplaying the voyage (Which admited I didn't quite know how to do). This is a bit like Skill challenges in D&D4 which always felt quite unsatisfying to me.

    To make a boring story short, after 3 days of uneventful travel they got to the remains of a tribals village. Walter conducted the investigation, but found nothing. The sweeping-scan team however helped him and located vampyr footprints, fresh ones! They sneaked after them, and found two moog hounds and a mogol at the opening of a tunnel probably leading to a small survival bunker that was from before the war. They could hear the voices of Vampyrs down below.

    Jenny sat down and placed her sniper rifle, with D*ck and the madam as her backup. Walter in the meantime tried to sneak against the wind. As he got close, Jenny aimed, and shot the first moog hound, killing it dead. Chaos erupted, as 6 more vapyrs came from below, with another mogol. They spread out as Jennyshot the second hound and wounded it. They caught sent of Jenny and Walter, and spread to kill them all. D*ck and the madam managed to kill off the second moog hound as it came galloping, and it's rider fell down and crushed his head. Jenny then managed to blow the head of the last mogol, which was enough to send the rest of the Vampyrs running.

    Now what was in the bunker?

    Dark tales
    They found the small place held a trio of children behind the closed door (Walter's words made them open it). The childre were off the village, and described the group of Dr. Marlo as it came. They were of the prisoners, till they escaped, to the bunker the grownups told them to hide in in case of trouble. (It had the village's provisions in it, acting as a pantry of sorts) But they did have other disturbing news. There was a SECOND group here, who argued with Dr. Marlo. They were people in dark clothing, of a strange material, with faces like mirrors. They came in 2 hover crafts, and their were big big people with them (mutants like Ruphalo) covered in metal. They argued about directions (They understood that Marlo continued to Forest Ville, But didn't understand about the direction of the dark men). The children managed to also hear a name of a place... "Fort Lost"? But no one in the party understood what it meant. With these disturbing news the party thought they may have more leads to explore.
    -------------------------------------------------------
    And here we ended the session. All in all a fairly mild session, at least compared to the previous ones. But it raised quite a few questions about playing the game of Fate, which I'll raise up in my next post (Some of you may have noticed a few question threads of mine hanging around allready).

    I am very pleased that the tension mentioned in the last meeting seem to have dissipated, and now we're back to our regular selves. Plus I like the roleplay this group is producing. Next session things will be turned up a few notches (I hope they find it challenging.) I have a few more plans, but I'm also waiting to see what other plans do the party have.

    That is all for now, Hope you're enjoying,
    Kol.

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    Thanks for reading!

  24. - Top - End - #54
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by Draz74 View Post
    Good read ... reinforces my impression that I don't want to try running a FATE game until I have had a chance to play under someone else, though.
    Thanks for the interest. I agree with you that I would also prefer to play in a fate group before GMing one. While I think the players are enjoying, I do feel I am getting quite a few basics wrong (I'll touch on it a bit in the "between sessions" post), but my group is understanding (They have to be- I'm one of the only two DMs, and he's burned out currently. ) and willing to try something to solve our roleplay problems.

    The thing I find it most hard to understand is the FATE mind frame of collaborative story telling. While this is true to some degree in most RPGs, in FATE it is much more, but I still think we play mostly D&D style, where the DM prepares an adventure, and the players mostly come to play it, not quite MAKING the adventure and the world itself.

    I'm facing two unique problems here though, not directly linked to the system:
    1) I don't know the genre very well, and I don't have that many cool ideas for it. I think 95% of what I came up with I would easily link to Fallout 1&2 somehow. I'm much more in my element in fantasy, but this is quite new.
    2) I never intended it to go beyond the introductory adventure, and I'm making it as I go (Though now I have a more solid idea of what's going on). I'm usually much better focused and deliver much better built settings for adventure.

    We're getting there, but not quite there yet. Still trying to see if it's for us. Join us and see if it is!

    1. Special projects:
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    3. Various roleplay and real life musings and anecdotes:
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    Thanks for reading!

  25. - Top - End - #55
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    I find D!ck making complaints about others making deals behind closed doors and the party's back amusingly ironic.

    Is the sheriff a PC, NPC, or APC (All-player character)?

