LAST WORK DAY OMG
Star Wars MegaGame 2014 | |
---|---|
Alpha GM | |
Lisa | |
Beta GMs | |
Adam, Mark, Benjamin, Brendon | |
Game Time | |
Saturday, 5 PM - 1 AM slot | |
Game Year | |
Post Order 66 | |
Mechanics | |
Character Creation · Turning Points | |
Plot | |
Act I Entry · One Ping Only Act II IT'S ALIVE! · FLIP ZE SWITCH! Denouement Coda | |
Collaboration Notepads | |
By Group Adam's Group · Mark's Group Ben's Group · Brendon's Group Other Cerebro's Stats · Enemies |
Agenda for today, things we need to work on, points of discussion, stuff brought up, notes, etc.
Things from last time/wrap:
- Adam has been working on a pretty character sheet, estimates finish time in 1.5 hours. Should be fillable in Word or Pages after. This will enable us to have the same character sheets and look like ones used for the folios. What do we want to do?
Yes on the sheet
- Review characters. Whats on wiki, are we done, where do we stand, are we happy, kosher, etc? Any questions/advice/issues while we are all together?
Mark can fill in his own characters if Adam sends him sheet Ben getting his characters out is an issue
- Recap Act I: how did builds go?
Brendon raised concern over using the Force in town - use Used Force Card and elaborate verbally or written encourage/remind the players that they were hiding, world background. Blatant because they have to. Add some time wasting events, have extra events. Time cards to help delete/add in events Introduce that Adam is more Sandbox, Bendon and Ben more linear Cerebro strong skills. Cerebro needs some social skills, character sheet. The number of group black dice is rolled against Cerebro. It has force dice to roll on Computer checks, Computer boost dark side successes. Every time they use the dark side, every time they turn up the power, the force rating goes up. Adam's obelisk alignment thing to make the force easier to use. Start at 1 (town), obelisk turns doubles to singles of other side, then 3 for other power sources, then dark side actions.
- How many Force points in the local pool (fixed 2 light and 3 black) versus the room pool (10). Game it. If they leave a lot as light "in the bank" for Act II, flip them to black as Cerebro takes control and the Force is not in their favor. Can game around it at the end of the act I to balance it out so it's closer to 5 and 5. Do we want to ask Karen for local Oreos? (Her supply is limited, however, number unknown, but could ask. 20 Oreos
- Cerebro table marker? Decision? Mask for now
- Yes, I need to upload my stuff online too (Lisa) Personal to-dos also include: propaganda, New pool poster with flippable points, and of course the cards.
Right now we have established turning points for act one. a lot of them influence act two. During Intermission, we will need to Mofference for me to give the summary of effects and we can share any revelations. Don't forget to use me for advice/fixes.
- Review Act II builds. Truncated notes from last time's additions are included below for reference:
Flip ze switch everyone gets to their powerpoint one team can shut down first, but ideally it should go from 200-0% at the same time to destroy the facility (this is revealed before intermission). Outside, their radios will work. So they can coordinate (this should be logical), and it makes sense to wait and listen to others.
Then go to wrap. Short story of wrap:
Emergency generators go on through the city, and a message comes over the holonet, and a memo arrives at the Imperial garrison. (so sad) Imp or a droid (don't shoot). From mysterious Jedi that felt the ping: fuel up on the rebel sympathetic pirate base then exchange your ship. freedom fighters fly to dantooine. they'll be going to Dantooine. I'll meet you there.
Act II notes:
Town names: The town's name is Templeton. Surrounding Farmland Templeton Vale (City had walls). Procyon City is next major spot.
Brendon has the big oh shit: shut down machine and the self destruct
Adam has extender: they could call Imps if on good terms, so can obliterate the obelisk - got to realize that it's a lighthouse, doing more bad than good
Mark: small stall frequency is driving local creatures crazy, kill the crunchies, mercs
The two acts are equal in length.
Have what Cerebro will do ahead of time.
- Turning points (a few minor things that could influence within the Act)
Adam: 1. If Cerebro is on Adam's table then using radio could be interesting 2. Taking Down the Obelisk. 3. Light Side/ Dark Side
Mark: 1. Light Side/ Dark Side 2. Security would have once been a whole, they may trigger enhanced security - white noise generators for perception or black dice to computers, etc. Mirrors and strobes and shaking ground plates. The R. could "Miraluka" and use the Force to Sense their way through this. Their biggest fears were slave revolts. This is tiered. Noise. Plates. Strobes.
Brendon:
1. Releasing the Hounds - enough for everyone
2. Computer use, could get Cerebro's aggro or disrupt him.
3. Light Side/ Dark Side
Ben: 1. If they kill their first chase sequence, it will pull enemies off of others. 2. Anti-air defenses/ move object chamber. Could let the computer group access the AA guns to piss off the dragon and help Adam's group/ save the town. 2. Light Side/ Dark Side
- What we need to do is go through the builds from their point of leaving the inner Cerebro chamber to the dramatic shutting off of power at Flip ze Switch. Problems? Need Ideas? Comments? Questions? Etc.
Things Cerebro can do
"Good Feeling Cards" in Act One
This is a good place, you're doing the right thing, especially given to players who have used the Dark Side.
In Act II, coercion, negotiation, and threats, fear. Physical changes as well, assuming direct control. Need to know targets in the Mofference for messages. Squishy meatbag targets - droids are beneath him.