Showing posts with label EMDnDMUG. Show all posts
Showing posts with label EMDnDMUG. Show all posts

Monday, 18 August 2008

[Actual Play] HeroQuest 2.0: Air & Motion

So I ran the next instalment of my Air & Motion campaign yesterday using the new HeroQuest 2.0 rules.

Most of my regular players were unable to attend this time due to Real Life getting in the way, which is a shame, but fortunately my brother Russell was able to attend still and I got two brand new players to corrupt!
The first new player is Rob, who knows the setting of Glorantha well having played RuneQuest in the past, attended past Convulsions/Continuum conventions as well as having GMed Hero Wars back when it first came out. He read all my background notes I have posted up on the internet and wrote out his 100 words for my in advance for his character. Marvellous!
The second new player is my baby sister Amy [not that much of a baby as she has a child of her own], and she hasn’t even played a role-playing game before, never mind HeroQuest.
So all three of my players are new to the latest system, though two have some experience of Glorantha.


A&M170808-09
The players Rob, Amy and Russell.


I had updated Russell’s character sheet by removing all abilities associated with keywords out so he was just left with keywords as direct abilities [occupation, homeland, clan, and religion], abilities derived from his 100 words and any abilities he brought or spent points on during play. Magic wise, he still had his three Rune Affinities derived from his Yinkin religion keyword as I removed all listed feats. The character was a devotee at the start of the campaign but has now been demoted to an initiate [barely as well!].

Making Rob’s character was a little bit easier as he had a good solid 100 words written. Again I gave him his keywords as direct abilities so he had his homeland, clan, occupation, and religion down. I managed to pull quite a few abilities out of his 100 words so he had plenty to draw on. His character wanted to become a Devotee of Orlanth; it was part of his 100 words and a good clear goal as well as being a direct ability. Note this is to worship Orlanth directly, no minor sub-cults getting in the way. I gave him the Runes of Storm, Mobility and Hunting; Storm because he is an Orlanthi male and they get that automatically, Mobility due to him wanting to worship Orlanth at a higher level and Hunting as his occupation is a hunter anyway. Rob was happy with them even though I did give him the choice of changing them.

I was toying with the idea of giving Amy a pre-generated character but I decided against it with it being her first role-play experience. Instead I went for ‘As-You-Go’ character generation, as that would allow Amy to have her own character as well as keeping it simple for her without piling on all the information at once. It would also allow us all to start the game without having to wait to do all the character generation first.

First I wanted her to think of a character concept, something simple but with enough to build on with more detail later. I gave her a few examples and then got Russell and Rob to introduce their characters to give Amy an idea what she could do. Amy wanted to have her character to be a witch, to be a magic user. I asked if she wanted to evoke spirits or to emulate the acts of a goddess directly? “Oh emulating the goddess directly please!”
So I tried to think of an Earth Goddess that would be suitable. “Could I make earthquakes and throw rocks about?” asked Amy. Maran Gor it is then!
I was a little bit shocked as Amy didn’t know anything about Glorantha at all and yet picked quite a dark goddess, one that isn’t normally one worshipped by player characters. I thought, hell lets run with it as that might be fun and would certainly be something different, a Maran Gor worshipping player character would be fun.
I gave Amy a list of runes with descriptions; I said her first rune would have to an Earth Rune anyway as the character was a female from Orlanthi society and they always have the Earth Rune. However she could pick her other two runes. With a little help from the others she picked the Disorder Rune and the Magic Rune.
With that we came up with her character’s name, Platonia Earthshaker based on the plate tectonics of earthquakes. Good eh?
Everything else about her character would be added later.

With that we were good to go and start the game.

A&M170808-10
Me in action!



I started slowly to ease the new players into it and started with a murder mystery. After that it changed genre and moved to a CSI investigation, then a black comedy, a soap opera, a farce, a tactical battle, a gritty horror and then back again! A nice spread and a good game.

