As it's the beginning of the month, you all get +5 XP. Feel free to spend it immediately if you wish, or to bank it for later use. Just drop me a line here to let me know what you're doing with it.
[OOC] Sudden Payback
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As it's the beginning of the month, you all get +5 XP. Feel free to spend it immediately if you wish, or to bank it for later use. Just drop me a line here to let me know what you're doing with it.
Also banking the xp.
I was having serious second thoughts about another chain strike. The three automatic setbacks make that much less tempting, so I was considering trying a Takedown.
Bob, rules clarification question: the Takedown is an attack, but it's a grappling attack. Does that mean that a successful Takedown has the potential to activate Disorient/Knockdown weapon qualities given enough advantages, but you also automatically ensnare the opponent AND place yourself in an advantageous position?
The second way is to try to throw the guys and maintain your position over them. This version would use the grappling rules, meaning your attack would be resisted by their Brawl (Grappling) skill. (In this case, that would be Hard [PPP], but since there are three of them, I think two setbacks would apply). If you succeed, you can get an advantageous position and so on.
So, yeah -- grappling isn't ideal for minion groups, which is why a striking attack might come in handy.
With that in mind, my intention with having the minion die wasn't to shock anyone or to bring this game out of that Action territory, but rather to give a natural consequence to a pair of failed Medicine checks that generated Threat. If that was a miscalculation, I apologize! (Clearly, one of you may want to invest in Medicine, or you need to make a friend like Nurse Claire from the Marvel Netflix shows!)
With all that in mind, note that if your character(s) are adverse to killing, Brawl checks can always be targeted versus Strain instead of Wounds and therefore be considered non-lethal. With Minions and Rivals, there's little distinction, since these types of enemies don't have a separate Strain Threshold. But for Nemeses, you can always declare that you're targeting Strain and using non-lethal means.
Finally, if a situation ever comes up where you think you'll want to interrogate an enemy after a battle, that's where you Grapplers come in. If you can get an enemy to submit through opposed Grappling checks, you'll avoid the Medicine check altogether. In my mind, an enemy felled by a Striking attack is probably unconscious and will need to be revived.
Let me know if you have different expectations on any of that.
With the meta, at least to me, Max is probably younger than most since he's a Student (which is why there's a lots of Misters and Ma'am tossed out). So if asked someone died and he couldn't stop it, didn't matter if they did bad or good it was a needless death (Looking at Medicine Ranks and possibly Apothecary if it carries over to try and rectify that). The heavy moment would be he thinks Collisto might have accidentally killed a man out of combat. Should he say something about that? Which leads to where Max's slumped now. No mood brought down for me personally but all the old hats might realize after words younger people look up to them and their actions hold definition and meaning.
Might even lead to Max looking for a custom item 'Smelling Salts' if we don't have something in system/lore to bring someone around 'safely'.
Flip side yall realize Max might have realized he just killed several rope a dope thugs too...
We've got a few leads:
1. Ivanovich in the Sticks
2. Go to the warehouse district (that may not even help if they're expecting Lance)
3. The map of the drive-in
4. Harry's Holiday Haven (a bit of a weak lead)
I don't see any reason that we'd need to hunt any of them down tonight, other than it being a bit more badass to do so in the middle of the night.
My vote would be the drive-in first, in case there's another attack planned for there that we could prevent. But I'm open to other suggestions as well.
Regarding leads: There's the partial plate, too.
I like the drive-in as a first point of investigation as well, especially since we don't have a specific warehouse to sneak into and do some poking around. I think going straight to Ivanovich tips our hand a bit early and maybe puts Lance in danger. It might be interesting to find out what our characters know about the drive in, or if we know somebody who knows about the drive in. I don't have any ranks in any knowledge skills but maybe somebody knows a little something about the city?
We could always go buy some Lance masks as Harry's and show up to the warehouse doing our best impersonations (kidding, but would also be hilarious in a comedy-action movie)
Been having a blast with you guys!
That said what are the likeliness of being able to port over Apothocary from RoT with Max mixing up concoctions for people to chill around that are burning or have to drink to help with natural healing, medicine would be more expensive XP I figure and more burst (I have to actually roll well for it to work).
(We're also nearing the end of a session, which will be worth another +15 XP, if that helps you make a decision on what you'd like to do.)
