nelc: (Default)
Just posted to the OOC thread:
Right, time to get this road on the show.

Game OOC Intro )
nelc: Possibly a Glock 28 in Hello Kitty colours (Glock)
Recruitment is open for my Laundry play-by-post game on RPG.net. Mel, you already have a place, so don't feel you have to post except to say hello.

Card Game

Jul. 8th, 2011 01:11 pm
nelc: (Default)
I think I invented a card game in my sleep. Let me see if I can remember the details (or make some up).

It takes place in the City. Each player is either a cop or a crim, but there has to be at least one of each, and more crims than cops. The cards represent either agents (the cops or crims themselves or their underlings) or equipment (vehicles, weapons, other stuff). The crim player or players draw a card from the missions pack and attempt to fulfill it with an agent, a vehicle, and a weapon. The cop player attempts to stymie the mission with his agents, vehicles and weapons.

The crim agents have an Evasion rating, and the cops have a Detection rating. Play has three stages: the heist, the chase and the shootout. In the Heist, players compare their detection and evasion ratings. In the Chase, the same, except that the vehicles give bonuses. Same in the Shootout, except weapons give bonuses. If the crim succeeds at any of the stages the cards return to the deck. If he fails, the cards go to the discard pile. If the player has no vehicles, he can attempt to evade on foot; if he has no weapons, there's no shootout round.

In the cop player's turn, play is the same, except the names change. The Op, the Raid and the Arrest? Results are the same, though: either the player puts his cards back in the pack or the discard pile. Object of the game is to reduce the other players to having no agents. Think I might throw in some special equipment cards: Bribery, Informer and Double Agent: use of these cards is an automatic win for that round. Maybe Double Agent swipes the agent card as well.

Hmm, don't think I need the mission cards, except perhaps for laughs or colour. In my dream I think the game started out as a more terrorist-y theme and had an anarchy track for the city, as well as assassination missions, but that doesn't really add anything to the game.

In the dream, I had popular characters as agents: Judge Dredd, Sherlock Holmes, Inspector Clouseau, Dixon of Dock Green, Kojak. As well as Lawmaster bikes, Bonaparte the tank, and so on. But obviously copyright would put the kibosh on that in a commercial game. Unless I go the parody route, but I think I've used up all my invention for today.

Card Game

Jul. 8th, 2011 01:11 pm
nelc: (Default)
I think I invented a card game in my sleep. Let me see if I can remember the details (or make some up).

It takes place in the City. Each player is either a cop or a crim, but there has to be at least one of each, and more crims than cops. The cards represent either agents (the cops or crims themselves or their underlings) or equipment (vehicles, weapons, other stuff). The crim player or players draw a card from the missions pack and attempt to fulfill it with an agent, a vehicle, and a weapon. The cop player attempts to stymie the mission with his agents, vehicles and weapons.

The crim agents have an Evasion rating, and the cops have a Detection rating. Play has three stages: the heist, the chase and the shootout. In the Heist, players compare their detection and evasion ratings. In the Chase, the same, except that the vehicles give bonuses. Same in the Shootout, except weapons give bonuses. If the crim succeeds at any of the stages the cards return to the deck. If he fails, the cards go to the discard pile. If the player has no vehicles, he can attempt to evade on foot; if he has no weapons, there's no shootout round.

In the cop player's turn, play is the same, except the names change. The Op, the Raid and the Arrest? Results are the same, though: either the player puts his cards back in the pack or the discard pile. Object of the game is to reduce the other players to having no agents. Think I might throw in some special equipment cards: Bribery, Informer and Double Agent: use of these cards is an automatic win for that round. Maybe Double Agent swipes the agent card as well.

Hmm, don't think I need the mission cards, except perhaps for laughs or colour. In my dream I think the game started out as a more terrorist-y theme and had an anarchy track for the city, as well as assassination missions, but that doesn't really add anything to the game.