    I can't help but think Snare is 'an adventurer of a different story', that's happened to contact this one for a bit, and possibly the kind of guy that will 'clean up' plot threads the party doesn't bother with (And cause a few of his own)

  26. - Top - End - #56
    Ogre in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log


    Some gaming issues that came up

    The past few sessions made me think of a few things, and how we've been doing them in our game. You may have noticed a few threads around, asking more specific questions. I've asked these questions of my players as well. I don't want to bore you with the discussions (You can check the links below if you'd like) But I'll write my main thoughts.

    1) When is a compel not that compelling:
    In the last session the player suggested just one compel- The "old friend Murphy" that brought Snare to the scene, and they felt it was too much. In the previous session two players preferred to pay the fate point and avoid the complication. They preferred using their allotted fate point at the start of the session, and not get entangled with Compels. As Jenny's player said it when asked- "it screws you way too much, not worth the fate point".

    The specific discussion is here

    My main consequences were these:
    - A compel should somehow add to the story, not just a complication. (I think I did that, though not perfectly)
    - A compel should add a new route or choice. (This will be challenging, but a good idea.)
    - As to scale, the compel should be a wrinkle on the adventure, not open new subplots or complicate greatly. I think the general idea is that it could be solved in the same scene or so. If a complication comes up more than once (Like the assassinations) then the compelled character should receive a fate point each time.

    2) Deception in social situations: We play openly at our table, with target numbers and rolls open. But it bothered me that the players knew EXACTLY the result of an empathy, or a persuasion or such. Mr. Silvertone couldn't be played as falling for the PCs ploys but actually deceiving, nor could Torrent Hudson clap at Walter's speech but decide to screw him instead. The results were known. I didn't know how to approach this. In D&D the target number was supposed to be secret, and you didn't fully know if you succeeded or failed. The fate points mechanics, which used a very precious resource, relied on knowing the success or failure status of the attempt.

    This discussion is a bit more confusing to follow.

    The main things I got from this are:
    - Fate is unlike D&D. While it has it's "overcome a challenge" bit, it's much more of a narrative focused collaborative story telling than D&D is. Player can use aspects, create aspects, decide on some facts in the world and more with the rules. As such, it is CRUCIAL to have them know how they can affect the story and outcome. True, some of the surprise will be lost, but you gain the joint creative work. It's a different set of mind than D&D.
    - I also didn't treat the social challenges right. I did them with one roll (and stacking aspects) to resolve a situation. That again, is a D&D method. It was kinda boring, and lacking. Fate gives you two other mechanics to make things more engaging, dramatic and important- the contest, and the social conflict, just like a physical combat, but with social skills, mental stress and what not.

    I think contest would have been appropriate for many of the dealings with Silvertones for example, where there was a lot of back and forth. And the last meeting, the big one at Sunny Acres woudl have made a splendid arena for social conflict.

    3) The importance of weapons and gear in my game: Jenny's player was anxious for a more interesting weapons system, and Sophie's player just want... well... better gear. Walter and D*ck's player seemed reluctant to alter the game, and to make it into something it's not. On one hand I want to make the game more fun for people, on the other I quite a few concerns about it. The main concerns are:
    - I was afraid it might ruin certain concepts, like the Madam and ****'s small reliance on arms and guns, but still being efficient enough in combat, to not worry. I thought that if we add better weapons and armor, that they will HAVE to get them just to be able to compete in the new rules for battle, a sort of an arms race.
    - I was worried that it will shift the focus from characters, to characters' gear, like it happens in D&D. Some equipment adds a lot, but too much just misses the point.
    - I was worried at adding too many extras to a new system and new game, which we chose partly because of it's few rules, and easy of planning and improvisation. If we'll start with designing a bit of gear, will we stop? I didn't felt like putting in the time and effort to balance it all, I have little time as it is.

    Weapons and armor discussion here

    The main things I learned from it:
    - The most crucial question is what level of complexity do we want as a group? Not easy to answer, still trying to do so. It's hard since non of us can give a good estimate.
    - One great idea (The few rules version) was to just give situational aspects in battles where the gear should really matter, where it has a sort of "cinematic importance". This way it still adds a dramatic flare, but few rules, and no need for more extras.
    - If we'll go with it, we might go with degrading equipment, lowering in grade. Craft and Resources may be used to maintenance or to get replacements.
    - a possibility of adding a resources stress track, and some sort of rules for it, making resources (not the skills, the material goods) a more finite supply. Not sure how to implement this yet.

