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An Encounter verbatium

Started by OneTinSoldier, September 23, 2008, 09:21:07 PM

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OneTinSoldier

Our group occasionally records game sessions for various reasons. I transcribed this with an eye to making a short story for our site.

We were running a campaign based on the TV series Firefly (not the movie) using a much-modified Riddle of Steel game system. The campaign ran 50-odd sessions, but this incident occurred around session 28 or 29. There are five players, each running two PCs (a shooter and a specialist), plus five NPCs who generally never leave the ship (Simon & River Tam & three wives) in detailed play. None of the PCs are based on the series characters, except for the fact that the command staff are ex-Browncoats.

The incident involves an away-team investigating a Firefly-class ship they found abandoned & adrift in space; it has full life support in place (it was hit by Reavers, who left a prize crew aboard. The engine fried, and the Reavers activated the distress signal and are waiting to ambush any rescuers).

The PCs are numbered for their players; each player has one PC along on this away team.


{GM} OK, the cargo area is clear; the shipping pallets are still strapped in place.

{Player 5} Steel ingots. Its never TVs or stereos, you notice? Freakin' bulk metal.

{Player 2, the tactical leader} Whatever. We have to secure the ship, first. Any signs of what happened?

{GM} Nope. There's a faint smell of burnt metal and wiring, though.

{Player 5} You know how many ways this could be totally fucked?

{Player 1} When has it ever not been totally fucked? Why do we always check out abandoned ships, anyway? It never ends well. Remember the Zemchug?

{Player 3} You decided to check this out. You're the Captain.

{Player 5} I'm just saying. Besides, this is Kyle. Roger's back on the ship.

{GM} Now what?

{Player 2} *Sighs* Form up, Nick on point. Let's go up the catwalk and hit the corridor between the galley & the bridge.

{Player 5} Great. Why don't we ever wait for them to get bored and come for us?

{Player 2} Shut up.

{Player 5} I've got the laser sight and the white light on my shotgun turned on.

{GM} The lights are on.

{Player 5} They might not stay on. I'm moving at Ready Walk.

{GM} OK. Gimme two Spot Target rolls in advance.

{Player 5} See? We're screwed.

{Player 4} He could just be messing with us.

{Player 3} Moto isn't doing a Ready Walk. I'm stepping carefully to avoid scuffing the shine on my boots.

{Player 1} Dude! We're on a ship adrift in space

{Player 3} There could be people here.

{Player 5} That's what I'm worried about. Or that we're gonna meet some non-people, too.

{Player 2} Lets go. Axel, watch the ceiling. Moto, you got the rear.

{Player 3} In that case, I'm going to wait at the foot of the stairs, then go to the catwalk when they're clear so I can watch the back. Otherwise, all the twisting around to look back breaks the starch and makes my uniform wrinkle.

{GM} What about the MCLS unit? Doesn't that wrinkle your top?

{Player 3} I left it behind. I've got two mags taped together, and a third one taped to the stock. Plus my sidearm and two mags in the thigh holster.

{Player 2} Wait-you've left your grenades and most of your ammo behind?

{Player 3} Too heavy-it wipes out the pleats instantly.

{Player 2} *Whimpers something into a hand clamped over his face while the other players groan*

{GM} OK, Nick, you're at the head of the stairs.

{Player 5} Slice the pie into the corridor.

{GM} Facing left or right?

{Player 5} Shit...right...no, left. Facing left, but I'll give right a glance when I can.

{GM} Good choice. You spot a Reaver in the galley aiming a weird-looking crossbow at you. Roll for reaction fire. * a chit is placed on the board*

{Player 5} REAVERS! FUCK! *dice rattle*

{Player 2} You gonna warn anybody?

{Player 5} I just did-the guys back on our ship heard me scream 'Reavers! Fuck!'. Axel can probably hear my asshole clenching itself. *to the GM* seven.

{GM} *dice roll* You beat him to the punch.

{Player 5} Shit shit shit *dice roll* 8 successes center mass, four rounds of flechettes.

{GM} The impact throws the Reaver into the wall, hit hard but not down. Round One, Encounter One. Nick?

{Player 5} I'm going to side-step to open up the entrance, and glance to my right. I'll shoot #1 if nobody else is around.

{GM}To your right are two Reavers *places chits on board* One is leveling a firearm of some sort, the other has a chainsaw configured like a sword.

{Player 5} I'm going for #2-reaction fire?

{GM} Yup. Due to the angle, no Ready Walk bonus.

{Player 5} *dice roll* Six.

{GM} *dice roll* ....five. You go.

{Player 5} *dice roll* 4 successes center mass, four rounds of flechettes.

{GM} He's hit, stays up, fires, *dice roll* , you're hit, shield value?

{Player 5} Minus 6.

{GM} You're bleeding...eleven Shock....four Pain.

{Player 5} Shit, I'm dropping. I'm out until Round Two.

{GM} Axel?

{Player 4} OK, I should know that they're to either side, right? Did I hear Nick drop? OK, Ready Walk around into the corridor *slides mini* opening the way for the rest...I'm shooting #2. *dice roll*

{GM} He's already fired, so no reaction.