One of the better aspects of the game was the quicker augments. No bean counting and shopping lists of augments now that slow down the game. Also the new extended contest work well. They are a lot quicker and there is not that strange shift into a gambling system that brings the game to a halt that the old system had.

All the players had a great time, it’s good that the new player enjoyed the game, Amy even sent me a text this morning to say what a fun game and “when are we playing again?”
A new convert me thinks?

What scares me though is that me and my brother have been role-playing for over twenty-seven years, longer than my sister has been around.



I hope to get the podcast up soon so you’ll be able to hear how it went.

Monday, 18 February 2008

The East Midlands D&D Meet UP Groups' March Monthly Meet

Serenity/Firefly:HeroQuest game on Saturday 8th March 2008

As part of The East Midlands Dungeons & Dragons Meetup Group March Monthly Meeting I will be running one of my Serenity:HeroQuest games as detailed below. The meet up starts at 13:00 on Saturday 8th March 2008 at the Brunswick Inn, right next to the Derby Railway Station.
Anyone interested should reply or PM me.

The Brunswick Inn
1 Railway Terrace, Derby, DE1 2RU.


“Money, money, money!”


“I got the Gatling gun!”


Serenity/Firefly:HeroQuest.
The game is based on the series FireFly and the film Serenity by Buffy's Joss Whedon. The crew will be the crew of The Betty from Alien: Resurrection; Joss Whedon's first stab at a misfit crew of smugglers onboard an old, broken-down ship. Each game is a one shot with pre-gen characters. There are seven player characters and the game should last four hours.





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Saturday 8th March 2008 @ 14:00.
'Dead Reckoning' by Darran Sims narrated by Darran Sims.
Serenity: HeroQuest adventure for 7 players.
Newcomers very welcome. Maturity preferred.

"Feh Feh Pi Goh! This job should have been shiny!
Here we are floating in the black about to make a move on the 'verse's easiest mark, a Research & Rescue vessel doing 'science' well away from civilisation. The Guay Tuh Guay Nown patron said it would be like taking candy from a baby.
"Just don't use sensors as you approach," he said, "use dead reckoning to get in close."
Not only have we just seen what they are actually doing the 'science' on but we have just learnt who the Lao Buhn is who is bankrolling this caper.
A certain Crime Lord with his own Skyplex and a very nasty rep.
Dead Reckoning indeed!"

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Past reports of the other games

For a report on August's game click here and and for September's game click here for details of this months game and RSPV click here.

_________________

Saturday, 15 September 2007

September's EMD&DMUG Monthly Meet Up Report.

September's EMD&DMUG Monthly Meet Up Report.


The East Midlands Dungeons & Dragons Meetup Group September Monthly Meeting
Saturday 8th September 2007
The Brunswick Inn
1 Railway Terrace, Derby, DE1 2RU.

So this was just my second meet of the EMD&DMUG monthly meets and again I thoroughly enjoyed myself.

A few problems at the start as traffic coming into Derby was all snarled up so quite a few people were late arriving, though strangely enough the centre of Derby was very quiet. During my walk from the Assembly Rooms to the Brunswick through the city centre I noticed that there was hardly anyone around on that Saturday afternoon so most of the trouble would have been outside the city.
At the Brunswick we were told that the upstairs room would be used for showing the England football match at 5pm, so we all hightailed it to the Family Parlour before anyone else got in.

As we were still waiting on the GMs of the other games to turn up by half past two I decided to start my game and rope-in some of the players waiting around. I managed to get six players [though I can take a total of seven], more than enough for my games.


The players of the HeroQuest Serenity games ‘The Quick & the Dead’.

I let the players choose their characters and handed out the [little bit of] money and their gun cards. I also explained the HeroQuest rules very briefly and took them through the character sheets.
Most of the players were aware of Firefly or Serenity or Alien: Resurrection and one had played ‘Echoes in the Black’ before so was well aware of my play style and the way I had twisted the ‘verse.
Happy with that I began the scenario.