In the dream, I had popular characters as agents: Judge Dredd, Sherlock Holmes, Inspector Clouseau, Dixon of Dock Green, Kojak. As well as Lawmaster bikes, Bonaparte the tank, and so on. But obviously copyright would put the kibosh on that in a commercial game. Unless I go the parody route, but I think I've used up all my invention for today.

Card Game

Jul. 8th, 2011 10:25 am
nelc: (Default)
I think I invented a card game in my sleep. Let me see if I can remember the details (or make some up).

It takes place in the City. Each player is either a cop or a crim, but there has to be at least one of each, and more crims than cops. The cards represent either agents (the cops or crims themselves or their underlings) or equipment (vehicles, weapons, other stuff). The crim player or players draw a card from the missions pack and attempt to fulfill it with an agent, a vehicle, and a weapon. The cop player attempts to stymie the mission with his agents, vehicles and weapons.

The crim agents have an Evasion rating, and the cops have a Detection rating. Play has three stages: the heist, the chase and the shootout. In the Heist, players compare their detection and evasion ratings. In the Chase, the same, except that the vehicles give bonuses. Same in the Shootout, except weapons give bonuses. If the crim succeeds at any of the stages the cards return to the deck. If he fails, the cards go to the discard pile. If the player has no vehicles, he can attempt to evade on foot; if he has no weapons, there's no shootout round.

In the cop player's turn, play is the same, except the names change. The Op, the Raid and the Arrest? Results are the same, though: either the player puts his cards back in the pack or the discard pile. Object of the game is to reduce the other players to having no agents. Think I might throw in some special equipment cards: Bribery, Informer and Double Agent: use of these cards is an automatic win for that round. Maybe Double Agent swipes the agent card as well.

Hmm, don't think I need the mission cards, except perhaps for laughs or colour. In my dream I think the game started out as a more terrorist-y theme and had an anarchy track for the city, as well as assassination missions, but that doesn't really add anything to the game.

In the dream, I had popular characters as agents: Judge Dredd, Sherlock Holmes, Inspector Clouseau, Dixon of Dock Green, Kojak. As well as Lawmaster bikes, Bonaparte the tank, and so on. But obviously copyright would put the kibosh on that in a commercial game. Unless I go the parody route, but I think I've used up all my invention for today.
nelc: Possibly a Glock 28 in Hello Kitty colours (Glock)
Monday Night Laundry

In which one PC loses a chunk of sanity, one fails at nearly everything, and another juggles fuses.

The silence of the lambs )

Summary: People got shot, sheep got eaten, sanity was eroded.

To do: Stuart definitely needs some R&R. Tomoe needs to replace her burnt and bloodied tracksuit top. I need to figure out if Tomoe succeeded at any rolls besides the one Dodge roll. Edit: We need to check out Dr Wormwood more thoroughly. He's the obvious suspect.

Dr Jones' player wants to take a rest from the game, and the GM is reluctant to continue with only two players. We might be getting a replacement player, but that might mean a change of venue to another day of the week. So no idea when the game will be starting up again. I do hope it doesn't trail out; I've enjoyed it a lot so far.
nelc: Possibly a Glock 28 in Hello Kitty colours (Glock)
After missing a couple of Mondays due to illness and Easter, we got back into the game relatively painlessly.

Mutton dressed as lamb )

Summary: The party secured the sheep back in the train; Tomoe received the authority to shoot the human sacrifices, but chose not to pass it on; the party started a fire which took a little while to achieve the desired effect.

Things to do: Hit as many neo-nazis as possible (always a good idea), keep them panicked and confused, keep them away from the fusebox, chase them out if necessary. Help Stuart as tries to take out the leader. Maybe roll the sacrifices out of the circles if we get the opportunity.

Sudden thought: Was this scenario designed to force the players into making a "hard choice" to shoot the sacrifices? It wouldn't have been effective: the skinheads would have overwhelmed the party and used them as the sacrifices.
nelc: Possibly a Glock 28 in Hello Kitty colours (Glock)
A little late with this, had a bit on this week.

The new session proper began with a call to the characters to go see Dr Wormwood in Contracts and Bindings.

