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Wednesday, March 3, 2010

GZG ECC XIII AAR #1

After driving up to Owego, NY through the remains of the completely overrated snowstorm, I relaxed for a few hours had dinner and played in Aaron's "Return of the Dark Terror" FMA Pirate game. Just as much fun as last year's "Dark Terror" game. After the game broke up I started setting up for my "Defense of Steelport" Traveller game the following morning. I confided in my buddy Stuart that I really didn't have much of a plan. He proceeded to lay out a few suggestions for the specific scenario and how to run a character driven game in general. Basically you have to plan for it like a movie or play with acts and a suitable conclusion. The motivation for the players is very important to plan out. Many of the questions I received during the game were "how do I feel about player x ?"



Here's the layout of the starport on the planet Steel formerly of the Sword World's Confederation. It was seized by the Imperium at the end of the 5th Frontier War. There's a shantytown in the bottom left. The players portray raider's, a corrupt colonial governor, naval security, police, settlers, player characters (falsely accused of a crime and looking for redemption),and captured Sword World's settlers (squatters). The player character's are played by a single person and have a choice of being altruistic or getting out while the getting is good. The raider's need some star drive parts they previously cached on the planet to escape before the Imperial Navy returns. The corrupt governor seized the the cache and plans to sell it, he's bitter about how he was treated upon mustering out of the Navy at the end of the war.




The player characters make a move to seize the phony evidence from the red admin building in the background while the Sword Worlds squatters are released and rearmed.




The raiders move up through the Shanty Town. This is supposed to be a feint, but is so effective I have to limit their reinforcements.

The police look ready to defend the Starport, but in a moment the liberated Sword Worlds warband will take them by surprise from behind. Treachery!



There's a bit of a brouhaha over at the shuttle as three factions try to seize it, but that's nothing compared to the drama brewing over at the warehouse. Some retreating settlers seize some of the goods and try to make off in a truck. As the governor arrives to find some of his goods missing, the player characters leap from their survey vehicle and shoot him in cold blood. He's wounded and a scuffle breaks out, one of the player characters (Zoe) is wounded. The fact that neither side in this point blank battle has any deaths becomes rather key.


The settlers truck is brought up short by the Sword Worlders warband. As the shuttle (controlled by the Naval security) crashes down intentionally on a raiders ATV, negotiations break out. The Sword Worlders and Naval troops formed an alliance early on. They broker a deal with the Player Characters to have them hand over the wounded Governor so they can stage a show trial. In exchange they install lead character (Mal) as the new puppet Governor and get medical care for Zoe. They make an arrangement with the raiders that they can use Steel as a base for continued raids on the Imperium. The Sword Worlders come out on top (much as they do the the scenario Range War upon which this game is based), but everyone is happy. At least for now...

I learned a lot from running this game and I'd like to again thank Stuart for his help. I think I now have a mental blueprint to work from in generating scenarios like this. It's really about mapping out the motivations of the various players and then trying to find a way to drive the scenario to a dramatic conclusion.

10 comments:

  1. Great game there. Is that a Matchbox truck?

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  2. There are two Matchbox trucks, one is generic and the other is a Unimog. One whole dollar each. I think the metal base on which they sit is almost as expensive. 8-)

    I'm planning on doing an article on a 15mm construction trailer I painted. I'm pretty sure the base and sundries on it are more expensive than the $.99 building. Right up your alley Eli.

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  3. Great report!
    Love the rag-tag look of the warband

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  4. Do you have a copy of the FMA rules? Could you please pass them to me at frajahema[at]hotmail[dot]com?
    TIA :)

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  5. Sorry, I just checked and realized that I have the FMAJan2002 version. Do you happen to have a later version of FMA?
    Cheers,

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  6. I don't have any version except the original one posted on the Newsgroup about 10 years ago. I've never run FMA.

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  7. Great looking game Mark. I love the Firefly tie-in.

    I'm looking forward to seeing this at Travellercon!

    Keith

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  8. Blacksmith: There was only ever one official FMA release. The only other draft was a playtest draft which has gone nowhere as far as I can tell (I helped work on it).

    Mr. K: "Restricted my reinforcements" - Is that what you call never having my command squad arrive at the scenario? :0)

    I know the Swordies did well, but I have (due to the last two conventions) Swordie sympathies. My raiders did pretty good too - got their star drive parts, lost 3 or 4 guys, got about 7 or 8 recruits in exchange, got half of a truckload of loot we didn't realize wasn't the star drive, and arranged a base to operate from for Privateering or Mercenary work. All in all, it was a rather sizable improvement on 'ship is busted, stuck on hostile planet'!

    Great game, BTW. Both of your games were great.

    One thing I like to do as GM is try to arrange it so there's both a violent and more subtle path to victory for each faction and for the factions to have orthogonal, rather than oppositional, goals. This tends to allow more wheeling and dealing.

    I'm also a fan of people not always knowing what the other guy wants or is up to. I had no idea what the Swordies wanted (other than out of jail) or the Imps (and who cared as long as they stood clear?). The townsfolk, I sorta grok'd their motivation, but I needed my ship parts. The law, corrupt, I got their motivation... $$$. The governor... as long as he wasn't stealing my stuff, I didn't care much. My faction wanted its parts and then to get away safely... they got a much better deal in the end.

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  9. And BTW, if I'd had my command squad and my armour and troops had arrived a little less piecemeal, I'd have been the new Governor, with the Swordies and the Imps currying my favour (probably the Cops too). I'd have built the locals a new bar to shut them up. My troops (despite only being regs) were having a heyday with the suppress/assault/exploit moves.

    I was sad that I didn't get to steal the shuttle before the other weasel stole it...!

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  10. I'd say the game was a tie between the Raiders and the Swordies. Both are going to be in very strong positions in any follow up scenario.

    No one was really cooperating and I didn't want a scenario that ended with the Raiders crushing everyone. The way things ended the possibilities for future scenarios are wide open.

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