Showing posts with label Play Report. Show all posts
Showing posts with label Play Report. Show all posts

Wednesday, February 11, 2015

When players misbehave - Apocalyptia Play Report

Last night we ran through another round of Apocalyptia. I was terribly unprepared, I had ideas for what I wanted to happen when the players finished their current story arch, but nothing much for what would happen after the last game.  I consider myself fairly decent winging story and thankfully the players that showed up early to the game (my wife, brother, and his girlfriend) seem to really enjoy just exploring ruins which makes my job easy. The group had looted a bunch of buildings returned home to find their home settlement destroyed by slavers.  So they started decking out semi trucks like some sort of mad max fever dream preparing to take the survivors on some grand exodus.

I was fearing I wasn't throwing enough at the players.  My first experience with Apocalyptia was fast paced and brutal, seems there was always raiders or zombies being tossed at us.  That was a game run at Gencon 2014 and the guy running the game just tossed obstacles at us until we got ourselves killed. Fast, brutal, fun. I think I get a little gun shy when it comes to throwing encounters at my players I think I have this fear if I throw to much at the players and wind up with a TPK my campaign goes kaput and I'll never be allowed to run Apocalyptia again.

Ofcourse one player showed up late and let me know the players will due a decent job of killing themselves even if I don't throw hoards of flesh eating undead their way.  You can always tell there's some shady backstabbing silliness afoot when players start handing you folded up hand written notes like you're their middle school crush.


I suppose I could have drawn that myself, not just slap something from a Google image search in paint.  Either way, my player that shows up late starts passing me notes that look alot like what is pictured above.  The tardy player starts rigging traps up to the mad max semi while he was supposed to be watching the group's camp site. Wakes up an NPC and murders him while trying to steal some gear then attempts to run away with the semi.

Now this behavior is not only self destructive but it puts the entire group at risk, and more importantly my campaign. If I wasn't hand holding my party through the first few sessions they would know they have to work together to survive in this game.  So this brings us to our next lessons in Game Mastering. 

How do we handle players behaving badly?  In my groups we've always kind of allowed player in fighting, it takes pressure of the GMs and the players get to mess with each other which seems to make them happy (sometimes).  Parties working against each other and hatching various schemes and conspiracies against each other can pretty much make the GM's job location description. Now granted my group mostly plays World of Darkness games which aren't as hyper lethal and have alot more built in for political back stabbing.  However the post apocalyptic wasteland is no place for such shenanigans.

What do we do with players trying to earn that TPK for you?  Does the GM jump in, hand of God intervenes? I certainly attempted to put some road blocks in the way and let the dice fall where they may but I really didn't feel like letting NPCs kill the rouge player.  In my mind justice for player betrayals need to be meted out by the players themselves. Intervening to keep party cohesion sets a bad precedence and leaves a bitter taste in my mouth.  Sure put some road blocks up, make the player deal with the world's natural reaction to their jackassery but when the hammer really needs to come down, let the players get the blood on their hands. 

Tuesday, February 3, 2015

Apocalyptia Play Report - Bonus item

I first learned about Apocalyptia during GenCon 2014 at a playtest event run by Jordan Fannin, who wrote the game.  I really love this game, I can't state that enough.  The rules aren't overly complicated, character creation is a breeze, combat is brutal, and the game has plenty of charts to help randomize events for woefully unprepared GMs like myself.  Best of all the game is free and as Jordan puts it, open source, meaning he's not only giving it away he's actively encouraging people to make adjustments and tinker with it.

Apocalyptia pay what you want on DriveThruRPG

I ran the game tonight for a small group, my wife, my brother and his girlfriend, and my buddy Rob. The game went exceedingly well and I'm planning on making some content this game.  My next few posts will likely be adventures, scenarios, settings, and play reports.  Download the game for free and play along at home.  The game really deserves a look.

Play Report

My four players took on the role of citizens of New Buffalo Thunder City, a hotel and casino converted into a stronghold five years after a nuclear and zombie apocalypse in northern Michigan. The players were sent on a trade mission to an air force base converted into another stronghold in mid Indiana to trade food supplies in exchange for replacement parts for New Buffalo Thunder's various mechanical equipment.

The group set off on the highway south after failing to secure a map.  There was only enough gas to make the trip about half way so the party decided to first scavenge for gas.  One player was gathering gas.  One of the players decided to loot the nearby hardware store despite the other players cautioning against it. After breaking into the hardware store he found a zombie and discovered killing it wasn't going to be as easy as he thought. Two of the other players joined in and through some lucky rolls no one but the zombie got killed.  The players looted the gas station and the hardware store then continued on their merry way. The players also looted a burned out farm house where they met a preacher looking for food.  After some discussion they agree to transport the preacher down air force base with them so he can spread the good word.

Next the players game across a blockade along the highway forcing them off an exit ramp where a gang called "The Cretins" were collecting tolls.  The players being ever so brave sent the preacher to go negotiate the terms of their toll.  After a little discussion the group gave up an extra gun in exchange for passage or entrance to city for bartering.  The group decided to pass by the town and continue down the highway.

Right before sunset the group was forced off the highway into a small town called Brixton.  The group decided to do a little looting while there and once again split into two groups.  One group went to raid a pharmacy the other went to loot the fire station. The group in the fire station found a lone raider who they got into a shoot out with and managed to kill and only sustain minor wounds themselves.

The group at the pharmacy met a scavenger who was willing to peacefully walk away but my wife decided to kill him and take his stuff.

As the two groups made their way back to the RV they discovered four raiders wearing Cretin gang gear were looting the RV and had murdered the preacher.  The group ambushed the raiders and through some extremely lucky rolls managed to kill the raiders before the raiders could even fire a shot. At this point we wrapped up for the night.

As an added bonus for reading about our adventure I'll throw in a bonus item that isn't book.

Snake Skin Jacket
Armour Rating 2/2 Cold Rating 2 Fire Rating 1 Covers torso and arms and provides a +1 bonus to Leadership, Socialize, and Entertain rolls because it is a symbol of your individuality and belief in personal freedom. Below Nicholas Cage will explain.