SUN-03 Blowback
Posted: July 11th, 2011, 12:13 am
First let me say I did not track player names well. I know Harry was in this, and the two other gentlemen I had gamed with the prior night as well, Jeremy if I recall and I am spacing the other name. I apologize, I'm just really bad with names. Plus I've had 3 beers here at 5 Point Cafe and Bar and am tired, so...
This was a risky one to begin with, in that as I forewarned I had not run this before.
As such, I wouldn't give any conclusions as such, just preliminary thoughts, in terms of running the system itself.
I will say I feel you have to play the game a little while (a few sessions, I suspect) to really get how to play it really effectively. I am not sure how much of that is owing to the slim explanations in the rulebook versus the nature of the game no matter how the rulebook was written. There's a concern on my part in this regard in that the game sets expectations of having a Burn Notice or similar experience and players walk in feeling they'll be awesomely cool spies. But without understanding the tactics and mechanics fairly well, I am pretty sure that's hard to accomplish, so a sense of frustration can set in, and this frustration was a source of post-game discussion. Specifically this owes in roughly half part to the peculiarities of the Momentum rules and how a few bad rolls snowball not just narratively (which is VERY cool) but also mechanically (which leaves players who simply have bad luck feeling helpless). However, I have a strong sense that so long as you simply know as players when to cut your losses and move to the next phase of the game this is more manageable, so that gets back to knowing really how to play WELL. The other half of the issue owes to how in what's called the Operations phase players need to follow a plan they've constructed and as the steps go awry there's a lot of uncertainty as to how to deal with improvisation; this I tend to blame on the book BUT I REALLY need to reread, I may simply have missed something important. I will probably come back here after a combination of rereading and searching re these issues.
However, there was a sense in most part (but not every part and not a consensus) that this game did well reflect such as Burn Notice, where plans go terribly awry yet successes are achieved and/or the plot is advanced in good ways. For example, while the players were in some part frustrated that they couldn't either improv well enough against the planned operation, the fact that their plan really did go right in a crucial way - the bad guy mook got framed for a big coke bust, half the gang was busted cold - was appreciated. And that one of the lead veteran spies got badly injured and nearly caught in the process was appreciated as stylistically okay, even though it's also in the heat of the moment perhaps not so appreciated. And part of the frustration was simply a matter of time, I feel. If we were playing a "real" game we'd have done another analysis-operations-blowback cycle which I am fairly sure would have finished off the bad guys or if not that then the 3rd cycle certainly would have done so. Though it brings to mind an interesting problem: while the rules clearly state such cycles are expected to finish some jobs, there's no mechanical benefit to revisiting the cycle, and I have to wonder about that. Then again, as I observed, there's a powerful narrative advantage players build in that they almost necessarily keep the bad guys in the dark enough that it can be built upon.
But this also means for shorter con games I should consider both pushing some things along plus perhaps weakening opposition for the sake of a solid experience. Not sure, will take some more playing.
One other factor I should mention, the mapping of relationships, especially owing to the fact each player has 2 PCs (a professional and a civilian). I did underestimate this in particular. I don't feel I underestimated the other parts so much, though my concern that we couldn't finish a single job was well-founded at least running the game without anything to seriously mitigate that risk. I wondered even before going into this if I should just say, for con purposes alone, that each player only gets ONE PC, although with some mix of civilians and professionals, and I am still thinking about that. But civilians can't do as much, of course, and so if someone has a civilian then I'm not sure it works so well, plus there's the issue that you really need to ground the professionals in the issues of having real relationships, and I think the game has it right that players playing civilians does that WAY better than a GM doing so in terms of investment.
I liked the players' plans to take down the bad guys a lot. And it did do well enough as it completely derailed the bad guys' plans. While the Boss (big bad) wasn't yet directly encountered, his organization was ripped to shreds and the Mook (which more or less translates to a lead mook, really) was on the run with no support.
Plus while it takes a few sessions to really get into the relationships, I liked where that was going, that was really fun both in terms of how the players played it and I feel the mechanics were well supporting that, even though we really only got just a tiny bit into it versus where it can go, as far as I could see.
