The first adventure in this series, Chain Reaction, has a lot of problems. There is a good chance that the players will neither find the stash of pills in the chair leg or be able to convince his colleague to divulge his drug habit, as both are exceptionally difficult rolls. Since this is the only real lead to go on, this presents a problem to continuity.
While players might track him to the red light district, and might even hit up some brothels or clubs, thats kind of a crapshoot. (The players, for instance, might assume that he is gay and start checking boystown instead of hitting up brothels)
Even if they find Julia, the story isn't really very clear on what constitutes a "warning". If the characters just drop in on her without warning, the players have no way of validating the cover story she gives. The fact that nobody saw him leaving isn't really all that suspicious, since nobody seemed to be paying attention at the time, and he could have taken a back door.
It just seems like there are a lot of "ifs" "ands" and "maybes". If the characters miss one clue, they could simply be stopped cold, led on a wild goose chase, or simply "derailed" into a possible trainwreck.
Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.
From Blinding Heights Problems
Sat, 2015-11-28 19:55
#1
From Blinding Heights Problems
Sat, 2015-11-28 20:26
#2
Also, why do the Smoke Lions
Also, why do the Smoke Lions simply assume they are members of Shui Fong? There is nothing to identify them as such and no reason to assume they are anything other than random passerby's. Is Julia supposed to have tipped them off? What if she is unable to do so, or if the characters convince her they are not with Shui Fong?
Sat, 2015-11-28 22:22
#3
*takes notes*
*takes notes*
Sat, 2015-11-28 22:48
#4
Sorry.
Fanboys got a right to fanboy, you know?
Sat, 2015-11-28 22:59
#5
I'm in your game on roll20.
I'm in your game on roll20.
Sun, 2015-11-29 01:31
#6
When I ran Chain Reaction I
When I ran Chain Reaction I didn't have problems. They found the pills pretty easily with the aid of an x-ray scanner and a sense-augmented swarmanoid. They also didn't have a lot of trouble tracking down the person they were after, thanks to a g-rep favor called in the area (which also justified the warning JJ received).
I didn't run into problems with the Smoke Lions, as one of the party members was an actual Shui Fong member, and part of Firewall.
Mon, 2015-11-30 18:43
#7
spoilers if you havent read/played it!
my group hacked
ShowHide spoiler
—
Semper Ubi Sub Ubi!?!
Wed, 2015-12-02 15:24
#8
Hi! I wrote this. Thanks for
Hi! I wrote this. Thanks for the feedback. Love to hear someone has read my adventure :D
Let me try and address your specific concerns (hopefully I don't come across as defensive):
This is different. Most of the time people complain that it is too easy to find David's trail :)
1) There are actually three paths that lead to HLS: if the characters know about the wig, the goggles, and/or the boots they can search the spime footage for him, get his fake ID, and track him to HLS.
2) The tests may be difficult but they are not impossible, especially if the characters use teamwork, use moxie, take extra time, or have appropriate complementary skills. Most groups should be able to succeed on one of the three paths.
Hitting up the brothels and clubs is one approach but as you said that’s not going to work well. What is better (as mentioned in the "Talking to people on the street" section on pg. 7) is talking to the people on the street everyday who have mnemonic augmentation.
If the players are not pursuing the drug angle then they probably know when and where David got off the train and what disguise he was wearing so they can find him using a process similar to the following:
1) find a pleasure pod selling food or standing in a window or maybe risk talking to a beat cop and ask that person if they saw David/Victor.
2) If that person saw him they can then tell/show the characters exactly where he went while he was in their field of vision thanks to mnemonic augmentation.
3) The characters can also see other pleasure pods/people with mnemonic augmentation who might have a better view than the one they are talking to.
4) They can then repeat the process with that new person until David is found.
1) By warning I meant the type of warning that the core book talks about on pg. 288 and 289 in the "Keeping Quiet" section: sort of one of her contacts saying to her something like "hey some (university students/martian rangers/gangsters/whatever the PCs are) are look into some pills you sold, were real specific about the composition, just giving you a heads up." Sorry if this wasn't very clear.
2) I intended for her cover story to be an obvious lie, something she just thinks up on the fly. Sorry if I didn't make it obvious enough.
3) Remember that lots of people in the district have mnemonic augmentation. Even if they aren't paying attention, they should still remember him leaving the place.
Julia is not supposed to have tipped off the Smoke Lions. When I wrote this I tried to think like transhuman gangsters who:
1) believe they are infected with a secret bioweapon and
2) are holed up in a lab that the secret bioweapon makers (who they believe are the Shui Fong) know the location of.
