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31
Ubiq / Re: Casualty Jokes
« Last post by VB3 on July 15, 2019, 08:32:20 PM »
Roses ate Red.

Roses ate Blue.

Roses don't make me a Casualty too.

(Children's Song in Free Parking.)
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General Discussion / Re: Contract: Road Crew
« Last post by Diskhotep on July 13, 2019, 07:21:39 PM »
I've made some revisions based on various suggestions and updated the original post. Please feel free to comment.
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RM Black Death RPPR.

http://actualplay.roleplayingpublicradio.com/2019/07/genre/horror/red-markets-black-death-at-origins-2019/

Thank you RPPR crew/Tech Diff and Ethan.

Thanks, I hope you enjoy this session! If you have feedback, let me know!
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General Discussion / Re: Contract: Road Crew
« Last post by Diskhotep on July 12, 2019, 01:11:25 AM »
So if the Takers use the gift spot - which they can't refuse accepting and costs them Bounty during negotiations - then they will get two negative rep spots and the Client's animosity for a potential job line? Doesn't that seem a bit much? My group would rather take a gift spot that involves a bullet to the chest rather than one that damages their ability to earn decent contracts on *at least* three occasions.

How did you come up with that?

Sorry, that was poor phrasing on my part. What I meant by "take advantage of" was if they grab a bunch of supplies and gear on credit and then ditch the job and take off with their loot, they will get the negative rep spots and very likely a contract out on them. I should make that more clear.
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General Discussion / Re: Contract: Road Crew
« Last post by Dadalos on July 12, 2019, 01:08:45 AM »
So if the Takers use the gift spot - which they can't refuse accepting and costs them Bounty during negotiations - then they will get two negative rep spots and the Client's animosity for a potential job line? Doesn't that seem a bit much? My group would rather take a gift spot that involves a bullet to the chest rather than one that damages their ability to earn decent contracts on *at least* three occasions.

How did you come up with that?

•   Gift: Large Marge will allow the Takers to purchase fuel and equipment from her on credit to complete the job. Taking advantage of this will earn the Takers two negative rep spots and earn her wrath.


think the intention was that if they abuse the line of credit it would get them into trouble, not if they accepted and used it. like if they took the credit ran up a huge bill and then dident finish the job. or ran off with the equivalent bounty worth of fuel ect

similar to an employer giving out a business expense card to an employee going out of town to a business convention, they wont be to happy to see that you racked up a large 'entertainment;' expense when you get back.
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General Discussion / Re: Contract: Road Crew
« Last post by Laughing Penguin on July 11, 2019, 06:24:53 PM »
So if the Takers use the gift spot - which they can't refuse accepting and costs them Bounty during negotiations - then they will get two negative rep spots and the Client's animosity for a potential job line? Doesn't that seem a bit much? My group would rather take a gift spot that involves a bullet to the chest rather than one that damages their ability to earn decent contracts on *at least* three occasions.

How did you come up with that?
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General Discussion / Re: Contract: Road Crew
« Last post by Dadalos on July 09, 2019, 06:37:13 PM »
I don't want it to be solvable with just a couple of charges, since it is really just reducing the larger chunks to smaller bits of rubble that still need to be moved. But if they are willing to spend the bounty they should get some benefit from it. Do you think 2/damage enough or should I go a little higher? I might go as high as 5.

I think 2-3 is completely reasonable as you wernt going to assign the skill to any of the pregens, but it was my first thought as someone looking to adapt it into an ongoing campaign and my response looking at it as a player. Blow the bigger chunks into smaller chunks, clear out the resulting mob. then use the labor guys to clear out the smaller rubble that much faster. looking forward to hearing the aftermath reports and seeing how you might tune the job after experiencing 'life fire' running it out in the wild  :D.

for a longer incorporation I would definitely tool up the difficulty and have an unexpected payout down the road for it depending on how the job was done. but for a con game you are somewhat more limited. RM in general is all about cause-effect relations and with such short times a lot of those big impact moments can go overlooked.

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General Discussion / Re: Contract: Road Crew
« Last post by Diskhotep on July 09, 2019, 06:22:14 PM »
In this case the three legs are the contract for purposes of Hazard Pay. The overpass is considered the job site, and is designed to take several days to complete.

For a campaign I would definitely stretch the time out longer and add a bigger complication. In my original draft there was a competition between another enclave as to which highway would be chosen, and the destroyed overpass was part of the other enclave's attempt to sabotage their rivals. The toll booth from leg one was actually manned by a group of takers from the rival enclave.

Since I'm offering this one as a possible job for a convention slot, I stripped the extra complexity out of it. I've only got 4 hours to run the whole thing. I always plan on 30 minutes for players to arrive at the table and a very quick overview of rules and setting, 30 minutes for prep and negotiations (I don't do vignettes for a one-shot), and 3 hours for the job. In this case the second leg is a quick resolve which gives a little more time for the running back and forth for the third leg. I'll admit the non-casualty combat portion is a bit front-loaded though as it is more of a logistics-heavy job. What if I combined the job site with the toll booth encounter and replaced the first leg with another quick resolution encounter?

I'm considering bumping the starting negotiations up to At Value. The general idea is the payout should be huge if they play smart, but they will have to use a hefty chunk of it up front to finish the job, but they can control how much based on how quickly and quietly they want to play it. Since they won't have a lot of opportunities for side cash other than scavenging vehicles and mobs, I want them to sweat over the idea that they are losing money with every "buy the win" encounter resolution, while still coming out in the end with at least an average payoff.

I'm assuming an average table of 5 for a convention game, and negotiations getting to at least Hazard Pay if not 100% Mark-Up as I don't intend to push very hard (Large Marge really wants the job done and knows the odds are she will be recouping a lot of the payout). Unless nobody tries to raise the price and they botch every round of negotiations and come out at Labor, I'm expecting them to get around 60 bounty for the job, spend half of it on the overpass, plus scavenge options on at least 5 mobs and 3 vehicles (should net at least 20 more bounty), plus a free bicycle and 2 doses of Suppressin, not counting whatever they pull off the toll booth and possibly a working bulldozer and scavenge from the quarry's motor pool if they check it out. Nobody is going to retire on this job, but they ought to at least get 15-20 bounty apiece once it is all totaled.
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General Discussion / Re: Contract: Road Crew
« Last post by Dr_NANO on July 09, 2019, 03:06:47 PM »
So the contract has 3 Legs? I am just thinking in terms of getting paid if the group gets to Hazard Pay in Negotiation

What about adding a complication? Maybe as they are going home raiders exploit the cleared highway giving some action?
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