Painkiller Specialization is arguably more useful for the immediate benefit it provides, but that's Tier 3.
Update: Also looking at Animal Companion later on cus every good cop needs a black German Sheperd named Duke...
Alternative options I see are going to the prison under the auspices of being a visitor, trying to set a trap with another target (might have to reach out to Lance to find out who that might be). Any other ideas?
We could also just try Streetwise to ask around and find Victor, either on the streets or around the prison.
Remember, too, that you still haven't established the identity of the masked-attacker group. That may or may not be necessary if you think Petrovich can get you closer to the warehouse, but thought I'd mention it in case that thread was forgotten. (You got a partial on their plate, and you presumably have images of them unmasked after the brawl at the gym.)
Some streetwise in the industrial district may get you closer to the warehouse, too.
My advice: Go with what seems the most fun. ;)
We could do a streetwise montage (looking for Victor and trying for an ID on the unmasked pictures) and an 80s/90s computer montage. Edited together with a sweet synth soundtrack.
As for the montage, I can see this going two ways:
Option 1) We do a "skill challenge." You all do something related to a single goal, using different skills to do so. You have to accumulate enough uncanceled successes to get the thing to happen. So, in this case, maybe the goal would be to lure Petrovich somewhere you'd have the upper hand over him. But it has to be a common goal.
Option 2) We split up and just run two or three things simultaneously. Catfish Petrovich, run the plates, hit the streets in Pillsville. The goal's not the same, so it would be separate checks, and a bit less montage-y.
What do y'all think?
(I'm wondering if for next session we don't adopt the Favor system from Shadow of the Beanstalk.)
I'm curious if I'm maybe missing an aspect of the system. I am 1000% on board to bring it in because I like the general idea. I don't really have a gripe beyond calling what is just part of social interaction a setting specific "system," which is honestly more observation than gripe.
So, sounds like Hank and Marv are hitting the streets in Pillsville, while Max will run the plates. (The DMV option sounds fun, too, but since he's a cop, it might just be easier for him to go through his guy or do it on his own and try to keep it quiet.) Is anyone doing the catfish thing? Or should we save that for later? Somebox, what is Red up to?
Seems like catfishing once we have the results of plates/streets/whatever tricks Red has up her sleeves may be a good start for session 2. Unless Red wants to try it at the same time...
My inclination would be to get info on suspicious warehouse activity first, because I think it's less likely to attract unwanted attention. Of course, if it goes poorly and we only get a chance to ask around once, the masked intruders question is more important. So I could go either way.
For either goal, I'd be using my status as a laborer to try to connect with the local staff and commiserate about the BS that comes from the higher-ups ("Now we gotta go out to the boonies to pick up from some warehouse I don't know to get them a higher paycheck!").
Rolls
Starting cash - (1d100)
(35) = 35
Fortunately, we have nezzaraj waiting in the wings. For now, let's assume Red is still hanging out with Max. As we wind the session down with these last few checks, we can swap out her character for nezzeraj's, probably as we begin Session 2.
Excelsior, somebox!
In the meantime, let's call Session 1 to a soft close here. Everyone gets 20 XP for this session. (Nezzeraj, you've already been awarded this amount.) Feel free to start spending it or banking it as you see fit. This is 5 XP for each encounter: the gym fight, the hair salon, the Pantones, and the precinct/warehouse.
A couple of thoughts regarding character advancement:
1) Skills cost 5 x new skill level to raise for career skills, [5 x new skill level] + 5 for out-of-career skills.
2) Don't overlook the unarmed attacks you can purchase for XP in this setting. A lot of you are relying on Knee over and over, which is fine, but don't forget to check the long-form description of different unarmed attacks, as some of them have benefits that don't translate to the basic weapon stats from the table.
3) By the same token, don't forget to check the Talent Tome (linked in the character-generation thread) for talents you might like that aren't specific to this setting. Toughened, Grit, and Knack for It are all workhorses that fit almost any build. (And I think I've demonstrated that I don't shy away from setbacks, making Knack for It a good buy.)
4) I'm not really sure what to do about money in this game. You've all created solidly middle-class types, so the standard "beat-folks-up-and-take-their-pocket-change" RPG style doesn't feel appropriate. Why don't we say you all have steady income sources and get $200 between sessions? That's enough to either save up for some better equipment you might want, or to restock your stores of hydrade and painkillers.