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Christie’s Mini pistols that are hidden up his sleeves.

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Johner’s Gun-in-a-Thermos.

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The 1 Cred note.

The Quick and the Dead’ is the sequel to my other game though can very easily be played as a one off. I start straight after the action of the first scenario where they have successfully pulled off a massive heist.
I then physically dropped, right into the middle of the gaming table, a copious stack of 1000 Cred notes!
BHAM!!!
“This is what you have got!” I said, “lots of money. You emptied a whole bank vault and you have made it into the big time!”
“You have enough money here to buy yourselves a small moon if you so desired or buy each of you all a brand new ship each.”
The players all beam up at me, happy that they start on a high note.

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One of the 1000 Cred notes. Shiny!

“However,” I begin to quash their hopes, “this money is hot. Very hot in more ways than one. Not only is this money easily traced, so trying to spend this money is going to be very difficult, but it is also radioactive, its readings go off the scale on a Geiger counter.”
The players sat there dumbfounded.
“You are also wanted by the Alliance for doing the heist in the first place, a wave has gone out all over the cortex describing you as the culprits. Spending this money anywhere will get you spaced, a common punishment for this kind of thing.”
A collective “Oh!”
“Now you need to get this money uncontaminated, laundered by some organised crime syndicate so that you can spend it. You need to find a well connected fence to do this for you. The trouble is you are currently cut off from any of the boarder worlds where you would normally ‘remove this heat’ so you need to find someone new.”

One of your contacts has pointed out there are two fences capable of dealing with this kinda heat in Nightlife City on Thucydides. He doesn’t know their names but you should be able to find them easy enough as Nightlife City is quite small.

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Thucydides. Note the city in the large crater at the terminator between night & day.

Now Thucydides is a tidal-locked planetoid, it doesn’t rotate about its axis [apart from very, very imperceptibly] so one side is always facing the burning sun and the other is eternally night. Right on the terminator is a huge crater that is cast in deep shadow. In the crater is Nightlife City, once a mining colony it has been transformed into a tourist attraction with the bright lights of casinos and all-night clubs. Visitors from all walks of life but especially those from the core worlds come here because of its ‘rough & ready’ reputation; it’s a little bit naughty to come here and try to win some money and do the things they can’t do back at home.
The casinos run the city and nothing happens in the casino’s district, called the Tourist Trap or more simply ‘The Trap’, without their say so. They keep the Alliance law enforcement out but also ensure that every tourist is kept safe. It is also a good place to launder money if you find the right people.
Now Nightlife City is under a death sentence. In ten years time Thucydides would have rotated enough that the sunlight would stream over the crater wall and burn the city up. Hence everybody parties like it’s the end of the world [it will be!] so all and sundry turns a blind eye to some of the more dubious deals that carry on. Already part of the city has been evacuated, and is now a slum area, as the sunlight has crept over the crater wall and burnt the top of the towers there.

The crew of the Betty decide to give it a go and get their money cleaned up.
They land on the sunny side of Thucydides, bypassing the customs checks they would have had to go through if they landed in The Trap. They then walk across the burning desert in their spacesuits heading for a tunnel in the crater wall. Inside the cool tunnel they stow their spacesuits and meet with the guard who was under the employ of their contact. He quizzed them on who they were, my little trick to get the players to introduce their characters to each other, and to issue them their Idents.

So they head out into Nightlife City, through its suburbs. They see the top of the towers burning in the sunlight and the rest of the area looks derelict; for the most part it is desolate and deserted. They can see the bright lights of the Trap in the distance so head that way down one of the main thoroughfares. They see signs of battle damage to some of the buildings and grenade craters in the road. There has been a fire fight here, though by the looks of it, it was some time ago.

As they travel deeper into the slums they notice more and more signs of past conflicts, usually at intersections. They also notice more and more graffiti; different gang tags that have been ‘erased’ and covered by just one gang’s tag; the Black Panthers!
There must have been a large gang war and the victor, the Black Panthers, has seized all the territory.

