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(TFT) A Typical TFT Weekend
- To: tft@brainiac.com
- Subject: (TFT) A Typical TFT Weekend
- From: Richard Walters <rick.walters@yahoo.com>
- Date: Mon, 8 Feb 2010 12:36:51 -0800 (PST)
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A typical session for us (back in the day because we're mostly scattered now) consisted of:
Meeting and introductions (2-4 hours)
- people meet new players
- some people begin talking about their characters, mostly ooc boasting
- assessment of RL party supplies, usually a food/beer run (supplies expected to last for two uninterrupted days)
- people begin chain smoking (if you're a non smoker like me, you're bumming)
- party tunes are debated and management of the tunes is tasked out.
- general discussions continue while GM inspects all character sheets
- pre-mission partying commences (everyone is plenty loaded by the time things start)
Campaign/Mission Summary (1-2 hours)
- GM has the floor. Usually ends when someone proclaims: "Ok, so when do I get to kill something already!"
- PC's roleplay introductions entering the setting.
- normally a fight breaks out at the meeting place, sometimes between PC's.
- leadership is established by someone, either by rational decision, bribery or physical dominance.
- party tunes kick into a higher gear, if neighbors are going to complain, hopefully it will happen now.
Normal Battles (up to 2 hours each)
- GM asks the group to define the marching order.
- PC's place themselves on the map with exact facing, describe their current state of readiness.
- GM makes a bunch of hidden rolls. Final accounting notes.
- GM places a shocking number or quality of opponents on the board.
- General outrage erupts in fits of dispair, cowardice, bravado and deceipt.
- Inexperienced players lead big, using whatever their best (often consumable) weapon is.
- At least one experienced player is reprimanded for trying to help a newcomer move.
- The party suffers and compensates for bad movement decisions.
- The GM unveils a new, previously hidden threat.
- PC outrage doubles, a reaction to what must now be an impossible situation.
- GM taunts the party and refuses to back off, privately pleased that the encounter might be memorable.
- The maneuvering rounds begin.
- The super-heroes step-up their contribution, exploiting special abilities and consumable magic.
- Intersperced rule-kibitzing begins, becoming more frequent as the GM continues to drink heavily.
- Tipping point is reached. Normally the party achieves freedom of movement or tactical advantage.
- Killing Lust and Greed overwhelm the PC's doing whatever they can to get additional kills (for exp)
Battle Aftermath (normally one hour or less)
- GM begins tallying exp for the battle and writing notes.
- Secret Protection notes begin flowing from PC's to GM and back.
- Self-Healing and Altruistic Behavior Commences (there is precious little of this for us)
- PC's posture within one of the following categories, mostly to unfairly control loot distribution:
- Cooperative Agreements
- Noble Gestures (for future favors)
- Secretive Plotline Advancement
- Greed, Power-Mongering, Insults and Threats
- Lies, Theft and General Duplicity
- Duels or Surprise Attacks
- Outright Betrayal
- Distribution of Spoils occurs. Normally we roll on all items (no retriction on how many times you can win).
- Some people begin vocalizing their pleasure over their new loot.
- There is a period of general bitching over distribution-inequity while people refresh snacks, etc.
- Occasionally someone storms out.
- Often PD pays us a visit in the early morning hours, party continues without tunes after that.
- PC Bartering begins, any deal goes.
- GM calls for order.
- GM summarizes the battle, awards exp., reveals additional plot-line items to start roleplay round.
Roleplay Rounds (normally 15 min or less, can take place mid battle as well)
- GM introduces a new plot element (normally looted)
- PC's react (drunkenly) trying to role-play their character.
- Real-life partying picks up a little to prepare for the next Battle.
Call for Sleep
- At some point someone passes out or doesn't return from the bathroom.
- People volunteer to run the missing PC's character.
- There is normally a round where everyone considers dividing up all of the guy's stuff and continuing.
- Someone calls for sleep.
- The party resumes about 4 hours later (normally lunchtime, day two)
- Second days are normally shorter, ending when the final climax battle is concluded.
Climax Battle(s) (2-4 hours)
- Injured and dangerously low on everything, the party gears up for a climax moment.
- Marching Order is determined and the opponents are placed on the map.
- There is generally a period of silence. Kid gloves are off, PC's all know the GM intends to kill off the party.
- Examining the board, the odds are bad and heroics are the only way to prevail..
- There is ALWAYS a dialogue round between the party leader(s) and the leader of the opposing force.
- The GM leads strong revealing one of usually three surprises.
- PC's fail or counter successfully, normally defensively.
- The GM reveals a weakness (even if the PC's don't notice it)
- GM unleashes his second surprise which is intended to kill everyone.
- PC's fail or counter successfully, normally offensively.
- GM reveals another surprise, usually a spoiler strategy.
- Frequently the PC's are simply trying to survive the encounter. Remaining PC's scramble to complete the quest.
Post Game (sometimes days afterward)
- GM sends out a summary of the battle.
Just thought I would share.
Good Fortune,
Richard
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