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Post by Rigil Kent on Mar 24, 2010 10:21:32 GMT -6
Yeah, there were certainly some miscommunication here and it's again one of those difficult situations that lead to so many frustating moments. I think that the scene can still work - we'll just have to look at rewriting some of the initial elements to better get across the severity of AJ's predicament. As indicated before, I wasn't even initially aware that their weapons were drawn and ready, so that very likely affected how I approached this scene. If we (as we have previously) take a step back and rephrase/reword some of the initial lines establishing the scene, I think it can work. Let me look at revising...
That seems counter-productive as well. Wouldn't their instructions cover this sort of thing?
I dunno about that. It's one thing to be met on the street, but entirely another for someone to invade your home.
Again, I think it goes to the setting of the scene and how it was phrased. Bella entered with a quip, so there wasn't a sufficient sense of danger, which led to some miscommunication. Plus, it's a PC thing. You know how they are.
Truthfully, I'd probably have them shift their aim to Bella (laser sights, right?), and threaten to kill her if there isn't compliance.
No, I don't think that's the case. It's a matter of miscommunication. I didn't adequately comprehend the danger (your fault), and then made a couple of bad calls without clearing up my lack of comprehension (my fault.) Let me revise what is written to better highlight the predicament and we'll proceed.
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Post by Gigermann on Mar 24, 2010 10:34:00 GMT -6
Wouldn't their instructions cover this sort of thing? Oh, sure, but in the moment, their survival instinct would take precedence, especially since they're not necessarily smart enough to override that instinct (most aren't, I'd say) I dunno about that. It's one thing to be met on the street, but entirely another for someone to invade your home. It's not about the setting—it's about the jack. In the limo, they'd still insist on the null-jack, and we'd be in a very similar mess. Again, I think it goes to the setting of the scene and how it was phrased. Bella entered with a quip, so there wasn't a sufficient sense of danger, which led to some miscommunication. Plus, it's a PC thing. You know how they are. Hell, I was kinda going for funny/ironic with this scene. You totally took it the wrong way. My fault, obviously, but I can't think how else to bring that across. Truthfully, I'd probably have them shift their aim to Bella (laser sights, right?), and threaten to kill her if there isn't compliance. Not sure I'm convinced that would actually get different results, but it could. How would we do "War Stories" (or the like) in a game? How would you get PC-DeanWinchester to go along with the in-Hell torturing apprenticeship? With PCs behaving as they normally do. PCs don't "give up," because the requisite sense of mortality just isn't there.
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Post by Gigermann on Mar 25, 2010 10:01:21 GMT -6
Before we get any farther into this part, for game mechanics purposes, we should probably deal with the Reaction/Influence situation. You can either accept the random/GM-arbitrated Reaction, or use an appropriate Influence skill to affect a "Good" outcome. As usual, a lot of skills might make an appropriate Influence skill, if used in a "creative" manner, but in this situation, Streetwise would certainly apply, as might the usual suspects, Intimidation/Diplomacy/Savoir-Faire/Fast-Talk. You can also get an "assist" from another appropriate skill per the Action 2 assist mechanics; for instance, Fast-Talk assists Streetwise (kinda the direction we're headed ATM).
If you want, we can use the expanded Influence "results" in Mysteries—just allows a bit more granularity in the results.
Ref: B560
In any case, these results should apply to the "overall" conversation.
You could also use some PPs here, if things don't go smoothly enough.
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Post by Rigil Kent on Mar 25, 2010 10:40:31 GMT -6
So, using those assist rules, effective Fast-Talk skill is 8 (since AJ doesn't have the skill) [dice=6][dice=6][dice=6] Failure, so his effective skill for Streetwise is reduced by 1 to 11. [dice=6][dice=6][dice=6] Made by 2. So I guess it's up to how well he rolls his Will...[rand=8692170339428945343989281599256700368098123626225968678964170290071]
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Post by Gigermann on Mar 25, 2010 11:14:29 GMT -6
He failed to resist your attempts to sway him to your side. React=Good
Was that Streetwise? What does that "sound" like, I wonder?
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Post by Rigil Kent on Mar 25, 2010 11:29:11 GMT -6
Not sure. I added a line that might cover it...
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Post by Rigil Kent on Mar 27, 2010 10:46:31 GMT -6
Query in regards to Bella's initial departure: neither of us made mention of it, I think, but did she take her luggage when she left? Was it always her intent to simply go get breakfast and come back, or was she (wisely) trying to get as far away from AJ as possible?
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Post by Gigermann on Mar 27, 2010 14:36:13 GMT -6
Query in regards to Bella's initial departure: neither of us made mention of it, I think, but did she take her luggage when she left? Was it always her intent to simply go get breakfast and come back, or was she (wisely) trying to get as far away from AJ as possible? She stashed her stuff in one of the bins in the apartment, and had apparently intended to come back—she might've been thinking about doing otherwise, though…
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Post by Gigermann on Mar 29, 2010 9:25:09 GMT -6
I'm currently sorting through some stuff, so the next bit may take a while—fair warning.