As the players realise this they notice that they are being shadowed by two people following them. One is a little eight year old girl skipping along and the other is an old lady pushing a decrepit shopping trolley.

The players duck into alleyways and catch the two shadows following them to see who sent them. They reveal ‘the Boss’ has sent them to watch over them to make sure they are not up to no good. It also keeps them safe from the over-zealous patrols that wander the streets. Elgyn is incensed that they are being followed by just a little girl and an old lady. He wants to be followed by ‘proper’ gang members as benefits their status as wanted criminals!
He spanks the little girl while Johner struggles to avoid being chatted up by the old lady.

This brings them to the attention of a patrol of Black Panthers, toting submachine guns. Call ducks into a doorway for cover and Elgyn insists that they take them now to see the Boss. Obligingly and under gunpoint the Black Panthers escort them all to the Boss’s tower near the Trap, shadowed by Call keeping an eye on them.

As they get to the Boss’s tower they see an identical one across the road opposite, patrolled by different gang whose colours where primary red. Each side of the street was mirrored on the other, the Black Panthers on one side and as one of their escorts revealed, the Red Lotuses on the other side. The only people to cross the road where the tourists; oblivious to what was going on.

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Nightlife City, Thucydides.

The players are escorted up to see the Boss, with Call crawling through the air ventilation system to check on the Boss’s cronies.
The Boss offers to launder their money for them for the fantastic price of 4 cents to the dollar. All the players protest loudly and try to push up the percentage.
The Boss then offers 8% but only if they carry out a little job for him.
A job that involves a certain luxury liner called BHS Orisis and the removal of six attaché cases from its vault. He also offers to pay them 8% of any money they take from that vault, a very fair price, no? No one else can offer a better deal in the ‘verse.

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The BHS Orisis as compared to The Betty.

Call in the mean time has discovered that the Boss’s men are getting their weapons ready to burst in on the players if they reject the Boss’s offer. Call manages to lock them in and warns the rest of the crew via their hidden comms link.

They mull it over but decide to take the job, though they expect a double cross somewhere down the line. The Boss is pleased and explains that all the planning for the job has already been done; all that The Betty’s crew have to do is play their part, walk in and pick up the goods. Easy in, easy out as they say.
The Boss explains that he was going to use his own boys to do the job but he is worried that his rival may notice them missing and his ship whilst on the job. The Betty’s crew will be so much better.

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Side view of the BHS Orisis.

“The BHS Orisis, a 20,000 capacity luxury liner, will be travelling towards the Spectrum Corridor in the Major Asteroid Belt. The Spectrum Corridor is a clear path through the belt, originally done for the space miners but is a chosen destination of the liners as the tourists love the play of the rainbow colours in the dust cloud of the belt. The corridor itself is kept clear of all hazards to navigation by two unmanned stations at either end. You will dock The Betty with the Beta Station and you will pose as maintenance workers checking out the station.”
“Right on cue the BHS Orisis will develop engine problems when about halfway through the corridor. Also by clever ‘coincidence’ all the engineers on board will be incapacitated by a stomach bug, both shifts, so there will be no one else to fix the problems. They will call for help and you will negotiate with them for a good price to come over and fix their engines as if you were a real maintenance crew. You will then go over, fix their engines and at the same time empty their vault!”
“The engine problems will just be their compressor coils, they have the same ones on the station, so it will be just like changing a light. You can control all the ships systems from engineering so you should be able to open the vault and disable the security systems. However there is a secondary security system in the vault with its own power source. You will have to disable that as well but I haven’t got any information on it so you will have to sort that out in situ so to speak. Shouldn’t be a problem for you lot with your experience now should it?”

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The deck plans of the Engineering Section of the BHS Orisis.