    Still thinking and working about the equipment problem. Feel free to add if you wish, though those other threads might be moved to the "other systems" sub forums.

    And now to answer Scow2!

    Quote Originally Posted by Scow2 View Post
    I find D!ck making complaints about others making deals behind closed doors and the party's back amusingly ironic.

    Is the sheriff a PC, NPC, or APC (All-player character)?

    I can't help but think Snare is 'an adventurer of a different story', that's happened to contact this one for a bit, and possibly the kind of guy that will 'clean up' plot threads the party doesn't bother with (And cause a few of his own)
    D*ck's change of heart is somewhat amusing, I'd agree. He's being more of a team player .He still argued for the Silvertones a bit, but quickly gave it up. He plays mroe elaxed now, less tense. His current plan is NOT to overthrow Burt, but to make himself his personal advisor, and so the "power behind the throne" sort to speak. He just need to make sure no one else does it before him. (The party is most weary of Sapphire)

    The Sheriff was a PC in the introductory session (The first Scenario I wrote about), but couldn't continue playing him due to real life commitments. So the character became more background . The character has a very clear "tough cop" concept, and the players just loved his aspects, which turned out to be about 70% of the things he said:
    "I'm the sheriff of this goddamned town!"
    "This ain't gonna end well"
    "Getting too old for this sh*t!"
    And "Stick to your gut feeling" (At least one character's aspects were right)

    As to Snare... he is a possible lead and plot the party may pursue... or not. They nearly killed him, and that was fine. I had him connected to several stuff in the setting, but this may well change. No NPC is impervious, as is no plot. Let the PCs do what PCs do!

    Glad to have you reading!

    1. Special projects:
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    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  27. - Top - End - #57
    Ettin in the Playground
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    FYI - if you were in the Kickstarter, the Fate Core version of The Day After Ragnarok was just released to backers. It's amazing and a unique sort of post-apocalyptic. I mean, when you can play a party of barbaric horse-warriors hunting down psychic Nazis, you're hitting alllll sorts of sweet spots.

    It might be mine-able for ideas for you.

    -O

  28. - Top - End - #58
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by Kol Korran View Post
    My main consequences were these:
    - A compel should somehow add to the story, not just a complication. (I think I did that, though not perfectly)
    - A compel should add a new route or choice. (This will be challenging, but a good idea.)
    - As to scale, the compel should be a wrinkle on the adventure, not open new subplots or complicate greatly. I think the general idea is that it could be solved in the same scene or so. If a complication comes up more than once (Like the assassinations) then the compelled character should receive a fate point each time.
    I think there's a meta-point here that you touch on later as well. Generally, Fate works best if there's not a single, straight-line 'path' for the game. Each scene should generally reflect a choice of how the game progresses.

    Looked at like this, a Compel just offers a new way "forward". If the game is structured as a straight path, then the complication resulting from the Compel represents an obstacle or setback, a detour or delay down the 'path'.

    Quote Originally Posted by Kol Korran View Post
    The main things I got from this are:
    - Fate is unlike D&D. While it has it's "overcome a challenge" bit, it's much more of a narrative focused collaborative story telling than D&D is. Player can use aspects, create aspects, decide on some facts in the world and more with the rules. As such, it is CRUCIAL to have them know how they can affect the story and outcome. True, some of the surprise will be lost, but you gain the joint creative work. It's a different set of mind than D&D.
    This is the key thing I mentioned above. As an 'overcome this challenge' game, Fate kinda sucks. There's just not enough meat in the system to make puzzles in exercising it interesting.

    In general, the point of a scene in Fate is to find out what happens - in more traditional games, it's to overcome a challenge.

    I also disagree on the 'less surprises'. With that many people throwing the game this way and that, I find it's more common that everyone gets a little bit surprised, including the GM.

    Quote Originally Posted by Kol Korran View Post
    - I also didn't treat the social challenges right. I did them with one roll (and stacking aspects) to resolve a situation.
    One roll is fine, depending on the narrative importance of what's happening. Fast-talking past a guard? A single roll is sufficient. Serious negotiations with a major NPC? Break out the pacing mechanisms.

    Quote Originally Posted by Kol Korran View Post
    I think contest would have been appropriate for many of the dealings with Silvertones for example, where there was a lot of back and forth. And the last meeting, the big one at Sunny Acres woudl have made a splendid arena for social conflict.
    I think Contests are pretty much the most generally applicable pacing mechanism socially. Conflicts are more rare, and usually involve trying to get someone to back down or leave in a huff.