Under those circumstances it seemed to me that assuming anyone coming into the building is a member of the Shui Fong come to finish the job of destroying the lab/getting rid of the evidence is a reasonable assumption.
Hope this helps.
I am still working on Right Round BTW. Anxiety is causing serious delays but I hope to finish it eventually.—
[url=http://awdaberton.wordpress.com/about/]Eclipse Phase Adventures[/url]
Wed, 2015-12-09 04:08
#9
Well, you can see my problem then, right?
Assuming the characters follow the projector (the most likely lead) and track her movements to the train station, what then? I mean, assuming it even occurs to you to ask people with mnemonic augmentation, what exactly are they going to tell you other than she (Victor) went left or right? Even people with eidedic memory aren't going to be able to recall a random face in the crowd, and the ones with mnemonic augmentation are going to, at most, be able to point which direction they went, assuming they are even working the same shift they did the day he dissapeared.
Even if they find Julia this way, are they supposed to assume that she is a drug dealer working out of a brothel? How do they know that Victor didn't just come calling? Suppose the players pose as cops or private investigators, (which they kind of are) and they ask her about Victor after providing her with a picture. Her cover story is basically airtight, and they have no reason to assume she is lying. (Victor almost certainly is in trouble, he could be using the drugs for any number of reasons, the least of which is stocking up for a long trip)
I mean, I dunno, maybe I'm missing something here, but it seems like you would have to do some major nudging as the GM for your players to end up on the right path. Good players will follow the breadcrumbs, if the breadcrumbs start leading around in circles they are going to get confused.
Wed, 2015-12-09 04:26
#10
Sorry
I don't mean to be a pill. Its kind of a joke that if people like something in popular entertainment all they do is complain about it. When you make something popular, the only feedback you are likely to receive is usually going to be negative, or at best kind of vapid compliments that don't really tell you anything about your writing.
Thats basically how you know you've made it, you're fans won't stop complaining about it. Just ask George Lucas.
http://vignette2.wikia.nocookie.net/starwars/images/4/42/JarJarHS-SWE.jp...
Thu, 2015-12-10 00:46
#11
When I ran it
We did not have problems in following the trails. But I follow the Gumshoe approach. If it is a plot clue and the players have skills that are anyway close to what is required. They do find the clue. How they interpret it and what they do about it is where the dice rolls come out.
The two issues I had with the scenario were the brothel and the approach to drugs. The players were absolutely dreading the brothel. They felt horror at the thought of what a post-human brothel would be like. The fact that it was a catholic-nun set up was met with laughter. I should have made it more inhuman and horrible. That was my mistake for running it as written.
The second is that the drugs in the setting are really quite freely available and permitted. There is not any war on drugs as our governments are running. What there is on Mars is a very strong intellectual property regime. I rewrote the situation to be one where the gangsters were selling generic drugs and by passing royalty payments to the corps. This is why the drugs are illegal. They are just as effective and less expensive.
Another issue is that terrorists always have motives that _they_ see as noble. The descriptions of terrorists should take into account that they are willing to do terrible things because they love their ideals so strongly. That and they feel that those who they are struggling against are so evil and/or corrupt that they must be stopped.
Lalande, i strongly encourage you to continue writing. I do not know the source/trigger of your anxiety, but it is not because the scenarios are no good. They are ornate conspiracies that are fun to pick apart. The characters are cool and can be made to come to life. The best thing is that they are sufficiently well developed that they can be made to react when the players wildly diverge from the "plot". That flexibility and depth is what make the scenarios valuable. Please continue to write. Even if you don't write out every location, the situation and the motives of the parties involoved are where the real value is.
Sun, 2016-10-16 13:29
#12
Chimera maybe a bit too strong
Lalande21185, you're doing a fantastic job with the scenarios!
The NPCs and setting are very well structured and it's really rewarding to read through and play the material. Extra kudos for providing maps without the keys - take note, Posthuman writers! ;)
I've just finished narrating Chain Reaction to my players and the only "problem" was that Chimera easily defeated the group. It was a Total Party Kill.
The mercenaries arrived shortly after the group defeated the Smoke Lions at Mike's Custom Morphs and, even with a decent defensive strategy, the group was no match for their firepower.
Chimera's gear is simply too good for a group that isn't armed to the teeth, which was the case as they were expecting a bit of trouble but didn't want to carry too many weapons and attract unwanted attention from the OIA police (they were still undercover).
Anyway - keep up the good work! :)
Sun, 2016-10-16 13:39
#13
That wasn't a problem in my
That wasn't a problem in my game. The party got nearly wiped out in a single action turn (everyone KIA except a swarmanoid which split their swarm up), the party resleeved, reviewed the intel they sent Firewall, and moved on.