Animal Companion 15 (K9 Unit)
Counter Strike 15
Enduring 20
Grit R1 5
Grit R2 10
Defensive Stance R1 10
Defensive Stance R2 15
Knee -5
Power Attack 20
Perception R1 -5xp
Heighten Awareness
Knack for it
I'll have to take a look at supplies and see what strikes my fancy to spend funds on.
Am I correct in thinking that I can use either Jab or a weapon, but I can't get the damage and accuracy bonus from using Punch while I jab?
"Taking Mossil-Max Pills as a maneuver gives a char- acter +1 Brawn for the remainder of the encounter. However, the character must upgrade the difficulty of all Cool and Discipline checks once for the remainder of the session. This penalty stacks if Mossil-Max Pills are taken in multiple encounters per session.
"If a character who has taken Mossil-Max Pills uses the Berserk talent they must make a Brawl or Melee check every turn possible, even if it’s against an ally. But they add Success to Brawl and Melee combat checks, in addition to the benefits already granted by the Berserk talent. At the end of the encounter, the character suffers 4 additional strain."
In case Marv wants to 'roid up...
Jump on in there, Nezzeraj! ;)
I'll pause in case someone wants to offer a narrative boost. May push the roll into success.
I'll pause in case someone wants to offer a narrative boost. May push the roll into success.
OK, now adding some boosts and setbacks after the fact...
Rolls
made-up roll
5 Success, 1 Failure, 2 Threat
Total: 4 Success, 2 Threat
test
test
1 Threat
Total: 1 Threat
test
1 Success
Total: 1 Success
test
1 Success, 1 Advantage, 1 Failure, 1 Threat
But an upgraded attack from superior positioning is very tempting...
But an upgraded attack from superior positioning is very tempting...
OOC:
So, all roads lead to this prison guard. You had all flirted with the idea of catfishing him somehow, so that may be an option. Going through law enforcement is possible (but again, one of the givens of this setting is widespread corruption). You have also learned that he works a regular cleanup detail somewhere in the Sticks. And the kidnapping victims are still out there, just not in the first warehouse.
If we look for his work detail in the sticks or the warehouse, we may have to do more asking around on the streets. Not really sure how we'd find him otherwise.
I still like the idea of catfishing him. Maybe we could get Fatima's number from the Pantones and have "Lance" text her about a potential alliance. If her phone is still on, we could potentially trap Petrovich while he's setting a trap for Lance. Open to whatever, but that's my first thought to make catfishing work.
Finding the warehouse would require some asking around, yes. Streetwise checks, say, now that you know a bit more about the operation.
You also befriended Tasha, the Pantones' second-in-command, so she might be useful in a catfishing scheme, too. Remember that their boss got nabbed because they refused to go along with Petrovich's kidnapping scheme. Maybe Tasha could contact him and say she's willing to play ball.
Just helping spitball ideas. Key clues and connections sometimes get lost in the shuffle in play-by-post!
Last time we went to the warehouse, we ended up just scaring them away. So if that's the plan, we'll need a better approach than "Hey, can we come in?"
Um... because we already tried that.
A Russian-sounding prison guard named Petrovich struck a deal with three prisoners: I'll let you go, if you do me a favor down the road. He let them go during work details in the Sticks. When he or his forces followed up later, they told the released convicts to start kidnapping people and bringing them to a warehouse. Two of the three convicts said no (the leader of the Pantones vigilante gang, and the owner of the One-Two Gym, your pal Lance Mikowski). Grinning Jimmy of the Havoc Hounds agreed to play ball. Meanwhile, Petrovich decided to exact payback on the two convicts who turned him down -- the Havoc Hounds, on his orders, nabbed Fatima, leader of the Pantones, and made an attempt on Lance (which the PCs foiled). More recently, he's cut off Jimmy of the Havoc Hounds, too, for their failure to nab Lance.
In uncovering this information, the PCs have befriended the Pantones, who are keen to get their leader, Fatima, back. Meanwhile, Lance has gone into hiding so as not to put you all in undo danger. (You've done that on your own. ;) ) You've found the warehouse, but the bad guys had already abandoned it to find a new one by that point.
