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| Jazzer |
Posted: Sun Aug 15, 2004 5:53 am Post subject: Casino adventure - General |
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 UV Master Programmer

Joined: 18 Jun 2003 Posts: 3052
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This is the official thread for the casino mission, codename Viva VEG Sector. Biggles will be the mission leader on this fun and exciting mission. CItizen Biggles, over to you.
Last edited by Jazzer on Mon Aug 16, 2004 2:20 am; edited 1 time in total |
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| TROY-R-USS-1 |
Posted: Sun Aug 15, 2004 5:30 pm Post subject: |
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 ORANGE

Joined: 06 Aug 2004 Posts: 85
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Congrats, Citizen Biggles! Your social climbing and bootlicking skills have served you well! You are an inspiration to tens of clones in a three square kilometer radius! You should be reasonably proud, but not too proud, because as you surely know, excessive pride is a sign of possessing a treasonous mutant power, punishable by .[DELETED FOR SECURITY REASONS] _________________ http://superrob.blogspot.com
"The Computer Is My Buddy, I Shall Not Want." |
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| Biggles |
Posted: Mon Aug 16, 2004 3:15 pm Post subject: Press Start to Begin |
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 IntSec Goodwill Ambassador

Joined: 26 Jul 2004 Posts: 923
Service Group: Internal Security
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Rest assured, I do not have excessive pride. I am only happy. Happy! Very happy! A couple of general notes about this mission:
1. I suggest we design it for Classic since that's sort of between Straight and Zap. We can always write up sidebar suggestions for changing mission details for Straight or Zap styles.
2. Nothing is set in stone ... yet. Eventually we'll have to stop tinkering with some bits and move on to other bits, but until then feel free to turn any sacred cow into so much hamburger.
3. Let's ignore the mission's name for right now. I think it would be better to jump into the mission itself rather than bicker over titles. I hope that a great name (or one of the great ones already suggested) will jump out at us after we've designed a lot.
Here's our first question. Right now, the outline suggests each Episode (listed as Acts in the outline) has troubleshooters starting a new mission. That makes five briefings, outfittings, etc. Should we keep this intact, or should we merge all Acts into one or two missions? I prefer to keep the outline intact; I like the idea of short missions connected by a common thread. To me, this makes the overall product very flexible for GMs and players. They can play one episode a night, play all of 'em, or leave out one or two they don't like or have time for.
What do y'all think? _________________ IC note: Wields a laser pistol that talks to him through a tiny wireless earpiece. No, really. |
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| Leon-R-DOE |
Posted: Mon Aug 16, 2004 4:29 pm Post subject: |
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 ORANGE

Joined: 07 Jul 2004 Posts: 152
Service Group: CPU
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Flexibility sounds like a very good idea. It helped me to review the outline, perhaps a link to http://www.paranoia-live.net/forum/viewtopic.php?t=653 here would be helpful to others as well.
What I would find valuable as a GM using such a module would be some sort of explanatory note in the introduction. Something that suggests that the module can be condensed to a single-mission session, or played out as written, etc. Perhaps even a few notes about how best to approach the condensement; which elements are most important to have Troubleshooters involved, and so on. |
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| Squash-U-AHH |
Posted: Mon Aug 16, 2004 5:23 pm Post subject: |
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 ORANGE

Joined: 24 Feb 2004 Posts: 405
Service Group: CPU
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I never seem to contribute to anything, but after having read the outline, I'll toss in my $.02 creds. Maybe there needs to be another element at work here, sort of a major red herring, maybe another team (GM-controlled) working for/against/same goals as/in competition with The Troubleshooters.
The element I feel is missing is, well, The Mob, The Mafioso, what-have-you. They've always got some sort of interest invested, and obviously they're represented by Free Enterprise. Since the casino guards are weaponless, you're going to need some big ol' goons to help maintain order, maybe some hit-men on call, etc. ad nauseum. I dunno. I'm lacking imagination today, but I find your lack of mob disturbing. _________________ Wouldn't you like 2 BBB 2?
Hey non-Registered Mutant!
If you can read this and you want to know more, PM me!
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| TROY-R-USS-1 |
Posted: Mon Aug 16, 2004 5:51 pm Post subject: |
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 ORANGE

