Apparently, this one is about to get a full feature treatment.

This week’s game would be called a “push episode” in TV vernacular: there was some movement forward on the various plots that have been coming together. The characters raided a Ha’La’Tha safe house in an old steel mill in the former industrial sector of Caprica City. Their target was Sio Faras — the local boss for what appeared to be a major crime cell connected to the attack on Commander Pindarus (the series”lead”) and to Ceros Grama, a powerful lobbyist for an educational foundation with tied all over the colonies.

The action sequence was quick, violent, and was the new player’s first encounter with Cortex combat rules. In the end, they had several of the baddies on the deck and Faras in custody. Fearing that she might be “lowjacked” like other Cylon agents they had tried to nab, they had two raptors on station — one to provide jamming, the other to do an extract to an isolated military location…in this case, the battlestar Galactica in high orbit.

They were able to interrogate the prisoner and while she didn’t give up much willingly, they were able to break down her sotry and find out 1) she worked for a Brigadier Davos — one of the last of the HLT commanders to be arrested (a few eps back), 2) She knew she was working for the Cylons, was terrified of them, and that the Cylons were using Tauronese desire to be out from under Caprica and Colonial thumbs as a means to motivate the crime syndicate. (They did not ask if she was a willing participant in the plot. She’s not.) 3) They were able to successfully CAT scan her head and find the cybernetic implants in her head — some kind of CPU near the medula oblongata with leads into her sensory-motor region of the brain, as well as her amygdala and pain centers.

They speculate she is a human “camera” — a probe that the Cylons can collect data through, either passively or through induction of pain/pleasure/whatever. They also have the connection they need to move on Grama legally, and they now know to turn their attention to this Davos guy.

Next episode promises to be more of the same, and I have a few surprises in store for them. (A few same decisions opened opportunities for me to seriously screw with them. I think I’m taking them.) All in all, the tone — of paranoia and Cold War machinations — has been holding up to extended play and as they realize how entrenched the Cylons are, the stakes are getting higher.

There was a post by Martin Ralya over on Gnome Stew that caught my attention and spawned this post: How do you pitch your hot new game to your players? Maybe you bought a new game and the rules set is way-cool, or the setting is fascinating, or it was fun when you were at a playtest…either way, you want to run the game and need to get the rest of the group on board. Here are a few dos and don’ts that should help:

1) DO know your player’s interests and craft not just the pitch, but the campaign, toward their strengths and interests. Example: my latest Battlestar Galactica game starts before the Cylon attack to try and create a strong, vibrant world the characters will miss when it’s taken away…but also because I know one player loves high-level politics and espionage settings, and the other conspiracy mystery games. So now our BSG game is more Cold War spyhunting spy-fi than military-based post-apocalyptic survival. It’s still the same universe, it’s still got the same elements, but the flavor has been tweaked to their tastes.

2) DO make sure the game is something you’re interested in running long-term, even if it’s a one-shot or mini-campaign. This is because you never know if the game will hit big and you’ll be playing it six years later (like my Star Trek campaign from the early oughties), or if the short plot will get stretched for a month or two due to absences, etc. You have to love it as much as they do, or it’;; die on the vine.

3) DO wait to pitch the new hotness until you’ve had a chance to let your thinking on it percolate. Maybe you come out of the gate strong, but you had no major story arc, or nothing beyond the first plot. Or worse, the first session. This has been the case with me and Jovian Chronicles –a wonderful setting that I just cannot seem to figure out what I would do in that particular sandbox. Another hard one is Serenity/Firefly — great flavor, and I can come up with a few scenarios, but no big plot to tie it all together. Sure I could just do an episodic game, or let the players sandbox around, but I’ve found the latter usually bogs down into bar fights and patter in many games.

4) DON’T overdo your world prep. There’s nothing more offputting than to have to read through the 80 pages of history, social surveys, and other elements for a setting. You’re not Tolkein, and I don’t want to read the bloody Silmarillion  just to play a game. My world prep for Battlestar Galactica could be summed up in about a page. This is partly due to the nature of licensed properties; the world is mostly created for you. But just like the Colonies were this hazily defined thing for BSG because ultimately the story took place on a spaceship looking for Earth, you want just enough depth to have consistency, but not so much you cannot make stuff up on the fly. Which brings me to an other important bit once you’ve got the game going —

5) DO let the players help create the world. MAybe someone tosses off a quip about the assassination of King Whatizname 30 years ago — you didn’t have an assassinated King Whatsiname, but now there’s some set dressing and a possible plot line to work with. Worldbuilding, just like the playing of the story, should be collaborative, no matter how narrative your style (as mine is.)

