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long Supes 2006

Metaphorical Landscape, with Indians

And hot cold on the heels of one, two, three and four, comes session five, below the cut.

… But before we get back to our heroes, a few points about administrative things:

  • We started playing with Bo (soon knocked out by my coffee, after being knocked out by KFC last session; we are starting to detect a pattern) and Israel, and were joined by Miller later – obviously, when the action picks up.
  • System-wise, since last session we’ve sort-of twisted the Anti-Pool variant we’re using so much it’s now a pretzel. Briefly, you can’t spend any dice from your pool to augment your rolls; only other players can give you more dice for a roll. Also, I’m not sure if we keep the dice on a win or a lose, or if donating dice is “gambling” on someone’s actions and you get dice back, or a bonus. But if you can only gamble dice, not use them, what’s the point of hoarding them?
    I think we need to work on the reward mechanic – what is the incentive, what is the behaviour we are trying to promote in ourselves? Cool stunt descriptions, I think, isn’t a motivation Bo wants to get behind.I think we got the hang of the system by next session

So, the session.

They’re in a car, on a dirt track, when from the morning mist comes the wife of one of Slade’s buddies, let’s call him Jimmy Brown Fox (and let’s call her, oh, Ellen?), saying They’re all dead. As Slade rolls down the window to ask what happened, they smell the smoke.

Turns out the shack out back, where Brown Fox kept Davreux, has burnt down. Ellen (I’m not going to keep calling her “his wife”) tells Slade that Davreux and both his guards were asleep in the shack at the time.

They dig through the rubble, where some neighbours are trying to help out, but find no signs of any person – they find Davreux belt buckle, and the remains of Brown Fox’s shoe, but no bones or human remains. Slade consoles Ellen, tells her that her husband and his friend probably survived, and takes her indoors.

Once indoors, Slade contacts the local Shaman (Weissefedder, a German expatriate whom the tribe has adopted, and who was reachable online via Jabber), and he comes over and together they try to cook up some ritual that will allow them to contact or locate Davreux and the two missing Indians. OK, actually Weissefedder brings over the drugs, and Slade guides Ellen in an act of automatic drawing, trying to picture where her husband ended up.
She draws an angle, like the corner of a box, but this quickly becomes a hillside studded with fir trees, and the coulds above become airships, and there is a trail of smoke rising from the hillside…
Slade wakes up Jack, who has fallen asleep on the sofa, and Alex, who is still sleeping in the car, and he tells Jack Say your magic word.
They appear on the hillside and the air smells like the Metaphor (Israel came up with this term for the book-reality; it rocks). Soon they find Jimmy Brown Fox and Hank Gray Owl, Slade’s friends, who just recently managed to loosen their bonds and start a small fire. Jimmy tells Slade that they were in the shack, guarding Davreux, when all of a sudden there was someone else in the room with them, and they got hit on the head, tied up and came to on the hill. Apparently their assailants included a woman (or two), and they somehow flagged down a passing airship and left.
Slade leads them in constructing a big X on the hillside, and pretty soon they flag down another of these airships. The airships are very similar to the one they encountered in the desert of Daath, right down to the flying-carpet platform rafts they send down, and the red robes of the crewmen. They also speak telepathically. However, these crewmen are human, not birdlike aliens.
The locals take them up in their airship, a cigar-shaped thing made out of delicate metal fretwork, an open frame that is still somehow pressurized despite having no visible skin, and which is propelled with no visible power source or engine. The crew offer them refreshment, tell them that they’ve contacted another ship, which reports that it has indeed passengers matching the description of Dominique and co. The crew say they will meet this ship just as soon as they do some delivery along their route.

[ Here we break and pick up Miller ]

The airship approaches one of the Gates (like the Sapphire gate and the stonehenge thing we had last session). Below, they can see a group of people waiting, with a heap of crates to be loaded onboard the airship. But as the airship descends, another airship emerges from the clouds above, where it has been lurking unnoticed. It doesn’t respond to signals, and is getting dangerously close, so that it will ram the airship they are on. The crew members begin evacuating, and signal Slade, Jack, Alex and the Indians to join them. They clamber onto the last lifeboat (well, flying-carpet like platform), which is dangerously overloaded. Jack contemplates staying onboard and experiencing the crash first hand, but Slade convinces him he isn’t that invulnerable.

As the escape-raft totters away to the ground (or maybe before, not sure about this), Alex spots another of these flying rafts descend next to the gate and a couple of folks get off it and run into the gate while everyone is trying to get away. The two airships collide, horrifyingly slow. They don’t explode, just crash into each other and sink down. The escape raft lands, everyone takes cover, and the two entangled airships smash down onto the gate, sending giant shards of splintered metal flying everywhere.