{Player 4} *dice roll* Five successes center mass, ten rounds full auto, DV +4.

{GM} Hmmmm... *dice roll* ....the Reaver is smashed back down the cabin access shaft. Lotta blood on the hatch behind him. Next?

{Player 2} I'm going to bank a 30mm grenade into the galley and tell Kyle to get to the wounded. *dice roll* Six successes on the grenade.

{GM} The grenade explodes; you can hear equipment crashing about in the galley. Kyle?

{Player 1} Mannnnnn....I draw my pistol, and move around the corner with my aid bag in my other hand.

{GM} Moto?

{Player 3} I'm going to continue face the rear as instructed. How clean is the catwalk?

{GM} Not very-greasy and dirty- you're coming out of the cargo bay, after all.

{Player 3} I'll remain standing, then.

{Player 5} Man, you get a TN bonus for kneeling, and better still for prone!

{Player 3} Grease is murder to get out of this fabric.

{GM} *dice roll* Axel, the Reaver with the chainsaw-sword closed and hit you...your left arm is severed above the elbow. Lots of bleeding....twenty-four Shock....three Pain.

{Player 4} Sweet Mother! I scream like a small girl and drop to a fetal position.

{Player 5} What's the next campaign gonna be?

{GM} Round One, Encounter Two. Kyle?

{Player 1} Fuck- I shoot #3-reaction fire?

{GM} If you want to shoot him before he hits Axel again.

{Player 4} I'm begging for mercy and yelling for my mommy.

{Player 1} *dice roll* Six

{GM} *dice roll* You beat him.

{Player 1} *dice roll* Double tap, three successes, head shot, with minuses, DV +2.

{GM} *dice roll* He staggers back, jaw shot away.

{Player 5} Did he drop?

{GM} No. Satyr?

{Player 2} I'm calling for Blue Team to get over here from our ship on the double, and moving up.
*Moves mini*

{GM} #1 is back on his feet, and another one with a firearm is coming around here. *a chit is placed on the board* You have reaction.

{Player 2} Sunnuvabitch. *dice roll* Shooting #1, center mass, full auto, twelve rounds, DV +3.

{GM} Hmmmm.....he is smashed flat. Moto, there is movement here.

{Player 3} I'll fire a burst of suppression. *dice roll* Six successes, sixteen rounds.

{GM} OK. Round Two, Encounter One.

{Player 5} I'm active. Where's #3?

{GM} Staggering forward here.

{Player 4} Mommy!

{Player 5} I'm already laying down-I'm gonna jam my shotgun into his lower belly and do a double tap. *dice roll* Four successes.

{GM} It lifts him off his feet; he stumbles into the bulkhead and slides down to a seated position. Kyle, you see #2 climbing out of the cabin access with a knife in his teeth.

{Player 1} Nick, shoot him! I'm going to work on Axel's stump. *dice roll* Nine.

{GM} The bleeding is stopped. Stayr?

{Player 2} Firing a grenade here, 6 successes on Reaction fire.

{GM} *dice roll* You got it.

{Player 2} Eight successes on the grenade.

{GM} #4 is knocked flat. Moto, a reaver is rushing your position. *Chit is placed on board*

{Player 3} Double tap to head, minuses applied *dice roll* four successes, DV +3. I adjusted for him running.

{GM} The rounds ripped up his neck something terrible *dice roll* he falls, losing his chainsaw-sword. *dice roll* #1 shot Satyr with his crossbow; the drugs inflict *dice roll* seventeen Shock.

{Player 2} We're all going to die.

{GM} Round Two Encounter two.

{Player 4} I'm drawing my sidearm, and I'm done.

{Player 5} Reloading with the mag clipped to the original. Is #3 dead?

{GM} Doesn't look like it.

{Player 5} *dice roll* Double tap to the face. I'm gonna jam the muzzle into his teeth if I can.

{GM} Yeah, he's stunned...should work.

{Player 5} Kewl. Five successes.

{GM} You see brain matter. Kyle?

{Player 1} *dice roll* Double tap on #2, three successes, DV +2.

{GM} OK... *dice roll* He staggered. Satyr?

{Player 2} Out.

{GM} Moto, he's getting to his feet, drawing a knife.

{Player 3} Double tap *dice roll* three successes, DV +3.

{GM} Ok. Blue Team needs four full rounds to get to Moto. Round Three Encounter One. Nick?

{Player 5} #2 *dice roll* five successes center mass, four rounds of flechettes.

{GM} *dice roll* OK...down. Axel.

{Player 4} *dice roll* Shooting #2 after he's down, three-round-burst, DV +1. Three successes, center mass.

{GM} *dice roll* Ok....looks like he's dead. Kyle?

{Player 5} Finally!

{Player 1} Kyle is going to.....treat Nick. *dice roll* Ten.

{GM} Bleeding stopped. Satyr?

{Player 2} Fire a grenade here, do I need reaction?

{GM} No

{Player 2} *dice roll* Five successes.