Take two sheep and call me in the morning )

Summary: Underneath Guildhall in a disused Underground station with a pair of sheep, we crashed a skinhead bacchanalian sacrifice party.

Things to do: Phone Dr Wormwood, since I'm pretty sure the skinhead disco isn't an anticipated part of the mission. He might be able to get some resources to us to help (but I wouldn't count on it). Hide the sheep. Hit a few neo-nazis with my stick.
nelc: Possibly a Glock 28 in Hello Kitty colours (Glock)
No game this week. Instead, I bodged up an avatar in Second Life to represent Tomoe, took some screendumps and prettied bodged them up a bit more in Photoshop.

Some not terribly good pictures )

I think Tomoe came out a bit slimmer than I imagined, but I think this is partly due to her suit in the first picture. In SL, clothing tends to be skin-tight with no thickness at all, leading to avatars looking slimmer in clothing than without. Or maybe I just need to put a bit more thickness on her frame. Whatever, I like the way her face came out. That is the way Tomoe looks in my head now.

In other news, I made a mistake with Tomoe's STR gain from experience. I only get to roll that if the opposed roll chance is less than 50%. Chiz. Still, I forgot that I'll get some SAN points for dealing with the zombie dogs (not to mention phenomenally stupid youths), so not a complete loss.
nelc: Possibly a Glock 28 in Hello Kitty colours (Glock)
Tomoe's Experience: Writing this down here to keep myself honest.

Meaningless RPG jibberjabber )

(Damn, all the way up to HTML 5, and we still don't have an easier way to generate tables? All I want is a tab function.)
nelc: "If you haven't grown up by age 50, you don't have to" (50)
Session 4

Last session the party, after successfully burying the newly dead undead dog, Rhubarb, and tracking some youths into the woods, had encountered a shambling mound of recently dug earth in the vicinity of an historic PLUTO KOBOLD incident.

To Say Nothing of the Dog )

Summary: Everything tidied up, except for the thing on the wall and whatever Captain Dare is up to. Tomoe gets to make experience rolls for Dodging, Grappling, Listen and Stealth. Oh, and one for Strength. Alas, none for Pistol, as she very sensibly went for Easy shots. Managed to return all of the Laundry's equipment unharmed, which should count for something for the next mission. And no Sanity loss for Tomoe, this time. We'll wait and see what turns up in the next game, a fortnight from now.
nelc: "If you haven't grown up by age 50, you don't have to" (50)
Session 4

Last session the party, after successfully burying the newly dead undead dog, Rhubarb, and tracking some youths into the woods, had encountered a shambling mound of recently dug earth in the vicinity of an historic PLUTO KOBOLD incident.

To Say Nothing of the Dog )

Summary: Everything tidied up, except for the thing on the wall and whatever Captain Dare is up to. Tomoe gets to make experience rolls for Dodging, Grappling, Listen and Stealth. Oh, and one for Strength. Alas, none for Pistol, as she very sensibly went for Easy shots. Managed to return all of the Laundry's equipment unharmed, which should count for something for the next mission. And no Sanity loss for Tomoe, this time. We'll wait and see what turns up in the next game, a fortnight from now.
nelc: "If you haven't grown up by age 50, you don't have to" (Grown-up)
Session 4

Last session the party, after successfully burying the newly dead undead dog, Rhubarb, and tracking some youths into the woods, had encountered a shambling mound of recently dug earth in the vicinity of an historic PLUTO KOBOLD incident.

To Say Nothing of the Dog )

Summary: Everything tidied up, except for the thing on the wall and whatever Captain Dare is up to. Tomoe gets to make experience rolls for Dodging, Grappling, Listen and Stealth. Oh, and one for Strength. Alas, none for Pistol, as she very sensibly went for Easy shots. Managed to return all of the Laundry's equipment unharmed, which should count for something for the next mission. And no Sanity loss for Tomoe, this time. We'll wait and see what turns up in the next game, a fortnight from now.

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