6) DO play on the game being a one-shot or mini-campaign. Think movie, rather than series or series of books. Get into the characters and plot fast, and get out just as quick. That way, if it’s not got legs, you can have fun with what you have and move on.

7) Lastly, DO ask your players what they prefer to play. If it’s something that interests you at all, be enthusiastic and give the audience what they want.

It’s been a crazy busy couple of weeks, between medical and dental appointments, child issues, and other stressors, I’ve not been able to post as often as I would like. So here’s an AAR for the Battlestar Galactica RPG.

We’ve had two “episodes” so far in the new “season”, which started with the addition of a new member to the gaming group. (His blog.)

The players are, respectively, the commander of Aegis from the rest of the gaming reports (now reassigned after the “screw up” during his mission to do reconnaissance in Cylon space to the soon-to-be decommissioned Galactica) who is on a three week leave before his next command — he has effectively been beached by his political opponents in the Fleet; and a Colonial Security Service (think FBI) special agent that is on the Fox Mulderish side, seeing conspiracies everywhere (and sometimes correctly so) and who suffered a traumatic brain injury in a car accident that had him recollecting an alien abduction that was most likely just his imagination integrating the medical attention he was getting at the time (now he’s starting to think it was Cylon experimentation he suffered…)

They have been looking into Cylon influence in the Colonies. Previously, the commnader discovered that Colonial citizens have been taken and altered by the Cylons. They apparently are brainwashing, or through cybernetic implants controlling the actions of people in the 12 worlds. One of these was a high powered lobbyist working for his wife, who runs one of the premier, pro-military-industrial complex lobbying firms in the Colonies. The discovery has temporarily damaged the influence of the Pindarus Group (the firm), and given them some insight into the Cylon operations: the Cylons appear to be using lobbyists, educations foundations, politically-powerful non-profit NGOs — the highly influential, but mostly unseen kingmakers of the Colonies — to tweak military policy, create social unrest, and plant agents through the Colonies.

The two episodes (about 3 play sessions, so far) revolve around the investigation of another high-powered lawyer/lobbyist for the Lucan Group, an educational non-profit that is connected to the Democrat-Republican Party (pro-Colonial government, but seeking a more federalist system with the individual colonies having more autonomy and sovereignty) and based on Virgon. Count Lucan is a rich and powerful former member of the Virgonian government who has gone recluse after an orbital glider accident. He is also the man behind the Prometheus Foundation (think the Tides Center for level of influence). The lobbyist was spied moving people onto Caprica around the customs at Caprica City Spaceport, and this got the CSS onto him. The special agent (Chaplin) gets roped ito a most secret operation called RIPTIDE, which he is shocked is investigating Cylon infiltration. He also realizes that Commander Pindarus (the other character) is crossing the Cylon’s path on several occasions…he doesn’t believe in coincidence, so could it be the Cylons are targeting him? He pulls Pindarus into the investigation, getting him seconded to CSS for the next few weeks (something the commander is happy to be involved in.)

After a high-power gala at the local Carnoss Club, Chaplin “looks the lobbyist in the eye” and realizes how dangerous the man is. (He has the Intuition asset, making him preternaturally good t sussing out things.) He also notices the man making cell phone calls while worriedly watching the characters at the party. Shortly after they leave, Chaplin notices a tail on the commander’s car. It turns out to be a planned “accident”, where the Pindarus car is tee-boned with a delivery truck. Paranoia is a watchword for the two characters and they avoid the second part of the bad guy’s plan: using an ambulance to abduct the commander and his politically connected wife.

Through a few slip-ups due to it being 2 in the morning and people not thinking straight after the accident, the ambulance crew gets away. Later, they figure out one of the drivers was one of the people smuggled into Caprica by their suspect. They attempt to arrest the guy but wind up in a firefight. The driver, shrieking for help and apparently not in contro of his actions, hurls himself through his seventh-story window to his death.

There was a lot of investigation work of cell phone records, traffic cameras, etc. but they figure out the operation was run by Tauronese organized crime elements (the Ha’la’tha) and that the “boss” of the group is in hiding. They get her location, and once they have her, they may have enough evidence to bring in the lobbyist, who is powerful enough they are worried venal politicians and other power brokers might shut their operation down before they can get any traction.