Joined: 06 Aug 2004 Posts: 85
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Funny, I wasn't thinking that the Mob was what's missing. I assumed it was "The Stripper With A Heart Of Gold", that you always find in Casino movies.  _________________ http://superrob.blogspot.com
"The Computer Is My Buddy, I Shall Not Want." |
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| Squash-U-AHH |
Posted: Mon Aug 16, 2004 6:41 pm Post subject: |
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 ORANGE

Joined: 24 Feb 2004 Posts: 405
Service Group: CPU
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You obviously have not been taking your hormone suppliments.
OMG. Flashback to the first Futurama episode with "Flexo". "The Lesser of Two Evils". Bender, Flexo and Fry go to a robot strip club. Fry can hardly breathe because of the smoke whne this gigantic robot stripper comes out. Flexo pays for a lapdance for Fry, and the giant machine rolls over the endge of the dance floor onto Fry. And then begins to vibrate.
Third image down.
http://www.geocities.com/futurama_cuts/LOTE.html
Robot Strip Club. Now THERE is an image. _________________ Wouldn't you like 2 BBB 2?
Hey non-Registered Mutant!
If you can read this and you want to know more, PM me!
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| Biggles |
Posted: Mon Aug 16, 2004 8:45 pm Post subject: Answers and Stuff |
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 IntSec Goodwill Ambassador

Joined: 26 Jul 2004 Posts: 923
Service Group: Internal Security
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Thankfully, Friend Computer rendered Old Reckoning reproductive displays (such as stripping) obsolete with hormone suppression medication. Don't think there'd be any men or women disjumpsuiting for plasticreds, no matter what metal makes up their heart.
As for the Mob ... you are in error. There is no organized criminal activity associated with this sector. All of VEG sector is run by legitimate businessmen who have no association with illegal activities such as Free Enterprise. Even if they did, such a secret society would never put certain clones on muscle-building suppliments and use them to collect overdue debts or otherwise maintain order. (Seriously, isn't Free Enterprise very Mob-like already? Wait! Answer that in another topic!)
Leon-R: your suggestion sounds great. Anyone else agree or disagree with that proposal? _________________ IC note: Wields a laser pistol that talks to him through a tiny wireless earpiece. No, really. |
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| Squash-U-AHH |
Posted: Tue Aug 17, 2004 2:30 am Post subject: |
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 ORANGE

Joined: 24 Feb 2004 Posts: 405
Service Group: CPU
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What I'm getting at is that FE as "The Mob" is quite obvious to YOU, and quite obvious to ME, and I'd like to believe that JOE GAMEMASTER is intelligent enough to "get it", but JOE has let me down more times than I can count.
You best be spellin' it out for him, if you catch my drift. _________________ Wouldn't you like 2 BBB 2?
Hey non-Registered Mutant!
If you can read this and you want to know more, PM me!
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| TROY-R-USS-1 |
Posted: Tue Aug 17, 2004 6:28 am Post subject: |
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 ORANGE

Joined: 06 Aug 2004 Posts: 85
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| Quote: |
| Here's our first question. Right now, the outline suggests each Episode (listed as Acts in the outline) has troubleshooters starting a new mission. That makes five briefings, outfittings, etc. Should we keep this intact, or should we merge all Acts into one or two missions? I prefer to keep the outline intact; I like the idea of short missions connected by a common thread. To me, this makes the overall product very flexible for GMs and players. They can play one episode a night, play all of 'em, or leave out one or two they don't like or have time for. |
I think that having too many briefing/debriefings would slow the pace of the overall campaign. Perhaps "field briefings" by remote vid screen or something would be an effective way to quicken that up a bit? I don't think that the troubleshooters would need to be outfitted more than the one time, with maybe any special weapons being couriered out. In fact, that opens up the opportunity to screw with the Troubleshooters by not having the proper paperwork filled out, or lost by the courier. _________________ http://superrob.blogspot.com
"The Computer Is My Buddy, I Shall Not Want." |
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| Gamefreak |
Posted: Tue Aug 24, 2004 12:37 am Post subject: |
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 ORANGE

Joined: 10 Jul 2004 Posts: 138
Service Group: Technical Services
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I was thinking of having a casino as a sort of mission environment with lots of missions that you can do there. Kind of like a familar setting as you keep doing missions and events there.
Maybe first start out with a group of Troubleshooters sent to Beta Test the casino for FC (as one mission) and then a couple where it's been opened to the public or what have you. Casinos are fun and fun is Mandatory.
Of course, it might need a better name than "casino". Maybe, Happy Enlightenment Lodge for the Lucky? _________________ Current clone: Gamef-R-EAK-1
Got ? |
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| Biggles |
Posted: Thu Aug 26, 2004 7:53 pm Post subject: |
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 IntSec Goodwill Ambassador