    Quote Originally Posted by Kol Korran View Post
    3) The importance of weapons and gear in my game:
    Yeah, gear is often a big sticking point for new players, it certainly took me a while to adjust! I look at it a few ways:

    1) Your skills represent the total of your scene influence, not just your 'skill'. IOW, in D&D, your base level ability in combat is determined by your skill (level), any persistent bonuses you get (feats, etc.), your stats, and your weapon. You add these all up together to figure out how effective you are. In Fate, you just buy a level of effectiveness, and are then free to determine how you got to that level, between gear, skill, physical prowess, etc.

    2) Gear differentiation is overrated in most games. In D&D, most weapons of a given 'class' are roughly equivalent. 'Better' classes of weapons almost always have a cost (proficiency goes to non-magic classes, can't use a shield, costs a feat, etc.). 'Weaker' weapons that go to classes that 'should' be effective in combat get special support to even them out (backstab, dual wield, etc.)

    Armor's the same. "Armor should make me survive longer." Great. But then the next thing that happens is that someone says "but I'm nimble and lightly armored, so I should be able to dodge better!" and so we get AC bonuses for Dex. And then the wizard gets spells or special gear (bracers, anyone?) to make them more defensible. In the end, outside of charop, most ACs are *relatively* close, especially compared to the very coarse granularity of Fate skills.

    3) In movies, how often is the specific armor/weapon used *really* relevant? Frodo's not a wimp in LotR because he uses a shortsword (Sting is pretty cool). He's a wimp because he's not a fighting guy (has a low Fight skill). Aragorn doesn't need to walk around in platemail to be a threat. Boromir is (IIRC) generally portrayed as being more heavily armed/armored than Aragorn, and yet they both certainly hold their own in a fight. In some cases, a weapon or armor *may* be important, but you can generally cover that with an Aspect.

    (I'm not utterly against weapons/armor rules, I just think there's a lot to be said for *not* using them, depending on the game).

    Quote Originally Posted by Kol Korran View Post
    The main concerns are:
    I agree with your concerns, and think that you have a good idea of the issues involved.

    I'd also ask this - how will adding weapon/armor rules make the game more fun? Is there something particularly unfun about it now, that weapons/armor rules would help? IOW, if you add weapons/armor rules, how will you know that they're good rules?

    Quote Originally Posted by Kol Korran View Post
    The main things I learned from it:
    I think the main question, even more than the complexity one (which is key), is "what role do we want weapons and armor to have in the story?"

    And as I pointed out before, in most systems the 'differentiation' is kind of bogus, as the systems then go out of their way to make Conan walking around in a loincloth equally as viable as the knight in shining armor. Fate just kinda cuts out the middle part and just says "buy the effectiveness you want, and describe it how you care to."

    Quote Originally Posted by Kol Korran View Post
    - a possibility of adding a resources stress track, and some sort of rules for it, making resources (not the skills, the material goods) a more finite supply. Not sure how to implement this yet.
    Resources as a skill was a weird idea for me to get used to, but I think I'm down with it now. Again, I look at skills more as measures of 'scene influence' than anything else - using Resources as a skill basically says 'I can influence scenes by throwing money/items at the problem'. It's bribing your way past the guard instead of fighting him. It's solving the problem of chasing your enemy halfway across the globe by buying a supersonic plane ticket. It's (to use a Castle example) buying the storage unit you need access to outright so that you don't have to sneak in.

    I'm not against other implementations, and they probably make more sense in a post-apocalyptic game than in most, where running low on 'stuff' is a pretty constant theme. I just *personally* like to make sure that I 'get' the RAW before I start changing them - when I can argue *for* the rule, I feel like I understand it enough to start tweaking it.

    Quote Originally Posted by Kol Korran View Post
    Still thinking and working about the equipment problem. Feel free to add if you wish, though those other threads might be moved to the "other systems" sub forums.
    I can move my comments to those threads if you like.

    Quote Originally Posted by Draz74
    Good read ... reinforces my impression that I don't want to try running a FATE game until I have had a chance to play under someone else, though.
    I highly recommend it. There's usually games on G+ you can get in on. Playing there was way instrumental to my getting past the learning curve.

