[3:16] the betrayal of planet Girlfriend
Gregor Hutton:
Thanks for posting this AP and the detailed notes on it, Paul.
I'll have to think about this one.
The first thing that leaps into my mind is that you seem to want one thing (the group to jump in and be militaristic) while the rest of the group seems very defensive in their mode of play (maybe in reaction to the unknown?) and are unwilling to do that. From reading above I think you are doing a fine job of playing NPCs and making planets and interesting aliens, but the players don't seem to be engaging in "revelling in the kill-happy machismo" of the setting. Would that be fair? It seems like risk-aversive play.
Oh, Lance is right about the Aliens killing rule, and you did it right in the game.
I'd suggest grabbing a really high AA (just picking 10) or only the highest choices from the list so that you have a good chance of beating the rolls of the PCs. But I'm worried that the group would just be defensive to that too, and feel you were being unfair to them or something.
Anyway, thanks for posting and I'll have a think about it. I'm happy to read any other thoughts people have about this.
Pelgrane:
My suggestions:
1. Make the Lt come down on the Sarge with arbitrary orders which make the Trooper PCs want to disobey. Initiate NFA emotional conflicts. For example, order them not to use grenades, order them to close to zero range and use grenades, tell them to go onto the planet without armour, demand they split up, or test new combat drugs. Split the corporal from the Sarge. Make them want to frag the lieutentant.
2. If the creatures aren't a threat just boost em up. Add more tokens, boost the AA, make it very hard to win without Strengths or Weaknesses. Don't be afraid to kill them.
3. Reward NFA rolls with FA bonuses.
4. Give them missions which require NFA rolls in addition to killing the aliens.
5. Use the conflicting orders to bring intra-party conflict.
6. Even have the Lt try to kill one of them for disobeying orders.
7. Make one of them the Lt's pet. That really works.
You can do almost every conflict with NFA - push to difficult choices.
Paul Czege:
Hey Simon,
Quote from: Pelgrane on December 18, 2008, 06:28:55 AM
6. Even have the Lt try to kill one of them for disobeying orders.
Not possible between missions without an AA for me to be rolling against, right?
Paul
Pelgrane:
Quote from: Paul Czege on December 18, 2008, 06:55:19 AM
Hey Simon,
Quote from: Pelgrane on December 18, 2008, 06:28:55 AM
6. Even have the Lt try to kill one of them for disobeying orders.
Not possible between missions without an AA for me to be rolling against, right?
Paul
Someone more knowledgeable than me can confirm this, but I'm pretty sure you can do this at any time.
Gregor Hutton:
Hi Paul
I've had a think today and partly the problem is that 4, 4 and 5 as AA, one after the other, is simply not challenging enough to shake up the party into being forced to use Flashbacks. These are planets where the odds are very strong that the players will cause carnage in relative safety. But those low choices are ticked off the list now.
I would pick high numbers from the list, say 10, or the highest FA (7, 8 or 9 by now?). I would also pick things like Lasting Wounds or Ignore Armour. They will be tough, tough planets. Page 47 talks about picking AA and which choices will be tough early or late in a campaign.
I tend to ask for NFA rolls to see if anyone is sick on dropping to the planet, for working out where they are on the world and so on. Rolling with how the dice go, and irritating the party over the intercom from orbit (a bit like the example at the back of the book).
I wouldn't start threatening to have them killed by NPCs. They'll find the NPCs they want to kill in play, over time, if they are engaging with the fiction and finding imaginary characters they do/don't get along with.
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