A fun game, not a bang-up one to never forget, and certainly with some bumps, but fun. While there was some end-of-con dragging (at least I felt there was), the players still livened up admirably what might have been too bumpy and dull for some of the tactical misunderstandings/ignorance on my part (at the least on my part - in my defense I did disclaim I have not run this before).
This was a risky one to begin with, in that as I forewarned I had not run this before.
As such, I wouldn't give any conclusions as such, just preliminary thoughts, in terms of running the system itself.
I will say I feel you have to play the game a little while (a few sessions, I suspect) to really get how to play it really effectively. I am not sure how much of that is owing to the slim explanations in the rulebook versus the nature of the game no matter how the rulebook was written. There's a concern on my part in this regard in that the game sets expectations of having a Burn Notice or similar experience and players walk in feeling they'll be awesomely cool spies. But without understanding the tactics and mechanics fairly well, I am pretty sure that's hard to accomplish, so a sense of frustration can set in, and this frustration was a source of post-game discussion. Specifically this owes in roughly half part to the peculiarities of the Momentum rules and how a few bad rolls snowball not just narratively (which is VERY cool) but also mechanically (which leaves players who simply have bad luck feeling helpless). However, I have a strong sense that so long as you simply know as players when to cut your losses and move to the next phase of the game this is more manageable, so that gets back to knowing really how to play WELL. The other half of the issue owes to how in what's called the Operations phase players need to follow a plan they've constructed and as the steps go awry there's a lot of uncertainty as to how to deal with improvisation; this I tend to blame on the book BUT I REALLY need to reread, I may simply have missed something important. I will probably come back here after a combination of rereading and searching re these issues.
However, there was a sense in most part (but not every part and not a consensus) that this game did well reflect such as Burn Notice, where plans go terribly awry yet successes are achieved and/or the plot is advanced in good ways. For example, while the players were in some part frustrated that they couldn't either improv well enough against the planned operation, the fact that their plan really did go right in a crucial way - the bad guy mook got framed for a big coke bust, half the gang was busted cold - was appreciated. And that one of the lead veteran spies got badly injured and nearly caught in the process was appreciated as stylistically okay, even though it's also in the heat of the moment perhaps not so appreciated. And part of the frustration was simply a matter of time, I feel. If we were playing a "real" game we'd have done another analysis-operations-blowback cycle which I am fairly sure would have finished off the bad guys or if not that then the 3rd cycle certainly would have done so. Though it brings to mind an interesting problem: while the rules clearly state such cycles are expected to finish some jobs, there's no mechanical benefit to revisiting the cycle, and I have to wonder about that. Then again, as I observed, there's a powerful narrative advantage players build in that they almost necessarily keep the bad guys in the dark enough that it can be built upon.
But this also means for shorter con games I should consider both pushing some things along plus perhaps weakening opposition for the sake of a solid experience. Not sure, will take some more playing.
One other factor I should mention, the mapping of relationships, especially owing to the fact each player has 2 PCs (a professional and a civilian). I did underestimate this in particular. I don't feel I underestimated the other parts so much, though my concern that we couldn't finish a single job was well-founded at least running the game without anything to seriously mitigate that risk. I wondered even before going into this if I should just say, for con purposes alone, that each player only gets ONE PC, although with some mix of civilians and professionals, and I am still thinking about that. But civilians can't do as much, of course, and so if someone has a civilian then I'm not sure it works so well, plus there's the issue that you really need to ground the professionals in the issues of having real relationships, and I think the game has it right that players playing civilians does that WAY better than a GM doing so in terms of investment.
I liked the players' plans to take down the bad guys a lot. And it did do well enough as it completely derailed the bad guys' plans. While the Boss (big bad) wasn't yet directly encountered, his organization was ripped to shreds and the Mook (which more or less translates to a lead mook, really) was on the run with no support.
Plus while it takes a few sessions to really get into the relationships, I liked where that was going, that was really fun both in terms of how the players played it and I feel the mechanics were well supporting that, even though we really only got just a tiny bit into it versus where it can go, as far as I could see.
A fun game, not a bang-up one to never forget, and certainly with some bumps, but fun. While there was some end-of-con dragging (at least I felt there was), the players still livened up admirably what might have been too bumpy and dull for some of the tactical misunderstandings/ignorance on my part (at the least on my part - in my defense I did disclaim I have not run this before).