That said, I need you to make an IQ check—call it a "2+2" check; the Player didn't pick up on something, but the Character might…
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Post by Rigil Kent on Mar 29, 2010 9:38:54 GMT -6
[dice=6][dice=6][dice=6][rand=2117229864715369833228007056612796512651725247573318947249387580067]
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Post by Gigermann on Mar 29, 2010 10:37:52 GMT -6
2+2=4 ;D Sly used a null-jack to disable the implant computer that he suspected AJ had (common military practice), which means he did not know about the appointment that AJ had to fix it. Therefore, he is not so omniscient. Roll was good enough, that if I think of any more, I'll pass it along.
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Post by Rigil Kent on Mar 29, 2010 10:47:28 GMT -6
Well, I figure at the moment, AJ is still in "panic" mode, so once he calms down, he'll be able to put that together. Ideally, I'll have him make that realization while conversing with Tulk.
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Post by Rigil Kent on Dec 9, 2010 10:06:45 GMT -6
So, I have this idea regarding the current scene that I need direction on. Basically, with the reveal of two tickets, I thought it would work nicely if everybody - well, nearly everybody - started talking over one another. Mishka is still unaware of what's going on (the Sly mission) and assumes that AJ is moving too quickly with Bella & this is the precursor for something stupid (ala a quick jaunt to Vegas.) Steg thinks he needs to go as backup. Tulk just thinks this whole thing is a bad idea. Ty is confused. Etc.
So my idea was that AJ has to do a "Enough!" moment to get them all to shut up. Now, if they were NPCs, I'd use Leadership, but the description of that skill specifically states that PCs can decide if they want to follow somebody, so normally, they could ignore me. In this case, though, are they considered NPCs? Could I use that to shut them up and get to settle down?
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Post by Gigermann on Dec 9, 2010 10:12:18 GMT -6
My thoughts as to how this would progress was that Tulk would spot the tickets, and knowing about the Sly job (the only one, to my knowledge), would make some comment about "some job" that Trent's "friend" is setting him up on—he knows that the company really doesn't have much choice but to play along with whatever it is.
I expect Tulk to keep the Sly connection under wraps, re: the rest of the company.
My 2¢
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Post by Rigil Kent on Dec 9, 2010 10:27:48 GMT -6
Follow-up: Isn't Steg read in already? Because, based on the previous chapter, I was operating on the presumption that he was aware of what is going on. Which still works for my take on him wanting to tag along as back-up.
Also, were you intending on the Omen going to Celestia? Because what I'm thinking right now is that AJ's Sense of Duty (his crew) is going to kick in here and he's going to insist that this is his mess to clean up and thus, he doesn't want to use company resources to do so. Thus, he's going to try and get civilian transport to Celestia (it'd be the equivalent of a bus trip or a short plane trip, right?) Further, the two day timeline puts this squarely during the scheduled Omen maintenance period (as well as his computer implant reactivation, which will obviously need to be rescheduled. I'll also need to go ahead & remove the implant from the character sheet, I guess.), and that's something I suspect we can't just put off if we want to keep flying.
The sense of duty kicking in here does a couple of things - it explains why he might go in without the other members of the team (although I can totally see both Steg and Tulk sneaking in themselves just because) as well as possibly kickstarting any "loyalty missions" with at least a couple of the other crewmembers (Steg, Tulk) because they see him basically stepping up to draw fire away from the other characters. If this blows up, after all, with the rest of the company on Tambo, they have some plausible deniability.
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Post by Gigermann on Dec 9, 2010 10:40:05 GMT -6
Steg was present during the conversation about Sly, but he didn't enter the "scene" until the topic had changed—uncertain whether he was actually listening or not. He might know, he might not.
Going to Celestia isn't any big deal—RL equivalent of driving to Tulsa, I'd guess. There are plenty of reasons for any of the crewmembers to go there, if they wanted to make a trip out of it. Could also take the Coffin. If the Player wants the crew there, it can easily be justified; if the Player does not want the crew there, that can also be easily justified. As GM, I don't have a preference in that regard.
Forgot about the implant appointment timing. I can bump the date—before or after? The timing of the event isn't terribly important, and Sly didn't say specifically when it was—he just said, "in a couple of days."
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Post by Rigil Kent on Dec 9, 2010 10:54:39 GMT -6
You didn't answer my question regarding the Leadership skill. Would that be a valid use (ENOUGH!) to shut everyone up?
Because it tracks with my thoughts about the character, I'm gonna say he was listening it. He just didn't interject until the topic changed.
