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      CommentAuthoramnesiack
    • CommentTimeJun 2nd 2008
     # 1
    Tony, Christian, John, Hans, and I played a great game of Geiger Counter at Go Play NW yesterday. We were a group of ordinary people trapped in an old military facility on the side of a mountain while an unknown apocalypse occurred outside on January 1st, 2000. Our menace was the facility's artificial intelligence, glitched by the Y2K bug.

    In particular, I loved how the game ended. We'd had one PC death up to this point, and all five of the remaining PCs were gathered inside the control room of the nuclear missile silo we'd discovered. Every character except for one (the Soccer Mom) had two Conditions at this point. The crazed Creepy Janitor decided that everything that had gone wrong was the fault of someone outside the complex interfering with their group and he tried to launch the missiles.

    All the other PCs, naturally, sided against him, and it came to a conflict. He had three dice. Between the four of them, the others had around 12-15. We rolled. It came out as a tie, 11 to 11. In Geiger Counter, both sides lose ties. So, in one fell swoop, every single character, except for the soccer mom, died. The missiles launched, and the computer congratulated the Soccer Mom (who it called General) on beginning Protocol 3.

    Cut to black. Roll credits.

    I love this game.
    • CommentAuthorjaywalt
    • CommentTimeJun 2nd 2008
     # 2
    Pure awesome. The Seattle crew is definitely getting a huge shout-out in the GenCon ashcan.

    Let me know if you folks are interested in playtesting some of the new "boxed scenarios" that I'm going to include with the game. The first one is a one-shot medieval zombie adventure, "Black & Gaunt," which features some variant rules where the menace gradually occupies more and more territory on the map. The second one will be a three-part space trilogy inspired by the Aliens movies and Pitch Black, "Exit Strategy," which features three different maps, and the group decides which order to play them in. One is a "long run" ala Pitch Black, where you have to keep moving forward to get to your escape craft. Another is on a deep space mining vessel, trying to find a working escape pod amidst a mechanical labyrinth. And the last I'm less sure about. Maybe an underground prison, as in Alien 3, that's in the midst of collapsing? Or a ship on a decaying orbit, about to crash into a heavily populated planet where the menace will escape and take over? Something ridiculous like that.
    •  
      CommentAuthoramnesiack
    • CommentTimeJun 2nd 2008 edited
     # 3
    I'd definitely be interested in taking a look at them; whether or not I'll get to play them is uncertain.

    I remembered another great scene in the game: Johnzo and Tony had an awesome, subtle little subplot going on throughout the game that culminated in Johnzo's Handyman revealing that his nephew committed suicide while listening to Tony's Televangelist's radio show. Then the Handyman beat him almost to death with a hammer before the Teenager and a machine-gun turreted robot rolled in and finished him off.

    This both gave the Handyman a survival die and took away a Menace die by accomplishing the secret goal of "Take Revenge On Someone". Not that it did him any good in the end. Muahahaha.
    •  
      CommentAuthortony dowler
    • CommentTimeJun 2nd 2008 edited
     # 4
    The Protocol was a high point of GPNW for me. I had a blast playing my crazed paranoid televangelist as his world cracked and he came under the influence of the unknown voice on his phone. It was a joy to see him throw himself in front of the death-bot in a final act of phyrric self-sacrifice.
    • CommentAuthorjaywalt
    • CommentTimeJun 2nd 2008
     # 5
    Sweet. So how did all the characters end up in the same location? That tends to happen in some games, but often it seems to be either through self-preservation (because teaming up against the menace is more effective) or because of some narrative-related goal (like getting the fuck out of here). Was it one of those? Was it clear mid-way through the game that was going to happen?

    Also, on a completely unrelated note, what were some of the other locations you had before you all ended up trapped in the missle silo thing?
    • CommentAuthorjaywalt
    • CommentTimeJun 2nd 2008
     # 6
    Also (sorry), how did you come up with the setting concept? Did anyone pitch it or did you come to the table with the idea picked out beforehand? How long was prep before play? Was there a trailer?
    • CommentAuthorjaywalt
    • CommentTimeJun 2nd 2008
     # 7
    Finally, is there a picture / scan of the map? I'm always fascinate by what people come up with.
  1.  # 8
    We came up with the setting collaboratively quite quickly. We tossed out some "I want" or "I don't want", and it just fell together. The same with prep. Lukas told us what to do, and we did it.

    We had lots of locations in the game. When we first arrived at the bunker, it was a bit tricky getting into position, but the injury rules really help here. The game gives you plenty of reasons to seperate and isolate characters so you can put them into crucible situations with one another.

    Locations included:
    the loading dock
    the infirmiry (with the murderous auto-surgery systems that killed William Shatner in the first scene)
    the bio dome (killer combines)
    maze of vents and accessways
    control room
    auxiliary control room
    missle silo
    armory ("the readout reads 13... 12... 11... 10...")