Slade, Alex and Jack rush to the gate; there’s a giant dust cloud blocking the way, and when it clears they are confronted with a huge heap of giant metal pick-up sticks (dookim). They start digging and moving. Eventually, a rescue team arrives and starts clearing things out using giant floating discs (like Tenser‘s). In the meantime, there is some exposition by the crew of the other airship – apparently, their communications personel and pilots were disabled by their newly-acquired passengers, and the ship was sabotaged.

Eventually, the gate is cleared; Slade talks to the door and ascertains that Dominique passed through it; they step through.

It is dark, wet, raining. They are in a strange town, still in the metaphor; Alex’s super-senses pick up the smell of strange chickens, and also Dominique’s scent (he never smelled her before, but what-the-hell, if Slade can talk to doors, Alex can sniff them). They follow the scent to a pub. The people inside aren’t human, but those blue birdlike aliens. Except that to Alex they smell human, which is clearly wrong to him. They ask about Dominique, and are told she can through there, and asked directions to the Doctor’s tower.

They head to the Doctor’s tower, a 4-story building towering over the other buildings in this rustic village. They enter, hear voices coming from the top of the stairs. Leaving Jimmy and Hank below, they climb up.

The top room is the doctor’s study, filled with shelves, scrolls, a fancy desk, statuettes, a big telescope poking out of the window, and a tied-up and bruised birdlike Doctor in one corner; Davreux is arguing with Dominique, who is ignoring him and rifling through the shelves; her personal assistant is huddled in the corner, crying and in shock; Wang is facing the stairway and sees them coming in.

Slade, his white suit now as filthy as it could possibly get (ash, dust and rain all over it) walks past Wang and demands that Dominique explain herself; Jack hurried to untie the Doctor. Alex smiles at Wang. Dominique tries to ignore Slade, denies she was trying to destory the world, and eventually gets so exasperated when Slade actually tries to grab her arm that she stares at him and says: Die!

Slade’s face bursts into flame. Well, not really, because he dodges, perhaps repelling the wave of heat with a facial chi-shield. In a smooth continued motion, he throws Dominique against the wall. Wang reacts to the onset of hostilities by exploding; in a flash, there’s a giant metallic lizard standing where he did before, with a vicious tail swinging. Alex whips out his Cornice and slices at the tail, which is lopped off and thrashes about. Slade calls up the cannon-fodder Jimmy and Hank, and they rush up the stairs, allowing him to use Chi to bring down the floor beneath the Wang/Monster’s feet.

Except that Wangzilla does a split and stays standing. So Jack leaps on his back and twists and snaps his neck. But just as he does, the lizard explodes again, and becomes this viscious and vicious jelly that tries to engulf him. So Jack, enveloped by Jelly, leaps out the window into the rain, hitting the ground four stories down.

Slade turns to Dominique and tries to appeal to reason. There’s no need to keep fighting, he tells her. If she’ll tell them what she’s looking for, they’ll try to help her. She just has to stop hurting people. What are you looking for?

Dominique considers this for a moment before responding.

I’m looking for my name, she says.

And cut.

37 replies on “Metaphorical Landscape, with Indians”

cool.
1. system: of course you invest your own dice on rolls. thats the point of the dice pool.
what we’ve established and works fine is “gambling” on your friends’ rolls by getting the dice you put in plus one if roll was successfull.
i dont think you should give any roll more than 1 in 6 chance. i.e. just one number per die. not more than one.

2. your coffee made me sleepy. its the ham steaks i ate at home before game. notice the plural. and warm milk with coffeen or not, makes one sleepy when digesting. thats why we should order out and not eat at home.

3. tipo: “these crewmen and human, not birdlike aliens” and=are of course.

how come i never have any arguements with your recaps? except that weisfeder thing. hes an injun named White Feather, not a german drug-dealer ffs. its the extra lieu (sp?) you give players with their on-the-spot dnpc creation that causes this. and you forget to constantly mention how hot Dominique is. i think her name is embedded in Jack’s intuition power.

* Dude, why do you insist on pretending you do not understand the system? Are you afraid that your blogging buddies will take an interest, check the system out and find it silly?

It is a good, simple and most of all – wurxors – system. Player declares intention, DM tells him how many dice he gets for it, anyone at all can add dice if they want to support.

If roll is successful any outside gamblers (people who added dice and are not the DM or the player rolling – and yes, this includes kibitzers) get their dice back with a little extra. The player who rolled can describe the scene and anyone who gambled can buff.

Very simple.

The only parts we have yet to resolve are what is “roll is successful” and what is “a little extra”.

Up till now the “extra” was always a single die and the “successful” was getting at least one of two called numbers on at least one of the rolled dice (like, I can call “four and two”, if any of the dice show a four or a two I win).