{GM} *dice roll* Both are blown flat. You take two Shock from concussion. Moto?

{Player 3} Reloading off taped mag, burst of eight, center mass DV+3, two successes.

{GM} *dice roll* You chewed up his...left arm. Round Three Encounter Two. Nick?

{Player 5} *dice roll* Roll over and fire at #1, four rounds, center mass, four successes.

{GM} *dice roll* That looks fatal. Axel?

{Player 4} Huh. I'm going to put another burst into #2. *dice roll* Five successes.

{GM} *dice roll* He wasn't dead-you get arterial blood at the hit. Kyle?

{Player 1} *dice roll* I set my pistol down to treat Nick, and now I can't find it. (NOTE: the player came up with a small chart he uses to reflect Kyle's non-combat-orientation.)

{GM} Satyr?

{Player 2} #4, center mass, single shot, DV +2. *dice roll* Two successes.

{GM} *dice roll* It knocks him back down. Moto?

{Player 3} *dice roll* burst of eight, center mass DV+3, five successes.

{GM} *dice roll* He collapses at your feet *dice roll* no blood splatter on your uniform.

{Player 3} Thank God.

{GM} Round Four, Encounter One. Nick?

{Player 5} Reloading from MCLS.

{GM} Axel?

{Player 4} I'm going to look at my severed arm and cry.

{GM} Kyle?

{Player 1} Work on Axel. *dice roll* Eight.

{GM} Satyr?

{Player 2} How's 1 and 4 look?

{GM} #1 appears to be dead; #4 is trying to get back up.

{Player 2} #4, head adjusted, burst of six, DV +2. *dice roll* four successes.

{GM} Pop goes the skull. Moto?

{Player 3} Moving back a step, taking a +1 to TN, put a double tap into him, one success. DV+3

{GM} Okay. You hit him in the right hip, very weak arterial bleeding which swiftly tapers off. Round Four, Encounter Two. Nick?

{Player 5} Putting another burst into #1, four rounds, center mass, six successes.

{GM} It looks like his torso is shredded and there's no blood activity. Stayr?

{Player 2} Reloading three grenades.

{GM} Moto?

{Player 3} Dropping the twin mags, which are empty, and loading the one off my stock. I'll finish next Encounter.

{GM} OK, at this point you're confident that all five Reavers are dead. Lets work the medical issues; its Round Five, Blue Team arrives on Round Eight.



And that's four full rounds of combat. It took a little longer to do than it did to read, partially because I'm jotting notes.
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Venosha

That was smoove.  I got the game last Christmas and haven't been able to really check it out. Loved the T.V. series. Now I am aching for some game time with Firefly.  Even though you had to document the event, was it still pretty fast?
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OneTinSoldier

Quote from: Venosha;250735That was smoove.  I got the game last Christmas and haven't been able to really check it out. Loved the T.V. series. Now I am aching for some game time with Firefly.  Even though you had to document the event, was it still pretty fast?


Once everyone is familar with the system, its very quick. The above took about 2-3 minutes longer than it takes to read. If you insert a pause of a few seconds after each player takes a shot, the time to read:time the play out would be about 1:1.
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Kyle Aaron

Player 5 needs to learn about the power of positive thinking. If you expect to be fucked, the dice can sense it and come after you. More optimistic players get better rolls - just look at Player 3, who ignored tactics in favour of roleplaying, and yet was more tactically successful than 5.

I think the GM needs to work on their descriptions a bit, it wasn't terribly evocative. From the words, we know only that Reavers have jaws, teeth and brains which can splatter. Do they speak? Scream? Are they all boys, all girls? What do they smell like? Was there clutter and broken metal walls the PCs could have ducked behind, alcoves in the ceiling the Reavers could have dropped from? Liven it up!
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OneTinSoldier

Quote from: Kyle Aaron;250746Player 5 needs to learn about the power of positive thinking. If you expect to be fucked, the dice can sense it and come after you. More optimistic players get better rolls - just look at Player 3, who ignored tactics in favour of roleplaying, and yet was more tactically successful than 5.

I think the GM needs to work on their descriptions a bit, it wasn't terribly evocative. From the words, we know only that Reavers have jaws, teeth and brains which can splatter. Do they speak? Scream? Are they all boys, all girls? What do they smell like? Was there clutter and broken metal walls the PCs could have ducked behind, alcoves in the ceiling the Reavers could have dropped from? Liven it up!

I agree about PLayer 5 & 3. Although 5 tends to be good-natured in his bitching.

It was not their first encounter with Reavers, so further description was unneeded. Reavers are all-male, and the 'Zoie description' pretty much is the definiative depiction of them.

The physical terrain was mapped out-we were using a deckplan of the same class of ship the PCs operate (a Firefly), so the players had both a 1" scale map of the ship on which to move their minis, and had hours of viewing the ship's interior on the Series.

The place where they engaged was pretty devoid of cover, although they did open up their fields of fire, and made good use of their knowledge of the ship class by banking grenades into areas  they could not directly see.
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Idinsinuation

Man I'm sure that was intense!  Kudos to your group for that one.
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