We're barreling toward the finale of this "movie," so another way to think about this is where do you want the battlefield to be? The side of the highway in the Sticks? The warehouse? Somewhere else of your choosing, assuming you can lure the foe out?
Y'all let me know what the plan is, and we can montage any preparatory work.
How about this: We put the word out on the street that Lance wants to meet with Jimmy to share some information about a mutual friend. That should be ominous enough to make Petrovich want to get involved. We set the meetup for the Old Elektria Factory in Pillsville (https://gamersplane.com/forums/thread/14552/...neutral ground, badass place for a final confrontation), and stake it out beforehand so we and the Pantones can be hiding and ready for things to pop off.
1. Spread word that Jimmy is planning to make a move against Petrovich. Maybe the rumor is that he'll be meeting with Lance. Make sure word gets spread to where Petrovich will find out (like the prison).
2. Get the Pantones come along for the ambush.
3. Lure Petrovich somewhere to deal with Jimmy and Lance.
4. Ambush him with aid of Pantones.
That sound right? If so, I'll throw out some difficulties and we can montage things to get us there.
Brawn 2, Agility 3, Intellect 1, Cunning 3, Willpower 2, Presence 2
Soak 2, Wounds 5, Defense 0
Skills: Athletics 1, Brawl 1, Charm 2, Perception 1, Survival 1, Vigilance 2
Talents: None.
Abilities: Pack Fighter (if this creature makes a successful combat check, the next ally making a combat check against the same target during the same round adds 2 Advantages to the results), Silhouette 0.
Equipment: Bite (Brawl; Damage 4; Critical 3; Range [Engaged]; Knockdown).
*Taking Animal Companion*
*Taking Animal Companion*
I was also thinking of making a leadership roll for recruiting the Pantones, so not sure if I could roll both.
I was also thinking of making a leadership roll for recruiting the Pantones, so not sure if I could roll both.
Leadership is even better than Charm for the Pantones, I think. Feel free to roll that. Let's say Average if it's just on Tasha; Hard (PPP) if you want to try to recruit a few more folks. Same boosts I indicated for Charm.
I'm still planning on rolling for the Pantones in our "round 2" of skill rolls. If we can get them on board, we may have a few potential boosts for Lance: 1) The overall plan and intel on Petrovich, 2) Jimmy and the Pantones cooperating, 3) Lance's speech in session 1 about making Rumble City a safer place. This is his big chance to put his ideals into action. Bringing Lance in is a big win if we can get him, so it'd be worth a story point too.
YGGBBBB + RPP.
I wanted to take a quick check of the temperature of the room. The idea for this final encounter was for you to face off with Petrovich and a bunch of his crooked-cop friends. (Whether that would be a physical altercation or something else is still up in the air.) However, I have to admit to some personal unease with this scenario given recent events in the U.S.
How do y'all feel about this? Police corruption is one of the premises of this setting, but if that's something that you feel is in poor taste (for whatever reason) given current events, we can certainly play down that aspect to make it more of a background element.
So, how do you all feel? Big battles with crooked cops are fair game? Play it down? The game can proceed either way.
I'm personally fine proceeding as normal, but totally understand if anyone wants to play it down. I don't think we need to view the logical climax of this game as a larger statement on anything, but I realize that may be easier said than done.
I'll defer and see what others think.
That said real life situations with Law Enforcement and what's in the headlines have technically been going on before the site was around honestly (several decades). It's "quieter" outside due to COVID19 and technology has also elevated light on situations people wouldn't know about due to situational timing or regional/local footprint. Its just more public and kicking a hornets nests when the hornets are already suffering from cabin fever.
Meta: I was under the impression this was crooked cops linked to a Russian bratva that are legally cops but not doing things legally.
Meta reply: You know there is some sort of Russian/Eastern European connection, but not quite what it is yet. You also know that Petrovich works as a prison guard, but that doesn't necessarily mean he's a cop per se.
Meta meta: June 1 has come and gone. Everyone gets 5 XP to spend or bank as they please!
So, I created Victor Petrovich's character sheet before I introduced him into the narrative, so chalk the discrepancy up to GM error. It's supposed to be the same guy. Is this the original image?

If I'm driving this hero bus, I think I might just switch over to combat. Hank isn't built for social encounters, and I think dragging it out will just hit us with a lot more strain.