We ended with two plotlines ongoing last night: the raid on the Ha’la’tha hideout in a former steel mill in the rundown former industrial sector of Caprica City (damn those Canceronians and their favorable corporate tax rates!), and their hopes to arrest the lobbyist. It’s pretty obvious that sooner or later they’ll be headed to Virgon to confront the  mysterious Count Lucan, and a hint of the timeline they’ve got left was dropped — Galactica is due to be turned into a museum and decommissioned in six months.

 

As Shakespeare said, “There is nothing new under the sun…” but he was probably paraphrasing. I’ve seen/read/gamed this story before, but I like the look of the trailer, so it’s on my maybe list.

Hell, I didn’t even know this was in the works….the trailer’s definitely worth it for the punchline.

It’s been a crazy busy couple of weeks, between teaching, handling financial issues, and wrangling a wee girl, as well as trying to recruit new players to the group. This week was another washout on getting people together (this is becoming a habit…I may need a new hobby), but the week before saw another Battlestar Galactica adventure.

The new player chose to play a Fox Mulder-esque Colonial Security Service agent (essentially, the Colonies’ FBI) who sees conspiracies everywhere. He’s a paranoid, but effective cop who is perpetually being shifted to crap jobs because of his tendency to slide off target. He has an uncanny intuitive mind and phenomenal pattern recognition…seeing connections that are sometimes not there (correlative, not causative.)

We started the episode with this new character on a stakeout, doing surveillance on a lobbyist for the Prometheus Foundation — a massive, multi-colony non-profit that is tied to policy analysis, education foundations, etc. Think the Tides Center, and you’re in the ballpark. They don’t know why, but Chaplin (the character) has learned that their information is going to an Operation Riptide. Riptide, however, isn’t on the books, so far as he can see…

They report on the lobbyist, who meets with an independent freighter captain based out of Aquaria (in our campaign, the most popular flag of convenience for shipping due to lax records keeping and regulation), where he arranges for a  transport of a dozen or so people that the freighter apparently smuggled onto Caprica without them going through immigration control (a formality in our campaign — there’s supposed to be open travel between Colonies, but it rarely works that way.) Why the secrecy? They appear to be from all walks of life and get deposited by minibus at various points in Caprica City. Chaplin, curiosity piqued, does some research on their target, but before he can finish, they are called to report the next day to CSS HQ.

He has been transfered to Riptide because of his pattern recognition skills and his ability to ferret out real (and imagined) conspiracies. He finds out about the Cylon agents active in the Colonies, and that Riptide is the codeword for the counterespionage mission to find and isolate these people. He finds out about the cybernetic enhancements to these people they believe alllows the Cylons to monitor their actions, and that some may not even know they are spies for the enemy, and worst — that some of these “people” may actually be Cylons! They have been infiltrating all levels of Colonial society, and he notes that they seem to have some kind of connection to the politically powerful Pindarus family…but are they targets or conspirators…or both?

Meanwhile, Commander Alexander Pindarus, who has been “beached” in his terms, by being transfered from his command of Aegis and the missions across the Armistice Line he managed to lobby for to Galactica (which he later learns is scheduled to be turned into a museum…with a skeleton crew to operate her), returns to Caprica. He is intercepted by Chaplin, who wants to question him and try to get a feel for it he’s a bad guy or victim. Pindarus’ wife, a big lobbyist in her own right, doesn’t trust this policeman — they’ve already had a raid by the CSS that has left the Pindarus Group under investigation and their funds locked up. However, after a conversation about the situation, Chaplin wants to roll him into the investigation for the three weeks he’s got before Pindarus must take command of Galactica.

They were lining up a “chance” meeting with the lobbyist he had been investigating, who they think is a major node in the Cylon spy network, at a big political do that night…

Screaming child brought the game to an early end, but we’re hoping to pick it up again next week.

He appears to have no name. He has no defined job, yet he lives in an expensive condo in the “big city” with a monkey and the other residents don’t complain. He goes to expensive restaurants with a monkey and no one complains. He travels extensively and has contacts everywhere he goes who allow him to “vacation” in their homes, has widespread scientific knowledge, has been called in to assist NASA in important space missions, is always cool in a crisis, and wears yellow-colored explorer’s garb exclusively and has not visibly aged since the 1940s.

Just who is “the man in the yellow hat” and what are his plans for monkey- and Mankind? [queue ominous music]