[UA] First Run
Saul Peers
rexmundis at hotmail.com
Thu Mar 21 21:45:06 PST 2002
Oy!
I just ran my first UA game last weekend, and it ended up being a total flop
of gigantic proportions. It may have something to do with the fact that I
haven't quite been on top of my roleplaying game recently, or simply the
fact that I tried to have the players develop their own motivation. Anyway,
it flopped, nobody did anything and the Bad Guys won. Sorta. Whatever.
Let me tell you what happened.
One of the PCs, Bruce, worked for a local Plutomancer drug dealer named
"Clip", who was trained in New York by a powerful sorcerer named Victor
Cant. Clip had a magickal contract with Mr. Cant, requiring the former to
work for the latter for a period of 20 years. This involved handling
Victor's buisness in Burlington, Vermont, specifically the Zombi smuggling
ring that moves the wanked-out Zombi into Montreal. This is headed by a
mysterious group of Vodoun Bokor called the Rouge Kabal.
The second PC is a conspiracy nut named Tim, who's hot on the trail of the
Zombi smugglers when he rolls into Vermont. Following a couple of
smugglers, he finds a barn where the "slaves" are kept, as well as some
occult paraphenilia, as well as a Voodoo Mojo bag meant for Victor Cant.
Back to Clip. It turns out that several years ago back in New York, Clip
had cheated another mage, a sleepwalker named Biff. Biff went to jail and
Clip got a magickal artifact in the shape of a mirror, powers unknown.
Well, Biff just got a major charge; used it to feign death and, once buried,
have cohorts from the outside dig him up. He's coming after Clip, and he
hasn't slept a week since his time in the tomb. HE, in turn, is being
followed by a sleeper executioner who wants Biff dead, since the very fact
that he's walking around is a threat to the occult underground.
The basic plan was, everybody arives at the warehouse, Biff enters and kills
Clip, assassin enters and tries to get Biff, knowledge of the artifact leaks
and hilarity ensues as the PCs try to wrangle the device for themselves.
It didn't turn out that way at all.
Tim picked up the third PC, john, and they got down to the buisness of
blowing the organization wide open. Tim was a Cryptomancer and John an
Infomancer, so you can understand how they'd get their jollies from doing
this. I could never get Tim, John and Bruce together at the barn together.
Instead, Bruce flies off to try to located Tim and John, who Clip now thinks
is Biff (They'd broken into the barn and been spotted earlier).
It just ran so badly it was astounding. Maybe I'll just go back to playing
Trinity.
Saul
>From: Eric Eves <eeves at erskine.edu>
>Reply-To: ua at lists.uchicago.edu
>To: ua at lists.uchicago.edu
>Subject: Re: [UA] Starting a UA campaign
>Date: Thu, 21 Mar 2002 23:55:37 -0500
>
>
>
>Scott Hacker wrote:
>
> > Also, some players have been a little disappointed by
> > the amount of skill points standard chargen gives- any
> > suggestions? How powerful is a starting UA character,
> > relative the starting characters in other roleplaying
> > games (say D&D, Shadowrun or something)? How broad
> > should character skills be? What are some good ways
> > of boosting start character power?
>
>
>UA characters tend to be a bit weaker than most game characters, by and
>large. Skills seem to work best if they're fairly broad, covering a
>fairly broad range of aptitude and knowledge. Fr'instance, if a
>character wanted a skill in Gambling, (Part Money and Fools With the Use
>of Games of Chance and Skill), I'd let him be skilled with various
>games, know how to execute and recognize various methods of cheating, be
>able to find a local game where he can make a good dollar, figure out
>how good a player is fairly quickly, and probably have some low-level
>criminal connections, all with one skill.
>
>
>As for boosting character power, the best way is usually giving the
>characters either half again as many or twice as many skill points,
>depending on how powerful you want them to be.
>
>-Eric
>
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