Interviews and some good old fashioned gumshoeing ensued at Jiang Bao's place, where our hobos acquired a cypher, a burnt key, and some eyeball tokens. Bao needs his son, Mua, to return so he can enjoy a fat cat retirement with the family antiques business intact.
Jiang Mua's childhood bestie, Laddy Birkenauer, copped some attitude and received a talking to, but ultimately managed to recall some key facts concerning the final known whereabouts of Mua.
The team made their way back into Kermen territory, where they encountered some Kermen street thugs who soon became street detritus.
Dead.
In the Den of Dreamers, PCs played blackjack and craps, courted elderly gambling addicts, had crazy trips on Sho-Maht, and scoped the place out.
Highlights:
*Amadeus tagged the casino's outer wall with Kermen blood, ensuring the notorious future of the team's upstart gang.
*Mutant Thla became a seasoned psychonaut after swimming into the depths of a Sho-Maht hallucination and finding strange presences there.
*Sergio gathered intel by catering to the impulsiveness of an old gambler from the Craw.
*Brother Saget made like Sherlock with the clues - his self-banter getting closer to the heart of the mystery than even he realized.
The Take:
*4 Kermen Street Thugs
*30 gp
*Each player receives 15 xp, 7 gp, 5 sp.
The Analysis:
This is where the players really began to ramp up their hate for the Kermen, making overtures of war against the one-eyed aliens. Also, given that these players were still quite new to gaming, they were of course testing the borders of acceptability in play. I managed to accommodate most of those impulses in a fair manner, providing natural consequences for most of it. Those kinds of understandings between players and referees are another emergent property of play, concurrent with narrative.
Will the players solve the mystery and return Jiang Mua to his home? Find out next week!
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