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The Jake
post Jan 21 2009, 12:00 AM
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QUOTE (Fuchs @ Jan 21 2009, 12:38 AM) *
Last Saturday we did the sequel of "The trouble with tempo", followed by "Flipside"

[ Spoiler ]


That's hillarious. Your PCs sound like a riot. (IMG:style_emoticons/default/smile.gif)

I have to say after my reading of 'Flipside' that there is a lot that can go wrong. Most PCs I know would have that lab blow up in seconds.

- J.
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kanislatrans
post Jan 21 2009, 01:07 AM
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QUOTE (The Jake @ Jan 20 2009, 07:00 PM) *
I have to say after my reading of 'Flipside' that there is a lot that can go wrong. Most PCs I know would have that lab blow up in seconds.

- J.


pretty much esplains what happened with us. It seems the more we try not to blow things up the bigger the tick-tick bang when it finally does go boom. (IMG:style_emoticons/default/grinbig.gif) (IMG:style_emoticons/default/grinbig.gif)
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Prime Mover
post Jan 23 2009, 07:34 PM
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As Kanis said in his post above Flipside was a big BOOM. Drone and adapt made it into lobby, drone and astral mage got a look at what was going on in apartment. Vilamoura had enough time to reach his drug lab and even though the Yak soldiers held back after experiencing his new strength he reached a burner and set off the explosion.

After that we moved onto the Trouble with Tempo. This went alittle strange at first. The team attempted to lure Caine out. (For only the second time since we started GC our uber hacker has been tracked. Both times by Caines comm which by no means should have been able too. Just some amazing rolls by both parties. A group of ragers mounted up on bikes and headed to the comm they were tracking. This allowed Caine to barricade himself in and prep his escape. The team encounters the bikes halfway to Caines den and a "nazi war door" and a napalm spell later and there back on the road. Team arrives blast there way in after clearing the druged out hookers from the street. (a spat of compassion?) Hacker takes all nodes in building, adapt busts in and the rigger starts pouring suppressive fire into the upper floor windows. A quick sweep of the building and finish off whats left of Caines men the adept pursues Caine to his hidden bike, stick and shocks him down and gets a new BIKE.

At this point the team insists on keeping tabs on there meal ticket...err employer. Astral and drone overwatch escort Kaz to his meeting with Greywolf and see first hand what happens. Kaz is convinced the drug has made him invincible and the teams mage is still at a loss. Although he has taken a sample of tempo back to his lodge so they can study it closer. I've also added some magical support to Inoues team a misguided shaman who Chikao has manipulated into helping "fight" this tempo craziness.

For the climax once the team learns were the yaks are staying faster then expected they begin monitoring there comm traffic. Due to there expedience I allowed them to find out the cars were in route. They intercepted them and picked up Inoues team there selves. A fake edited comm call later and they were taking Chikao and his men to an empty warehouse the team has recently come into possession of to "meet the Oyabun". We stopped as the cars rolled into the darkened warehouse and Chikao began to get suspicious.
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Fuchs
post Jan 26 2009, 10:45 AM
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No new run directly from GC, just an intermezzo this week.

[ Spoiler ]


Next week we should continue with the regular GC events.
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pbangarth
post Jan 27 2009, 12:03 AM
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QUOTE (Fuchs @ Jan 26 2009, 03:45 AM) *
No new run directly from GC, just an intermezzo this week.

[ Spoiler ]


Next week we should continue with the regular GC events.


Why? Where you are sounds like way more fun!
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The Jake
post Jan 27 2009, 03:23 AM
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My campaign is shaping up beautifully.

One of my PCs has purchased the black market pipeline + day job qualities and now turning it (with the help of the PCs) into a fully fledged arms dealing business (with occasional drug shipment).

They've got a factory located in Everett right by the docks and they have managed to build a rather large underground area underneath the building. They're essentially got a nice little supply of cash coming in monthly. I'm balancing that against the number of expenses and efforts they have to go to in order to maintain it (and their desire to keep it at its current size and fly below the radar).