    Ending up in the missle silo was a conscious decision because we saw an opportunity for a big confrontation at the end, particularly with half the group now infected with paranoia.
  2.  # 9
    Hans copied the map onto his laptop (he's got one of those swivel-and-draw screens), so he might be able to upload it here.

    We all shared in the concept. At first we thought about having a single evil critter, like a military project gone wrong. But once we stumbled on the AI idea, we all agreed on that. It worked out well.

    I think that the Televangelist and the Handyman were the main characters. I did a few things with my Teenager, but I didn't have a good handle on her. She was more an action character, who took out a camera and blinded the AI when it tried to roll her over, later hung from a swiveling ceiling gun turret, and so on. I should have made up an 'issue' for my character, because she felt bland when compared to some of the other characters. Her mom (Single Mom) was there, too, and we died together in the nuke bay. Maybe they should have been at odds rather than a happy family.

    We started in a cargo bay, had a biodome, a medical unit, tunnels, a command center, and an auxiliary command center (once we naded the first one). We all ended up in the nuke bay because one of our "trailer scenes" was a nuclear silo, and another was "character, clutching blood-spurting neck, lunges for button." Turns out that was the janitor.
  3.  # 10
    The Map!

    I played Single Mom. My Survivor was "I'm tired of being pushed around, time to start fighting back", and my Trait was "I'm the only one with a gun" (a 9mm in my purse) and my secret objective was to "Kill someone who knows your darkest secret". After being injured by a rogue combine in the agro-dome and staggering back to the infirmary, the Televangelist and the Crazy Veteran (mook), under orders from the Voice In The Cell Phone, "healed" her with antibiotics laced with sodium pentothol.

    Televangelist - "I need to speak to you about your daughter."
    Single Mom (delirious) - "What?"
    T - "There's some information I saw on the computer screen - it seems your daughter has fallen in with a dangerous crowd..."
    M - "You stay the hell away from my daughter! What do you know? She's innocent! It was her father's fault! I had to kill him to protect her..." Televangelist and Crazy Vet backs away, stunned. Single Mom realizes what she just said.
    M - "You've seen my file, haven't you..." (draws gun) "... ANSWER ME! You've seen my goddamn file!"
    (Opens fire)
    (Crazy Vet dives forward and takes the bullet.)

    It was awesome.
    • CommentAuthorjaywalt
    • CommentTimeJun 3rd 2008
     # 11
    Awesome indeed. It's really great that, in most games I've seen, in the end, it always comes down to character vs. character confrontations doing the majority of the group in. The menace provides the outside pressure that makes that happen and gives the ultimate betrayal some tragic teeth ("If only they'd all worked together, most of them probably could have made it out alive!"), but, when it comes down to the wire, it's always a trainwreck of emotions and desires.

    Just like it should be.
    •  
      CommentAuthoramnesiack
    • CommentTimeJun 3rd 2008 edited
     # 12
    the infirmiry (with the murderous auto-surgery systems that killed William Shatner in the first scene)

    Hehehe. Yeah, we cast the washed-up security guard as William Shatner solely so that we could kill off William Shatner. First, we dropped an automated blast door on his legs, then we dragged him into the infirmary where he was trapped in a plastic bubble while a dozen auto-syringes pumped air into his body, all in the first 10 minutes of play.

    Here's our full cast (* represents a Main character; all others are mooks):
    * The Handyman - Al "Alljobs.com" Jopps (Tom Poston)
    * The Creepy Janitor - Arden Phelps (Steve Buscemi)
    * The Single Mom - Angela Morton (Rachel Weis)
    * The Teenager - Starlight "Mort" Morton (Ella Freeman)
    * The Soccer Mom - Janice Greenrose-Smith (Susan Sarandon)
    * The Televangelist - Don Ransom (Robert Downy Jr.)
    The 70-year-old Kindergarten Teacher (Morgan Freeman)
    The Unhinged Veteran - Corporal Brock (Mike Hogan)
    The Nervous Health Inspector - Roger Heath (Danny Glover)
    The Corporate Investor (Barbara Streisand)
    The Crazy Cat Lady (Anne Bancroft)
    The Washed-Up Security Guard (William Shatner)

    And the eight facts/traits that we established about the Menace:
    * Controls doors in the facility
    * Can talk from hidden speakers
    * Controls machines in the facility
    * Thinks the Soccer Mom is the General
    * Can use trap doors
    * Security Drones
    * Transformable machines
    * Knows everything about its captives
    •  
      CommentAuthorjohnzo
    • CommentTimeJun 3rd 2008 edited
     # 13
    It was spooky how this game paralleled Montsegur, so everything I said about siege tales and shared GMing over there applies here as well. And I think that Geiger does a faboo job of pushing mutual facestabbing, with the "witness someone die and get their mojo" rule. (I believe this rule is ambivalent about the identiy of the killer, right?)