“I’ll give you the coordinates of BHS Orisis, blueprints of the engineering deck, the access codes for the stations in Spectrum Corridor, the spare parts including the compressor coils, boxes of tools, the paperwork for the maintenance crew, six attaché cases identical to the ones you are going to steal, and even the proper hazmat suits the maintenance crew wear.”

So they took the job, got into position and waited for the BHS Orisis to arrive and for its engines to fail.
They got on board and carried out the heist [and the repairs!]. I hit them with several dilemmas at once that had all the player squirming in their seats as well as hitting them with the shocking ending.

A great game with some great players!


More photos at:
http://www.flickr.com/photos/darran/sets/72157601417033593/

And
http://dnd.meetup.com/700/photos/?photoAlbumId=213265

Wednesday, 5 September 2007

Serenity:HeroQuest game in Derby Saturday 8th September 2007.

As part of The East Midlands Dungeons & Dragons Meetup Group September Monthly Meeting I will be running one of my Serenity:HeroQuest games as detailed below. The meet up starts at 13:00 on Saturday 8th September 2007 at the Brunswick Inn, right next to the Derby Railway Station.
Anyone interested should reply to me.

The Brunswick Inn
1 Railway Terrace, Derby, DE1 2RU.

Serenity/Firefly:HeroQuest.
The game is based on the series FireFly and the film Serenity by Buffy's Joss Whedon. The crew will be the crew of The Betty from Alien: Resurrection; Joss Whedon's first stab at a misfit crew of smugglers onboard an old, broken-down ship. Each game is a one shot with pre-gen characters. There are seven player characters and the game should last four hours.
 
Photo Sharing and Video Hosting at Photobucket

Saturday 8th September 2007 14:00 – 18:00.
'The Quick and the Dead' by Darran Sims narrated by Darran Sims.
Serenity: HeroQuest adventure for 7 players.
Newcomers very welcome. Maturity preferred.

"Emergency! Emergency! This is the Passenger Liner 'BHS Orisis'. We have lost all power, our engineering team is incapacitated and we are adrift in space. Any available craft please respond. Emergency! Emergency! This is the Passenger Liner 'BHS Orisis' ... ... ..."
<Sometime later>
"Oh thank the gods! How shiny you look. Civilian vessel, ... err? ... 'The Betty' please dock in our main hanger deck, you may be able to assist us in restoring power to our engines. Do you have an engineer on board?
"It is fortunate that you are in this empty, quiet sector of the black, we thought we were lost for good. Hello? Hello? Are you there?"

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For a report on August's game click here and for details of this months game and RSPV click here.


Tuesday, 14 August 2007

August's EMD&DMUG Monthly Meet.

The East Midlands Dungeons & Dragons Meetup Group August Monthly Meeting
Sunday 12th August 2007
The Brunswick Inn
1 Railway Terrace, Derby, DE1 2RU.


So this was my first East Midlands D&D Meetup Group monthly meet and I thoroughly enjoyed myself.
I know the Brunswick Inn well, having spent my last night of freedom before my wedding there, though I have never played a game or knew that people meet up there for games.

There were a few problems with the original date as it clashed with Derby County’s first match of the season; the pub is one of the closest to the stadium and the railway station and was packed with football supporters. This would have made it very difficult to play games!
I did try to snag one of the small meeting rooms in the Assembly Rooms on the same day but was denied by The Powers That Be. So it was moved to the Sunday instead; nice and quiet but unfortunately the kitchen is closed on Sundays so people had to buy their food from the very expensive café at the railway station.

So I arrived at one o’ clock and sorted out my membership card and handed over my donation to the group of thirty-five badge-holders with neck chains. The membership cards double as name badges having a mug shot as well as the on-line avatar of the wearer – nice touch!
I then set up the table ready for my game in the far corner of the room. Sorting out all the money and other props.

I did have three people pre-booked for the game at the EMD&DMU website but I also managed to rope in four more players for the game, giving me a full set of players.
After checking that they all were familiar with the setting of Firefly/Serenity [they were!] I started off telling them that given a choice between doing something sensible but boring or doing something risky and fun always go for the risky option!