At the moment, the funds just cover the costs of running the business and after the bribes, expenses, kickbacks, etc, just enough to contribute a decent pool of funds to the monthly cash pool.

The Vory represents one supply channel. They've now also got channels with Lone Star (a couple of corrupt cops colluding to occasionally fence contents from the evidence locker marked for destruction), an mysterious buyer who is exceptionally well dressed, drives a BMW and doesn't ask questions (my PCs don't read here!)
[ Spoiler ]
, a Metroplex Guardsmen fencing ammo off a gunnery range (supposedly used/spent munitions), they're also dealing with a crooked accountant with a BAD habit who is helping them get a few shipments a year through Ares Arms (they're planning a big hack against Ares now to hack their accounting software which they've caught wind of is in the middle of an upgrade).

They realised however the need to increase their security. Because they're based in Everett, they've hired the First Nations (they picked them out because they were local).

With a few drug using contacts, contacts in the First Nations and their arms/drug dealing business, they're perfectly primed to start the campaign... mwuahahah....

- J.


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Fuchs
post Jan 27 2009, 08:26 AM
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QUOTE (pbangarth @ Jan 27 2009, 01:03 AM) *
Why? Where you are sounds like way more fun!


That kind of stuff still going on as well, of course. But after taking part in a simsense production, and a two-week trip to Paris with a billionaire (who had his own agenda), some underworld business looks very appealing (IMG:style_emoticons/default/nyahnyah.gif)

(The mage is "very used" to having trouble with juggling identities - the aforementioned vory officer actually warned one of his identities to stay the heck away from the mage's girlfriend, and that if anything happend to her boyfriend (which was his other identity), he'd be blamed quite painfully.)

So yes, it's a very whacky campaign. Not quite P2.0 levels, but not your usual "trenchcoat style".
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Fuchs
post Feb 16 2009, 09:58 AM
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After two sessions of introducing a new character we did the finale of the first arc - Tokyo Fireworks:

[ Spoiler ]
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Prime Mover
post Feb 16 2009, 11:59 PM
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Last two sessions.....got alittle busy last week and didn't get to post.

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The Jake
post May 17 2009, 11:15 AM
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Ran the first adventure of 'First Taste' this evening - A Stranger In Our House. Didn't quite finish it but here's how it went so far-
[ Spoiler ]


More to come...

- J.
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AJCarrington
post May 17 2009, 12:44 PM
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Thanks for the AAR - looking forward to hearing how things turn out / progress.

AJC
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The Jake
post May 22 2009, 05:37 PM
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Ok, finished 'Stranger In The House' tonight. More spoilers ahead....

[ Spoiler ]


- J.
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pbangarth
post May 22 2009, 06:36 PM
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It's amazing what different tacks two separate teams can take in the same scenario.

My group is now working on the raid on the DocWagon facility to get the body. The team (in character to a large degree) has not been long on planning, and their dice rolling is abysmal, but they have survived the Stranger in the House section intact. They are regrouping after a painful reminder of the kind of defenses a wealthy, determined corp like DocWagon can put in play. They are getting good at thinking themselves out of the holes they put themselves into.

However, their inital research and legwork during the surveillance jobs gave them a clue about the underlying threat involved with Tempo, and they have followed up on that clue to be way ahead of the game in their understanding of what is going on. One of the two PC mages has a contact who is addicted to Tempo, and crying for help from her magic friend. The mage has discovered the astral links of the Spirit Pact on her friend, and is considering following the threads to see what they lead to. The whole campaign could take a left turn really quickly.