This is also simple.

As is the reward mechanism. You want to have more dice because it is cool. We are guys, we want bigger. Bigger pool lets us influence world – both in our rolls and in those of others. System rewards two behaviors:
1) A player that takes initiative and preforms a move, particularly a cool one.
2) A player that is involved in the game, particularly if he has a cool buff for the current move.

Now Bo wants to redefine “successful” (below), but that is complicated and involves math and will be discussed in my reply to him. I think we should redefine “extra” to reflect the risk involved, even if it will complicate things slightly. I also think this should be your job. When you give dice to roll you should also say how many bonus dice are earned for how many gambled dice (one for two sounds default-ish). There are no fraction-dice, so this trick will also have the blessed effect of promoting a minimum bet, which will give us less bets but larger bets when it really matters – which is what we are looking for.

You can also declare a no-bonus roll if you don’t want something to happen, but then we will resent you.

* When I wake Jack up and ask him to say the magic word he sayz: “what, Yahaworakg?” and we appear on the hillside.

* Did I really come-up with the Metaphor bit? Didn’t I rip it off something? *shrug*

* We flagged airship with making a big X on the ground and adding some smoke signals. We are artistically inclined.

* Here is an important note for Bo. If Jack can shrug-off an exploding airship and the subsequent thousand feet drop, how come he still crawls the earth with us second-rate sups? I mean, fuck continuity and the fact that two sessions ago he felt serious pain when shot with a rifle, even if it does work, it makes the whole scene worthless. The hero was never in any real danger.

* “Pick-up sticks”? My God, talk about clever branding. I should get me some of those. Sound so much more useful than DUKIM.

* Why badmouth my conversation with the Door? I trace chi, like E.T. following the m&m’s.

* Should note here how distinguishable the Metaphor is (on all its different aspects) from “reality”. The easiest way to tell the two apart is the smell of the air. There is no characteristic scent to the Metaphor, but it is the only place in which the smell is important enough to be described. Even in recaps.

* Again you badmouth my Door-talk. Is there anything you want to tell me? I mean, I just checked a Door for passage signs, something I did several times in the past with the greatest of ease. You decided to call it “talking” to Doors and now you use it to make fun of me and mine. For shame.

* What’s with the “throws Dominique against the wall” all of a sudden? Are we PG-13? I dodged out of the fire, turned a 360 sideways and bitch-slapped Dominique with the back of my hand hard enough to drop her to her knees in front of me where she belongs. My roll, my success, my description. Your morality does not apply here, Dotan, it’s a game.

Wait till AGUDA people catch wind of this one. A PC hit a woman on your game. In tar and feathers they will have you.

Now for Bo:

I don’t think you will like rolling for a single number on d6s. Slim chances, it is, and I am willing to endure the complications of math in order to prove it. Here is a rough estimate of the chances of rolling a single called number on N dice:
1 die – 17%
2 dice – 30%
3 dice – 42%
4 dice – 52%
5 dice – 60%
6 dice – 67%
7 dice – 72%

Hard, isn’t it? Although I do admit two numbers are a bit too easy:
1 die – 33%
2 dice – 56%
3 dice – 70%
4 dice – 80%
5 dice – 87%
6 dice – 91%
7 dice – 94%

How do we solve this? Maybe we stop being D6 losers? We can go for d10s, where the chances for getting one out of *two* called numbers is:

1d10 – 20%
2d10 – 36%
3d10 – 49%
4d10 – 59%
5d10 – 67%
6d10 – 74%
7d10 – 79%

Or, even better, we can have single number on d4s, which is coolest. Chances, for a single called number are:
1d4 – 25%
2d4 – 44%
3d4 – 58%
4d4 – 68%
5d5 – 76%
6d4 – 82%
7d4 – 87%

This is really the prettiest version of “wins” we came across, but who has enough d4s for this?

And what exactly is wrong with German Indian-wannabes? You think they don’t exist? I’m going to a convention full of them in a couple o’weeks. Anyway, it’s not an argument with Dim you have, it’s with me.

And I am not sure we should have the goal of our quest retroactively pre-embedded in your character sheet. It will probably be less fun to play. Unless we have to dig it out with a scalpel.

yy,
I.

1. Srul Dude, we d6 losers, because there are enuff of those (and usually there are just enough, not much slack).

2. yeah, weissfeder. whatever. your dnpc.

3. this is an out-of-game joke. i take dominique personally. i dont know why.
maybe cause shes hot. answer to campaign not on my char sheet. dont fret.

4. and yeah, might shrugg off exploding airships. its all about control of the force field. its just several days for jack to be using this. we dont know the extent of the winged bluish creatures who-manipulate-reality powers. do we now? hibreed or not.

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