    (Is 74 the year you were born? Youngun! ('72 here))

  29. - Top - End - #59
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by obryn View Post
    FYI - if you were in the Kickstarter, the Fate Core version of The Day After Ragnarok was just released to backers. It's amazing and a unique sort of post-apocalyptic. I mean, when you can play a party of barbaric horse-warriors hunting down psychic Nazis, you're hitting alllll sorts of sweet spots.

    It might be mine-able for ideas for you.
    -O
    I got to the Kickstarter after it closed, so no, I don't have anything other than the core book, which I bought by thr pay-what-you-want site. We may buy more books (Like this FATE tool kit that I've heard of) if my group likes the game. It's hard for me to grasp my head around it, and they find it harder still. But we're giving it a shot!

    Quote Originally Posted by kyoryu View Post
    I think there's a meta-point here that you touch on later as well. Generally, Fate works best if there's not a single, straight-line 'path' for the game. Each scene should generally reflect a choice of how the game progresses.
    I think it's more than that. When I used to run games for D&D, it's not like there was no place to improvise, or a lack of choices. True, it's much easier to improvise in FATE, and it's flexibility allows quite a bit more, but we still managed to have a game of meaningful choices in D&D. It took much more work though.

    The difference here I think is that in D&D the DM played the scene, and adjudicated what happens according to players' actions. But in FATE players don't just react to possible options, or actively create new options through their actions, the players actually converse and decide with the DM what are the available present choices to begin with. They seem to have a much more influential role in determining what the story will be about (We played it just a little like this in this campaign, but I may wish to change that, or at least try). The players themselves have trouble with this concept, we'll need to try it more fully, I intend to explain this next session. I tried in emails, but it doesn't go through right. I think in person at the table, perhaps with an example or two will clear stuff.
    This is the key thing I mentioned above. As an 'overcome this challenge' game, Fate kinda sucks. There's just not enough meat in the system to make puzzles in exercising it interesting.
    (Sigh ) I was afraid you'd say that. One of my players commented the same. I think this is part of why some of my players want more mechanics in the game, a bit more to think thorough and work out.

    One roll is fine, depending on the narrative importance of what's happening. Fast-talking past a guard? A single roll is sufficient. Serious negotiations with a major NPC? Break out the pacing mechanisms.
    Yeah, Kind of what I figured out while talking to a player.

    Yeah, gear is often a big sticking point for new players, it certainly took me a while to adjust! I look at it a few ways:

    1) Your skills represent the total of your scene influence, not just your 'skill'. IOW, in D&D, your base level ability in combat is determined by your skill (level), any persistent bonuses you get (feats, etc.), your stats, and your weapon. You add these all up together to figure out how effective you are. In Fate, you just buy a level of effectiveness, and are then free to determine how you got to that level, between gear, skill, physical prowess, etc.
    Oh that is how I rolled with it, and how I explained it to the party. Some are fine with it, some find it a bit too... simplistic, they want more "meat".

    I'd also ask this - how will adding weapon/armor rules make the game more fun? Is there something particularly unfun about it now, that weapons/armor rules would help? IOW, if you add weapons/armor rules, how will you know that they're good rules?
    (What does IOW means? ) I am struggling with this question. Some players feel it would add more "realism", more complexity, more challenge. Others claim it would come to be just like playing D&D with it's tones of rules for every little freaking thing. I wish to create something in the middle. I just hope that by trying to better the game, I won't end up disappointing both. As the old saying goes though- "If you don't do mistakes, I guess you just don't do".

    I think the main question, even more than the complexity one (which is key), is "what role do we want weapons and armor to have in the story?"
    Oh, that is a fairly easy one. Equipment in the post apocalytpic world is rare, but having it gains you a good advantage. I wish to keep the advantage of aspects more important in the long run, though. Currently equipment feels... ethereal, unimportant, and quite available. Which may be due to me playing it more like a Wild West setting than a post apocalyptic one. Might change that.

    I'm not against other implementations, and they probably make more sense in a post-apocalyptic game than in most, where running low on 'stuff' is a pretty constant theme. I just *personally* like to make sure that I 'get' the RAW before I start changing them - when I can argue *for* the rule, I feel like I understand it enough to start tweaking it.
    Still trying to work it out, but thanks for all the suggestions!

    I can move my comments to those threads if you like.
    This thread deals partly with trying to get into the FATE game frame of mind, and your contributions and advice are an important part of it. I'm fine with your comments here!