    So when I got my scene on, I started giving characters special relationships with the Menace. The schizo AI started misidentifying people; the Soccer Mom became "The General." Someone else -- we never decided exactly who -- started calling Don the Televangelist's cell phone, flattering his patriotism, asking him to perform loyalty evaluations, and warning him to be on the lookout for subversives (and infecting him with Paranoia, in a nifty and beautiful rules interpretation/hack by Mr. Dowler.)

    My favorite bits happened when Tony and Lukas took those bits I invented and started running with them. It is so rewarding when you invent something out of whole cloth and hand it off to someone and they Say Yes and then make it way better than something you could've thought up on your own.

    Oh, and here's my guy, for the record.

    Al "Alljobs.com" Jopps, played by Newhart's Tom Poston. A fiftyish white guy.

    Equipment: Tools

    Reason to live: finally has enough Air Miles and enough nerve to go to a gay Club Med;
    anticipates his sexual awakening.
    •  
      CommentAuthoramnesiack
    • CommentTimeJun 3rd 2008
     # 14
    Since we're getting all cross-tastic, here's something Johnzo mentioned in the Monsegur thread:
    Some of us wanted a floorplan of Montsegur and environs on that poster, and that might have helped us get our scenes on, although it might have also forced the game into "I'm here, and I can't be in this place because I was just over here" and other kinds of character positioning ratholes, so maybe it was best that Montsegur lived only in our minds.

    When we played Geiger Counter at Gamestorm, we had a really hard time keeping track of where some of the characters were, even with the map, and we ended up having back-to-back scenes in which certain characters appeared, without it really making sense in terms of how they were getting from place to place. So, in the GPNW game, this was one of the things that I tried to keep in mind, while also trying not to squash anyone's fun.

    When characters would be framed into a scene, I would occasionally stop and say, "Okay, we last saw this character in location X doing Y with person Z. How would they have gotten from X to A?" I actually found that being deliberate about that in a few cases added to story a little bit (like when we figured out how the single mom was lured from the Bio-Dome to the Infirmary by the Vet telling her that her daughter was there), and it increased my buy-in for a lot of the scenes, because I didn't have to gloss over certain parts making no sense. Hopefully I wasn't bringing others down by pulling out those details.
  4.  # 15
    Posted By: johnzoand infecting him with Paranoia, in a nifty and beautiful rules interpretation/hack by Mr. Dowler.

    Genius!
  5.  # 16
    Posted By: amnesiackWhen characters would be framed into a scene, I would occasionally stop and say, "Okay, we last saw this character in location X doing Y with person Z. How would they have gotten from X to A?" I actually found that being deliberate about that in a few cases added to story a little bit (like when we figured out how the single mom was lured from the Bio-Dome to the Infirmary by the Vet telling her that her daughter was there), and it increased my buy-in for a lot of the scenes, because I didn't have to gloss over certain parts making no sense. Hopefully I wasn't bringing others down by pulling out those details.

    I haven't put up an AP yet, but in our GPNW Geiger Counter game we used little paper chits for each character and just kept them on the map. It didn't prevent anyone from appearing in a new scene, but it was a nice way to remind everyone where all the characters were last and help them come up with those kind of mental transitions.

    We did it during the crystal ziggurat game too but I think we never mentioned it in the AP.
    •  
      CommentAuthoramnesiack
    • CommentTimeJun 3rd 2008
     # 17
    Yeah, we used little plastic Civil War army men for the same purpose on our map. I don't think we ever decided that a character couldn't be in a scene either. We just stopped to figure out a transition that made sense.
  6.  # 18
    Posted By: Ben Robbins
    Posted By: johnzoand infecting him with Paranoia, in a nifty and beautiful rules interpretation/hack by Mr. Dowler.

    Genius!


    Thanks! :) As far as I can tell, the goal of any Gieger Counter game is to get "Infected" into the action.
    • CommentAuthorjaywalt
    • CommentTimeJun 3rd 2008
     # 19
    "Infected" is definitely the most fun of all the Conditions. So much so that I had to start restricting it. Otherwise, everyone would just take it from losing to the menace and it would never actually spread person-to-person. I'm glad you folks hacked it in.

    Yeah, there needs to be better advice in the text about how to do scene framing. The steps I go through in my head look like this:

    - which character has had the fewest scenes so far?
    - where were they last seen?
    - what were they doing last?
    - where are they likely to be now?
    - who's with them?
    - how do we crank this up a notch or reveal something interesting about the characters, the menace, or the locations?
    - that's the scene.

    And then I break that up with scenes that don't feature the characters at all, or might feature one or two, but are about 15 seconds long and are usually purely narration from me, the scene Director, with maybe a witty comment from a character or another player stepping in to voice an NPC (there's generally a lot of interplay and "collective GMing" when I run Geiger anyway; I shift back and forth from being a strong, plot-orienting Director to being a free-wheeling, open-to-all-suggestions Director). These micro scenes feature hints of the menace, or NPCs getting killed, or more problems emerging, or what NPCs far away from the action think of all this. That helps with the pacing, I find. It provides ideas for further scenes later and helps everyone recharge.