I'll pause for tonight in case anyone else wants to jump in, but if nobody wants to help with the parley by tomorrow morning, I'll figure out some in-character way to make the shift.
We're still waiting on Marv and Max to take actions, so y'all go ahead and do what you're gonna do!
I bring this up, because I think Max's approach makes sense from a character angle, but it's going to be very, very difficult for him to convince the six SWAT cops to back down, or to convince Lance or Jimmy to just surrender. Ultimately, I suspect that this experience may be a huge wake-up call to Max that he's one of a select few clean cops in this town.
I also bring this up to make sure you're on the same page, Remnant. I don't want to step on you trying to play this as a police procedural. If there's a fundamental disconnect in our assumptions, I wanted to make mine clear. My inspiration here includes some action cops flick, but it's more The Warriors than anything else.
I bring this up, because I think Max's approach makes sense from a character angle, but it's going to be very, very difficult for him to convince the six SWAT cops to back down, or to convince Lance or Jimmy to just surrender. Ultimately, I suspect that this experience may be a huge wake-up call to Max that he's one of a select few clean cops in this town.
I also bring this up to make sure you're on the same page, Remnant. I don't want to step on you trying to play this as a police procedural. If there's a fundamental disconnect in our assumptions, I wanted to make mine clear. My inspiration here includes some action cops flick, but it's more The Warriors than anything else.
Eventually Max will put himself behind the Justicemobile with authority to start running over bad cops and associates I figure it just may not be in this gym. XD
Also it's blatant and suspect if someone states the right thing to do and you show up with shovels and body bags with your safety off on firearms. You can't 'mistakingly' do things like shot them. Plus yeah how else to you fight your way through armed full battle rattle swat cops that throw down more bullets then paperwork.
In the meantime, happy August! Everyone gets +5 XP that you are welcome to spend or bank. Let me know if you buy something with it.
And for the record, Hank is still hanging on surprisingly well for the moment, but not sure if Marv would know that.
I think maybe I dragged the adventure out one encounter too long perhaps, so my apologies. But I also have some thoughts on the Ready... Fight! rules that I'd change if I were to run another game with that ruleset.*
On the other hand, if you're all just busy with RL, no worries. We can finish out the combat and resolve the adventure at the very least.
* (Basically, I think Grappling is broken. Genesys combat is meant to be fast, with most combats over in about 4 rounds. That's why the average combat check is versus Average (PP) difficulty. But with Grappling as an opposed check each time, it just causes too much back-and-forth with no one doing any damage to anyone else. If I were to do this again, I'd give would-be grapplers a few talents to choose from to give them additional abilities beyond the default, which is striking. In Star Wars, for instance, there's the Grapple talent that makes an enemy have to spend two maneuvers to escape Engaged range with you. Maybe Grapple (Improved) turns that into a check versus your Athletics, but that only applies to advanced Grapplers. And all damage is dealt with normal Brawl.)
I think half the group went Grappling since it is good for crowd control but we just haven't really had a lot of times (at least for me) it's overly useful especially since most actions for grappling when using strong moves will tire you out rapidly. More so for finishers I guess when people have high soak.
Either way we go, I do want to say thanks to Bob for running this game and the rest of you for playing it. It's my first PBP, and I've had a lot of fun. I wasn't sure how much I'd enjoy it, but I'm glad I played. On the whole I think PBP is a bit slow for my gaming appetite, but that's more just the medium than a criticism of this game.
What does Brawl (Grappling) do? It lets you get certain bonuses versus an opponent depending on who has the upper hand at the moment: Neutral position (no bonuses), Advantageous position (+2 boosts on Brawl checks), Superior position (automatic upgrade on Brawl checks).
It lets you access the tables 3-2 and 3-3 for spending symbols on Grappling checks and takedown attempts. Of these, the most useful mimic options already on the standard table like this in the core rulebook (adding temporary Melee Defense, knocking the opponent prone, temporarily reducing the opponent's Melee Defense). The exception is ensnaring them, but that can be kept if you're still keeping the Unarmed Weapons list.
