Saturday, January 23, 2016

Gathox Session #3 Play Report

Having escaped the Mudling Mansions, our intrepid protagonists hocked their ill-begotten wares and made plans for leveling the property. They delivered Relka to the Dohjaks, but not before setting fire to the tower in an attempt to collapse it.

Being a volatile, oil-laden structure, the neighborhood caught fire.


What that looks like.

After considering quietly slipping away and retiring in the countryside, penniless, the team instead spent their efforts, and a great deal of cash, in rescuing slum tenants and collapsing the building.

Highlights:

*"Elf-man" Marmaduke got high with a group of furtive dock workers, rolled a casino, and bumped off a couple of Sinbad-costumed bouncers . . . . while everyone else tried to fight the fires.

*Steve the Psychic, resplendent with missing nose and cheek, held a gun to a child's head, and later confirmed the essential goodness of the idea.

*Sergio rescued a deaf gongfarmer with pantomime.

*Griff the Grunt managed to convince the mob of the entertainment value of battering rams in the midst of fire.

The Take:

*748 xp for hitting improvised goals and rescuing tenants

*500gp each for fulfillment of remaining terms of contract; initial funds blown on solving problems created by the attempt to solve problems.

Analysis:

 The endgame for this scenario changed drastically from what I had envisioned, because of course it did. A surprising non-surprise, one might say. My initial design for "Mudling Mansions" never fully accounted for demolition of the building, let alone the most obvious and logical choices available to players, which involved arson and wholesale property destruction. I suppose we playtest things for reasons, so there you go. The final written version of "Mudling Mansions" contains a variety of endgame options as a result. I call that a success.

The actual surprises included one character choosing to take a child hostage at gunpoint to get the attention of an apathetic crowd of rubberneckers, as well as one player simply slipping off to go screw around with nearby, less dangerous parts of the city. A damn lucky die roll saved the former, and the social relationships at the table corrected the latter, so it was truly enjoyable to watch the party simultaneously test and set boundaries through play.

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