I look forward to the next session.
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SincereAgape
post May 22 2009, 07:40 PM
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Reading threads like this make me want to overcome GM burnout (IMG:style_emoticons/default/smile.gif)
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wylie
post May 22 2009, 10:13 PM
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as pbangarth, it is amazing what different groups do

the group I am GMing posed as the funeral home, with the hacker hacking in ahead they were to pick up the body
in and out quietly & painlessly

its the subplots thats beating the group down

right now I'm at a crossroads, whether to use flipside or tokyo fireworks, as I want to finish the story arc, but 2 of my players are leaving soon. i have 2 new palyers coming to take their place though.

all I am gonna say about trouble with tempo is; there were lots of bullets on the highway and 5 yakuza bodies (leader taken and the last to fall), and one soldier lived by hiding behind a guardrail after the group blew up the car he was using as cover
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ScandRun
post May 22 2009, 11:44 PM
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Contains the first adventure framework in Hong Kong.

[ Spoiler ]
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Muspellsheimr
post May 22 2009, 11:53 PM
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Try using a
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ScandRun
post May 23 2009, 06:31 AM
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Yeah figured the hide function would do that, do not know how to make a spoiler really, otherwise one might mark the hidden areas maybe.
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pbangarth
post May 23 2009, 09:08 PM
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Type the word "spoiler", surrounded by square brackets, at the beginning, and the word "/spoiler", surrounded by square brackets, at the end.
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Fuchs
post Jul 16 2009, 10:14 AM
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After a wide and lengthy and partially meta-questy detour where the team grappled with personal issues and ghosts, and spirits, and magical katanas stolen by mysterious martial artists who get killed in PC's dojos, the infiltration of the Ghost Cartels continues.

[ Spoiler ]
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The Jake
post Aug 28 2009, 05:33 PM
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I had previously told my players they were going to be undertaking some wetwork for a series of three Vory mob bosses in Vladivostok but this adventure had the potential to absorb significant chunks of my time in its development and take them away from Ghost Cartels - neither of which I have neither the time nor the inclination. So I cheapened the scenario down to a handful of random dice rolls to determine the level of success and level of injury and mishaps, winding up in the PCs being chased down a Vladivostok freeway by five bikers armed with AK-97 carbines while they're in an armored Nightsky.

In short, I wanted it to be dramatic in a scenematic action sense and not get bogged down in rules and alternate subplots. They got away and eventually back to Seattle, allowing me to run 'Body Snatchers'.

[ Spoiler ]


Next session we will wrap up Body Snatchers fully.

- J.
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The Jake
post Sep 25 2009, 04:45 PM
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I should just start a new thread on my chronicle of the Ghost Cartels campaign.

My PCs were to wrap up 'Body Snatchers' tonight -admittedly I did spoon-feed them a bit but simply because of their tendency to drag their heels at times. But nothing they couldn't resolve themselves - only to speed it along.

[ Spoiler ]


- J.
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The Jake
post Sep 25 2009, 04:45 PM
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Attack of the Double Post.

- J.
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Malachi
post Sep 25 2009, 05:17 PM
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QUOTE (The Jake @ Sep 25 2009, 10:45 AM) *
* I tried to get Caine to get away but shy of massive railroading, the PCs had more knowledge than the module called for based on their creativity and it would have been obvious that I was railroading if I had let him getaway. I didn't care if Caine was killed as I figured there is another Rager's member who has knowledge of the tempo and potential sources and would easily replace him. I well realise I am potentially diverging from canon here, but I figure if Caine has a replacement within the Ragers, the plot can proceed as normal with minimal railroading.

Modules are made to be modified. If the PC's do something creative that diverges, go with the PC's actions and then tweak things in the later modules (just like you're doing). You made the right choice.
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The Jake
post Sep 25 2009, 05:48 PM
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QUOTE (Malachi @ Sep 25 2009, 06:17 PM) *
Modules are made to be modified. If the PC's do something creative that diverges, go with the PC's actions and then tweak things in the later modules (just like you're doing). You made the right choice.


Cheers - thanks. My main goal is to stick to the crux of the story. I don't care if I diverge too much.

Having a third party with access to the tempo, undermining First Nations is what is critical. The particulars are largely incidental.

- J.
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