To that end, the Grappling unarmed weapons can be left largely as-is, but the concept of banking advantage for specific effects is kind of clunky and adds unnecessary bookkeeping. Those elements might be represented with a talent. To that end, I would try these:
TALENTS
Superior Positioning
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When your character activates the Ensnare or Knockdown quality after making a successful Brawl check against an enemy, add +Success +Advantage per level of this talent to any further Brawl checks against the same target (in addition to gaining the standard benefits of attacking a prone target) as long as the target remains prone or under the effects of the Ensnare quality.
Grapple (from Realms of Terrinoth)
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character may suffer 2 strain to use this talent. Until the start of your character's next turn, enemies must spend two maneuvers to disengage from your character.
Grapple (Improved)
Tier: 3
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Grapple talent to benefit from this talent. Your character may suffer 2 strain to use this talent. Until the start of your character's next turn, enemies must spend two maneuvers and make an opposed Athletics versus Brawl check targeting your character before they can disengage from your character. Likewise, if your character activates the Ensnare quality on a Brawl weapon, the enemy affected must make an opposed Athletics versus Brawl check targeting your character to escape the immobilized condition unless the standard difficulty is higher. In this latter case, your character does not need to suffer 2 strain to use this talent.
Either way we go, I do want to say thanks to Bob for running this game and the rest of you for playing it. It's my first PBP, and I've had a lot of fun. I wasn't sure how much I'd enjoy it, but I'm glad I played. On the whole I think PBP is a bit slow for my gaming appetite, but that's more just the medium than a criticism of this game.
It's interesting to hear both of you essentially say that PbP is too slow for you. Was it the stay-at-home quarantines that compelled you to give it a shot?
But I feel like I've failed at my duty to the art form by not making things fast-paced enough! :) Again, I think part of that is due to Grappling being broken. Like I said, Genesys combats shouldn't last past the fourth round in most cases. But with Grappling, you can easily go two or three rounds with no one doing any damage at all since it's an opposed check with large dice pools.
Second, I may not have been proactive enough in asking players to spend their own symbols. This addresses Nezzeraj's point that it takes multiple rounds of back and forth to resolve dice rolls in Genesys. As I think about it, though, I think y'all have been pretty good about proactively spending your symbols. The problem, I think, comes in when an enemy rolls threats or despairs. I've been pausing to let y'all propose results, but in retrospect, maybe that stalled things out too much at the expense of giving you all more narrative input? Maybe it'd be useful if I run something new in Genesys (or Star Wars) to have a house rule that when an enemy rolls negative symbols, they don't get spent until another PC takes a turn? I'm thinking of situations where the initiative order features multiple NPCs in a row before the next PC slot.
Tl;dr, yes this system requires more back and forth than other ones, and I'd love more input on how to speed things up.
Regarding ending the game, why don't we just narrate it out? Maybe throw in some die rolls where it seems appropriate. Check the IC.
Either way we go, I do want to say thanks to Bob for running this game and the rest of you for playing it. It's my first PBP, and I've had a lot of fun. I wasn't sure how much I'd enjoy it, but I'm glad I played. On the whole I think PBP is a bit slow for my gaming appetite, but that's more just the medium than a criticism of this game.
It's interesting to hear both of you essentially say that PbP is too slow for you. Was it the stay-at-home quarantines that compelled you to give it a shot?
Tl;dr, yes this system requires more back and forth than other ones, and I'd love more input on how to speed things up.
Regarding ending the game, why don't we just narrate it out? Maybe throw in some die rolls where it seems appropriate. Check the IC.
I think I confused myself. For some reason I have my XP total at 130, which is way off whether I'm high or low. I'll go back through and figure out what I'm missing.
Edit:
Going back through, I think I've got a total of 30 to spend including this month. I see 55 points spent on non-creation stuff, and I see 30 points worth that I didn't say what I was spending them on in this thread. I have no clue where that 130 came from... apparently I'm not very consistent at documentation... :)
I ended up spending them on a 3rd rank of Brawl (Striking) and a Hook Punch attack.
Also, to keep things faster-paced, I'm going to ignore the special Grappling rules. If you want to make an attack with Brawl (Grappling), just roll the normal melee difficulty (PP). If you have any special grappling talents, let me know, and we can interpret them to give you some bang for that buck.
Now get to bashing heads!
I'll update the main thread soon. Deadlines are a pain right now.