Nah. I'm liking the civilian transport idea. Will allow us to flesh out the world a little more, maybe even encounter some NPCs who aren't that important. Mayhap Agent Diggs' people have decided to keep an eye on AJ? LOL
I'm going to say that the character doesn't want the crew there (at least certain members), but if things "don't go smooth" as they are wont to do, the player would certainly like to see that both Steg & Tulk decided to go anyway.
Actually, I think I'd rather bump the implant appt forward to the next day (Day 4). Perhaps AJ receives a message from the clinic informing him that a spot opened up on Day 4. Having the Omen undergoing maintenance on Day 5 is an excellent way to keep Mish & Ty out of the narrative (and out of danger.)
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Post by Gigermann on Dec 9, 2010 11:05:53 GMT -6
regarding the Leadership skill. Would that be a valid use (ENOUGH!) to shut everyone up? I don't think a skill check is necessary for that—besides, what happens if he failed? That said, the way I saw the scene progressing didn't require that—not that I intend to force my opinion on the scene. Easy enough for Trent to see the date of the event and have his appointment changed.
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Post by Rigil Kent on Dec 12, 2010 18:47:13 GMT -6
How much is the round trip to Celestia going to cost for AJ & Bella? I'm presuming that we're not supposed to wear the Formal Gear during the trip, but change into it there so I guess AJ needs to plan for an overnight stay (motel room?)
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Post by Gigermann on Dec 13, 2010 12:10:52 GMT -6
Here's what I have, currently:Prices listed are Confederate Dollars(€)
Current Pricing Guide:
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Post by Rigil Kent on Dec 27, 2010 9:26:25 GMT -6
So, if I'm calculating this correctly, renting the shuttle per day is the equivalent of ~$210?
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Post by Gigermann on Dec 27, 2010 9:42:41 GMT -6
So, if I'm calculating this correctly, renting the shuttle per day is the equivalent of ~$210? You have calculated correctly. It's really expensive compared to modern car rentals, but I'm going to presume that it includes some form of insurance and fuel, and the risks of space travel are "considerable" (especially if one is under-trained for this sort of thing—the craft should likely contain a lot of for-dummies features & warnings).
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Post by Rigil Kent on Dec 27, 2010 10:48:10 GMT -6
How much did we calculate the suit to cost again?
Also, how are we planning on doing the skill advancement? I know you mentioned using the Dispensables method - 10 hrs training per use per session - but what determines a session? Is it per chapter? Per die roll? We should probably go back and determine how much time AJ has toward skill use.
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Post by Gigermann on Dec 27, 2010 11:03:41 GMT -6
How much did we calculate the suit to cost again? I think it was ~$250 (based on the $600 cost-of-living base) Also, how are we planning on doing the skill advancement? I know you mentioned using the Dispensables method - 10 hrs training per use per session - but what determines a session? Is it per chapter? Per die roll? We should probably go back and determine how much time AJ has toward skill use. At this point, I'm thinking a flat 10hr per "scene" (rather than session-based)—easy enough to work with, since we've been breaking up the scenes into separate posts. Retroactive.
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Post by Rigil Kent on Dec 27, 2010 11:05:53 GMT -6
So ... €1500? Or £7202? Ouch.
Which would I use in the narrative, BTW?
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Post by Gigermann on Dec 27, 2010 11:16:09 GMT -6
So ... €1500? Or £7202? Ouch. Which would I use in the narrative, BTW? $240 (40% CoL)—Of course, that's for a standard "tux" at your Status level Could be that you need a better one? Your call, there. Your calculation was off: €40/£192—that's baseline. Depending on where you get it, it could be ±10% or so. Won't make a huge fuss over that—mostly just flavor. He'll probably be using pounds, unless he's ordering online or something.
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Post by Rigil Kent on Dec 27, 2010 11:20:32 GMT -6
Huh. I thought I divided the $250 by .1666 to get € (in this case, 1500), and then multiply that by 4.8 to get £ (7202.) What did I do wrong?
Also, should we create a new thread for the skill usage?
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Post by Gigermann on Dec 27, 2010 11:22:28 GMT -6
There are roughly $6 per €1— multiply by .1666666666666… Also, should we create a new thread for the skill usage? Need to define his "training routines" somewhere—character thread will probably do. Then we need to track the accumulation—separate isn't necessary, unless it's just easier to manage.
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Post by Rigil Kent on Dec 27, 2010 11:25:02 GMT -6
Okay. Now I'm confused because that's not how I derived the $210 cost for the shuttle rental. It should be $5.83 in that case, not $210.
Nevermind. I realized what I did.
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Post by Rigil Kent on Dec 27, 2010 13:22:57 GMT -6
Untrained Fast Talk attempt to spin a tale for Betty. Effective skill is 8. I'm gonna use the results of the die roll to determine what kind of response I type up. [dice=6][dice=6][dice=6] So ... failed by 1. So that means it sounds vaguely believable, eh? There's just something that doesn't quite ring true, right?[rand=2630065383192754510464866707644682942531731592607826251944310770703]
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