Joined: 26 Jul 2004 Posts: 923
Service Group: Internal Security
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Rest assured, I have not abandoned this. I've just been busy playing GM. Figured I should rack up some experience as an XP GM before going deeper into the casino adventure design.
I like the idea of in-field mission alerts - it keeps the outline intact without having all that backtracking. I think we need some sort of system where a Troubleshooter Team can receive mission updates, order new equipment off C-Bay, and get in a quick secret society update as well.
Anyone care to work on that? _________________ IC note: Wields a laser pistol that talks to him through a tiny wireless earpiece. No, really. |
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| Dag-O-BAH |
Posted: Fri Aug 27, 2004 1:17 am Post subject: |
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 ORANGE

Joined: 09 Aug 2004 Posts: 43
Service Group: HPD&MC
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Here's a possibility:
When the troubleshooters receive their mission equipment, give it to them in three dented suitcases. And I mean give it to them. Have the suitcases fall out of a trapdoor 30m over their heads. Seal them with emergency-released explosive bolts that never go off accidentally. The suitcases are thoroughly wrapped with warning tape, and must be opened by force.
Suitcase 1 is labelled: MISSION EQUIPMENT: BREAK SEAL AND DISTRIBUTE IMMEDIATELY.
Suitcase 2 is labelled: HEAVY-DUTY MISSION EQUIPMENT: DO NOT OPEN UNTIL AUTHORIZED.
Suitcase 3 is labelled: EXPERIMENTAL MISSION EQUIPMENT: USE ONLY IN AN AUTHORIZED EMERGENCY.
Of course, the labels have been misplaced.
Suitcase 1 ('Mission Equipment') contains the Heavy-Duty Mission Equipment, the stuff Troubleshooters might actually have a use for: rappelling gear, night-vision goggles, couple of laserifles, Clearance RED kung-fu outfits complete with Clearance RED belts... You know, the cool stuff. When they see these, the troubleshooters will instantly wonder what The Computer's up to. They get to carry around the other two suitcases until authorized, or until someone breaks into them.
Suitcase 2 ('Heavy Duty Mission Equipment'): contains the Experimental Mission Equipment. Go crazy. Antigravity emitters with 20m radius of effect make things interesting in 2mx2m hallways. Glueboots don't exactly counter the effects of gravity (or antigravity) the way they're supposed to. A bag full of one-dose styrettes containing experimental tranquilizers (in 'Mild' or 'Scorcho') is good for euthanising a round of clones.
Suitcase 3 ('Experimental Mission Equipment') is the stuff that was intended to be in the standard Mission Equipment case: six-packs of Bouncy Bubble Beverage, SuperGum, important forms, maps and badges that will be of use early on in the mission, user's manuals for the Heavy Duty and Experimental mission equipment... you get the idea. Might be funny if a piece of experimental gear made it in the case. Hand-held hydroisolation acceleromotron: shoots water up to 10m at speeds nearing very fast! Damage column 20, at least.
By breaking the equipment up into individual packages and placing restrictions on when each package should be opened, you can save yourself trips to PLC and R&D. The packages themselves are props, and before they ever get opened they're likely to get lost, stolen, crushed, confiscated, X-rayed, shot at, or used as sleds. You can feel free to vaporize the equipment from the first suitcase knowing that the next round of troubleshooters will get to re-equip from the second suitcase. Rinse, repeat.
I'm not sure if you can use this. It's an old gag. I do like Fear And Loathing In VGS Sector myself. |
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| Allandaros |
Posted: Fri Aug 27, 2004 2:58 am Post subject: |
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 Armed Forces General

Joined: 26 Dec 2003 Posts: 3196
Service Group: Armed Forces
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Nitpick to citizen Dag-O-BAH's post: no instruction manuals. Never ever ever should there be an instruction manual. _________________ www.ninjalistics.com |
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| Dag-O-BAH |
Posted: Fri Aug 27, 2004 4:28 am Post subject: |
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 ORANGE

Joined: 09 Aug 2004 Posts: 43
Service Group: HPD&MC
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Well, it's only an example. And to be fair, they're not really user's manuals: they become available only long after they'd be of any use. The idea is that none of the mission equipment gets used as intended!
And if you want to play tough, why are we assuming that they'll have any clones left after the mission briefing? Cool |
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