    By the way, Started to look through the G+ site last night, quite mind boggling and bewildering! I haven't used this resource before, will get me a little while to get used to it, figure how it works. thanks again!

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  30. - Top - End - #60
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    Default Re: Experiences in a post apocalyptic FATE core campaign- A GM's log

    Quote Originally Posted by Kol Korran View Post
    We may buy more books (Like this FATE tool kit that I've heard of) if my group likes the game. It's hard for me to grasp my head around it, and they find it harder still. But we're giving it a shot!
    The toolkit is pay-what-you-want.

    Also, if I get my butt off my chair (into my chair?) and start an online game, you're more than welcome to join.

    Quote Originally Posted by Kol Korran View Post
    I think it's more than that. When I used to run games for D&D, it's not like there was no place to improvise, or a lack of choices. True, it's much easier to improvise in FATE, and it's flexibility allows quite a bit more, but we still managed to have a game of meaningful choices in D&D. It took much more work though.
    Oh, absolutely, I don't mean to imply that D&D/etc. are devoid of such things. Just that in 'most' games, the point of a given 'scene'/encounter is to see if you can pass the associated challenge. In Fate, it's to find out what happens.

    Quote Originally Posted by Kol Korran View Post
    The difference here I think is that in D&D the DM played the scene, and adjudicated what happens according to players' actions. But in FATE players don't just react to possible options, or actively create new options through their actions, the players actually converse and decide with the DM what are the available present choices to begin with.
    I generally handle this less with OOC talk, and more with letting players decide what they want to do next, keeping open to their ideas, and making sure I understand what they're trying to accomplish. This gives them a *ton* of power in determining direction, but still keeps things mostly IC.

    Quote Originally Posted by Kol Korran View Post
    They seem to have a much more influential role in determining what the story will be about (We played it just a little like this in this campaign, but I may wish to change that, or at least try).
    That's certainly true during session creation! I think it's good, as one of the awesome side benefits of it is (in my experience) a higher level of initial player investment in the game.

    Quote Originally Posted by Kol Korran View Post
    The players themselves have trouble with this concept, we'll need to try it more fully, I intend to explain this next session. I tried in emails, but it doesn't go through right. I think in person at the table, perhaps with an example or two will clear stuff.
    The questions I like to use with players are: "What are you trying to accomplish with this?" If that fails, I'll ask "okay, describe the best possible result you can imagine from this."

    Quote Originally Posted by Kol Korran View Post
    (Sigh ) I was afraid you'd say that. One of my players commented the same. I think this is part of why some of my players want more mechanics in the game, a bit more to think thorough and work out.
    It just means that the 'challenges' or tough decisions don't come from the system, but the situation. Also, a lot of it comes down to Fate being more about 'dilemmas' than 'puzzles'.

    Lemme give you an example: Let's say you've got a situation where the PCs are trying to defeat an evil wizard, and there's also a power-hungry duke in the area. As well as three or four other factions. If the GM is doing his job, the players are constantly in need of Fate Points. So, when an opportunity for a Compel comes up relating to the Duke, the players have a dilemma on their hands - they can accept the Compel and get a delicious Fate Point to use for the Evil Wizard, but letting the Duke get his way. Or, they can refuse the Compel, and have a better chance of blocking the Duke, but will have fewer Fate Points to use against the Evil Wizard.

    Of course, this whole thing falls on its face utterly if the players have enough resources to effectively do *both*.

    Quote Originally Posted by Kol Korran View Post
    (What does IOW means? )
    In Other Words

    Quote Originally Posted by Kol Korran View Post
    I am struggling with this question. Some players feel it would add more "realism", more complexity, more challenge. Others claim it would come to be just like playing D&D with it's tones of rules for every little freaking thing. I wish to create something in the middle. I just hope that by trying to better the game, I won't end up disappointing both. As the old saying goes though- "If you don't do mistakes, I guess you just don't do".
    I'm not against making mistakes. I'm basically asking "how will you know if your weapons/armor rules are good?" Making mistakes is almost guaranteed - being able to have some kind of criteria to determine success is important though, as it lets us evaluate our attempts to figure out what did or didn't work, and what needs to change. If we have *some* kind of criteria to evaluate our experiments against, even a "failed" experiment gives us information that can get us closer to a "good" solution.

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