Adm.Lee
06-03-2015, 08:04 PM
I got to run T2k, v.1, again today! Roman N. will be running a few more sessions later this week, as well.
At Origins, I ran a short adventure following up on a previous convention session. 3 years ago, I had a mixed group of American stragglers from the 5MD run out from Krakow and pick up Maj. Fillmore, the F16 pilot mentioned in "Free City." This year, they went to pick up the recon pod from his downed Viper.
1. Only 3 people signed up, all regulars to Roman & myself. That was a small challenge, so I let them run 2 pre-gen PCs apiece.
2. I thought I'd planned for most of their actions, but they still managed to do something I hadn't planned for ("let's exit that way, before the pre-planned encounter attacks us!"). All the more fun, they got to know they had "beaten" me.
3. The NPC veteran with the SVD really punished them, shooting out 2 tires on their HMMWV and seriously wounding 2 PCs at medium range. The dice were hot for that guy, even without aimed actions.
4. One PC was left behind, so I guess I need to roll another PC for next year's convention. The general idea, I think, will be a city fight in Krakow. Marauders attack, once they know that the player group has a few wounded?
5. I used a mishmash of v1 and v2 initiative rules, with poker chips. For each PC, there was a stack of 6 poker chips: white for hesitations and blue for actions. If they got hit, red chips would substitute for blues: 1 for a slight wound, and 2 more for serious.
6. I tried a new autofire rule, borrowing from v2 and Savage Worlds. Shooters had 3 options:
- single shot, which rolled % to hit as normal, but only did 4d6/3d6/etc. damage if it hit.
- 3-shot burst, which rolled up to ROF time, but a hit inflicted damage as written
- full spray, which used bullets = 5xROF, and rolled a d6: 1= hit as normal, under target's Coolness = suppressed for a round, or else no effect. A number of 8-meter hexes could be targeted equal to ROF.
This had two interesting effects: it allowed PCs to quiet mulitple NPCs, even if they were under cover and nearly unhittable, and it used up ammo at a rate I considered realistic. Entire belts were shot through by MGs, which should catch the eye of those concerned about supplies sooner or later.
At Origins, I ran a short adventure following up on a previous convention session. 3 years ago, I had a mixed group of American stragglers from the 5MD run out from Krakow and pick up Maj. Fillmore, the F16 pilot mentioned in "Free City." This year, they went to pick up the recon pod from his downed Viper.
1. Only 3 people signed up, all regulars to Roman & myself. That was a small challenge, so I let them run 2 pre-gen PCs apiece.
2. I thought I'd planned for most of their actions, but they still managed to do something I hadn't planned for ("let's exit that way, before the pre-planned encounter attacks us!"). All the more fun, they got to know they had "beaten" me.
3. The NPC veteran with the SVD really punished them, shooting out 2 tires on their HMMWV and seriously wounding 2 PCs at medium range. The dice were hot for that guy, even without aimed actions.
4. One PC was left behind, so I guess I need to roll another PC for next year's convention. The general idea, I think, will be a city fight in Krakow. Marauders attack, once they know that the player group has a few wounded?
5. I used a mishmash of v1 and v2 initiative rules, with poker chips. For each PC, there was a stack of 6 poker chips: white for hesitations and blue for actions. If they got hit, red chips would substitute for blues: 1 for a slight wound, and 2 more for serious.
6. I tried a new autofire rule, borrowing from v2 and Savage Worlds. Shooters had 3 options:
- single shot, which rolled % to hit as normal, but only did 4d6/3d6/etc. damage if it hit.
- 3-shot burst, which rolled up to ROF time, but a hit inflicted damage as written
- full spray, which used bullets = 5xROF, and rolled a d6: 1= hit as normal, under target's Coolness = suppressed for a round, or else no effect. A number of 8-meter hexes could be targeted equal to ROF.
This had two interesting effects: it allowed PCs to quiet mulitple NPCs, even if they were under cover and nearly unhittable, and it used up ammo at a rate I considered realistic. Entire belts were shot through by MGs, which should catch the eye of those concerned about supplies sooner or later.