EMD&DMeetup-02
The whole group of gamers playing Serenity:HeroQuest.

The players picked their characters; all choosing characters that suited them well and I handed out the small stacks of money to each of them [except Call who only gets a ripped 1 Cred note!] along with their Gun Cards.

The money is used to show how rich [or poor] the characters were and they could use it to buy extra equipment or supplies with it. One player, Chris asked what else it was used for. I told him that you could earn or steal more and I would take some off you if you walked into a bar, brought fuel, weapons or ammo or pay your docking fees. It is part of the Firefly setting – ‘Get a job, get paid, keep flying’.
“Pay Bills? I play these games to get away for paying bills and direct debts and the like!” He stated incredulously. Nice moment that.

The gun cards are a new thing I have introduced to my games. I wanted to give the players more ‘flavour’ for the setting by allowing them to see picture of the weapons they will be using along with the associated abilities and capabilities of those weapons. Also it allows me to take them off them should they lose them or hand them over to someone else or they can trade them between each other. The Captain has the most and he can choose to give them to the other players or not.

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I had advertised I was running ‘The Quick and the Dead’ but as no one had played before I decided to run the first game ‘Echoes in the Black’ as that is a better intro to the game I think.

I started the game with the Betty setting down at Eavesdown Docks on Persephone with a cargo of scrap metal in the hold, not worth much but better than dropping into atmo with an empty hold. Straight away as they walk off the Betty they are surrounded by Alliance soldiers lead by Redbone Bright, the officer in charge of the docks. He hit the Betty with a citation for littering as it was leaking oil all over the dock. He also wanted to know who they all are, my trick to get the players to introduce their characters to each other ‘in game’ so to speak. The group bribed him, haggling him down to almost next to nothing. From there they went onto the Palace Saloon to meet their contact, called Rogan Joshi, to whom they should ‘curry’ favour.

The Palace Saloon doesn’t quite live up to the image its name conjures. Located in the poorer area of the docks, the lower port fees being what makes this area so special, the Palace Saloon is a dive. A clean dive but a dive none the less, renowned for it late-night Karaoke and it’s private booths that are ideal for private meetings. Before they could get in through the door though the barkeep, Azcal Breen, made sure they enter his ‘fine’ establishment un-strapped of their iron. Why the gun control? ‘cause the damage done to the décor!’

Rogan had a private booth in the saloon and got to business straight away. The job is simple but comes in two parts. The first part is a legitimate delivery of lug nuts [you can’t have too many lug nuts] to the Highgate Skyplex in the Regina sector. The Highgate Skyplex use to be the HQ of the terraforming operation of the whole sector, but most of it is now dialect, the few functional areas used now as a space warehouse by the eccentric merchant Brian Hammond. Rogan has obtained, at great expense he points out, the Ident cards that allows docking at the Skyplex and will pay the crew for this job to avert suspicion.

The second part happens on U-day at 09:00. By quirk of a computer error all the secure sections of the Skyplex can then be entered, including Brian’s vault, for a two-hour window of opportunity. Also as it is U-day all the feds are away on shore leave just leaving the local guards on duty. It should be easy to deal with the local talent and walk into the vault. The contents of the vault include the payroll for all the Skyplex staff and all of it is for the taking, that’s their payment for the second part of the job. Rogan only wants the seven large black cases all marked with Alliance flags that are also in the vault as they are ‘technically’ his property. Do not open them, shake them up or scan them in any way. Drop them off at the rendezvous point on Angel and the job is done. Simple, huh?

The trouble is that U-day is six days away and the Highgate Skyplex is six days away on full burn so the timing will be tight. There can be no distractions. Rogan leaves after paying them for the lug nut job and giving them the seven ident cards, the ‘Multipass’ name badges I give out as another prop.