Duelist
Tier: 1
Activation: Passive
Ranked: No
Your character adds a boost to their melee combat checks while engaged with a single opponent. Your character adds a setback to their melee combat checks while engaged with three or more opponents.
Thanks to all of you for a fun game! It was great to test out the Ready...Fight! rules and play around in our little 80s-action-flick-inspired universe. You three all really brought your A games to PbP. Aside from the somewhat clunky grappling rules, I hope you enjoyed the experience.
If we had continued playing, I was planning to have the next adventure be about uncovering the pill-manufacturing part of the plot. Then the third movie would have been stopping the cross-Great Lakes smuggling part of it. But since we decided to end after the first movie, it made sense to just have all that come out with Mahoney's thumb drive.
Happy to post-mortem with y'all for a bit, to take constructive criticism, or just to shoot the shit. I also invite you all to join my next game, which I'm planning to solicit players for sometime later this week. (But no pressure to join it either.) I want to do a hardboiled detective game, but set in the Star Wars universe. So I'm thinking the FFG Star Wars system, with the PCs working for a private detective agency. Remnant's in something similar for fantasy, but I think it'll be an even more natural fit for Star Wars. (Also, Nezzeraj's Burning Wheel Star Wars game sounds awesome. Wish I had the time to learn a new system.)
Cue Peter Cetera!
I tried to run Age of Rebellion a few years ago in my home game, but it fizzled. I was glad to try it in more of an extended way. One thing I struggled with, and I'm not sure if you guys have had any better luck... I feel like finding creative ways to use advantages/threats/etc is always challenging. I saw it in my home game, and felt it here as well (though it's definitely easier when you have more time to think about your turn).
I don't think I'm ready to sign up for another game just yet, but I'd definitely play with y'all in the future. I've got a new job starting in a couple weeks and I have no idea how much mental bandwidth or time I'll have.
By the way, Bob, one thing I loved was the use of in-game tunes. It did a lot to set the theme and the scene (along with the art).
I had a lot of fun despite some of the personal issues I had. I think my joining late and being unfamiliar with some of the rules made it a little rough for me at the beginning. I'll echo Kermit in that I had a lot of problems with the combat through PbP, usually with spending advantages and whatnot. I mostly play from my phone at work, and since both Genesys and Ready Fight had different tables for spending advantages and triumphs and such I would have to flip through 2 pdfs on my phone every time. I think you making suggestions was a great help for me haha.
Also, I'm probably just a dumb-dumb, but when I was creating my character, I thought the story was actually taking place in the 80s, not just an 80s inspired modern day setting. I didn't even realizer my mistake until after a long time when people used cell phones and such that I was like "Uh oh, I totally misunderstood a major premise of this game." Haha.
Anyway, it was a lot of fun! I would totally be down for your SW game! I even have a character concept in mind of a droid who is trying to catch his master's killer...
Thanks for the kind words about my game! I wish more people were knowledgeable about BW, and I would normally be down for teaching people, but teaching over forum posts is very difficult and time consuming, especially with a hack that changes some of the basic rules. It's like trying to teach two systems almost. I might have to do a BW tutorial one-shot in the future just to do my part and introduce more people to the game...
Regarding bringing new players in when others drop out: That's useful feedback that it was a bit hard to get a handle on the plot as a newcomer. I'll have to be more cognizant of that in the future, since player attrition is an unfortunate reality for PbP. My PbP GMing imperative is to try to keep the action moving forward (to avoid that attrition as much as possible), but I possibly dropped the ball on getting you up to speed as much as I should have, Nez.
Regarding the era: I think this was something we all kind of discovered as we went along. I originally conceived of this story taking place in the current day, but the fictional clichés we were working with were very much from the 80s and 90s action flicks of Van Damme, Jackie Chan, Chuck Norris, and so on. Plus my tunes were decidedly 80s to reinforce that feel.
Keep an eye on the main forums for an announcement about Hardboiled Star Wars or whatever I end up calling it. I've been watching a lot of film noir and reading a lot of classic detective fiction, so it'll be a classic Sam Spade-type caper. Probably with some hacks, like using a streamlined version of the Obligation rules that operate more like Favors from Shadows of the Beanstalk. A droid out to avenge its master is a perfect concept for this sort of thing. Details TBD. Hopefully announced soon.