The group liked the sound of the job, a whole vault for themselves was good thing. However they were a little suspicious of the seven black cases. Could they be much needed medicine or something more sinister? Seven cases and there are seven of them, could that be something?

Before they left the bar the barkeep, Azcal Breen, came over to them and asked if they would do him a little job for him if they were departing soon. A case in his backroom needs ‘disposing of’ so no trace of it can be found. Just push it out of your airlock and into a sun if you can as long as is gone. And no its not what you are thinking, I have better ways of getting rid of bodies. You can check out the case if you like just lose it.

The group took this job on as well despite Rogan warning them earlier about distractions. They opened the case up and looked inside. It was broken engine parts, all with Alliance holographic serial numbers on.

The group then had to pay out for fuel, grenades, ammo, supplies and spare engine parts. The Captain give his second in command 200 Creds to buy the stuff, stuff worth nearly 1000 Creds!
Also Johner managed to find a contact selling a Gatling gun for 600 Creds, a barging!
The trouble is the Captain was a little stingy with his money so said no to the Gatling gun. However Johner asked if he could hire it!
Well that made me laugh so I said they could, the only thing is that it would have a great big ‘HIRE’ sign painted down the sides making it very un-cool.

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From there the game went down hill very fast!
Some of the key moments for me were when encountering the distressed engineer adrift in space who pleading to be rescued, the pilot Hillard said “She sounds too needy and is talking too much. Women hate that!”
And when the group had their bar room brawl Johner used the Gatling gun to waste some of the other combatants away!

EMD&DMeetup-01
“Money, money, money!”


EMD&DMeetup-05
“I got the Gatling gun!”


More photos at:
http://www.flickr.com/photos/darran/sets/72157601417033593/

And
http://dnd.meetup.com/700/photos/?photoAlbumId=199663&photoId=1886068



So in all a very good afternoon and a very good game, probably made better by washing down pints of ‘White Feather’ ale.
It is a shame I could stay on after my game and play Paranoia with the rest of the group but I had to get back to wife who was feeling a little neglected.
All being well I will run the sequel ‘The Quick and the Dead’ Serenity:HeroQuest at September’s EMD&DMU monthly meet up.

Friday, 20 July 2007

Serenity/Firefly:HeroQuest game on Sunday 12th August 2007.

As part of The East Midlands Dungeons & Dragons Meetup Group August Monthly Meeting I will be running one of my Serenity:HeroQuest games as detailed below. The meet up starts at 13:00 on Sunday 12th August 2007 at the Brunswick Inn, right next to the Derby Railway Station.
Anyone interested should reply to me.

The Brunswick Inn
1 Railway Terrace, Derby, DE1 2RU.

Serenity/Firefly:HeroQuest.
The game is based on the series FireFly and the film Serenity by Buffy's Joss Whedon. The crew will be the crew of The Betty from Alien: Resurrection; Joss Whedon's first stab at a misfit crew of smugglers onboard an old, broken-down ship. Each game is a one shot with pre-gen characters. There are seven player characters and the game should last four hours.

Photo Sharing and Video Hosting at Photobucket

Sunday 12th August 2007 14:00 – 18:00.
'The Quick and the Dead' by Darran Sims narrated by Darran Sims.
Serenity: HeroQuest adventure for 7 players.
Newcomers very welcome. Maturity preferred.

"Emergency! Emergency! This is the Passenger Liner 'BHS Orisis'. We have lost all power, our engineering team is incapacitated and we are adrift in space. Any available craft please respond. Emergency! Emergency! This is the Passenger Liner 'BHS Orisis' ... ... ..."
<Sometime later>
"Oh thank the gods! How shiny you look. Civilian vessel, ... err? ... 'The Betty' please dock in our main hanger deck, you may be able to assist us in restoring power to our engines. Do you have an engineer on board?
"It is fortunate that you are in this empty, quiet sector of the black, we thought we were lost for good. Hello? Hello? Are you there?"