Monday, April 16, 2018

Latency in RM: Wasteland

This campaign uses a somewhat modified version of Latency from the core Red Markets RPG. In RM:W, Latency can be concealed by those afflicted, if they abstain from four things:
  1. Heavy exertion (defined as: spending extra Rations to boost a roll such as Athletics)
  2. Emotionally intense experiences (defined as: failing any Self Control check)
  3. Physical trauma (defined as: taking Kill damage)
  4. Close proximity to Blight infection (for example: grappling a Casualty, failing an exposure roll)
Absent any of these things, a Latent looks like everyone else. But for each of these things that the Latent experiences, they increment a 10-charge Hunger counter. 

Triggering experiences that produce multiple points of effect (e.g., a Latent burns four extra charges of Rations, not just one; or loses three points of humanity to a failed Self Control check rather than just one) also increment Hunger by the same number of points.

At 0 Hunger, Latents can pass for a normal, uninfected person. At 5 points of Hunger, they have clear signs of infection - localized black sinews and veins, sunken black eyes, and so on. At 10 points, they are indistinguishable from a Casualty. Most Latents who are not Takers or living in relative wealth in the Recession permanently hover at around 5 points of Hunger, and as such cannot pass for uninfected.

Hunger can be reset with Bounty. To a limited and variable extent this can involve the use of various home remedies, such as alcohol and drugs to blunt emotional affect, and so on: but primarily, it involves the consumption of raw red meat to assuage the enormous hunger that the Latent experiences as their Blight tissues stir.

Various rare substances are rumored to be even more effective than red meat at resetting Hunger.

Using Hunger

A Latent can burn Hunger before rolling to add points to most rolls involving raw physical or social action, e.g. Resistance rolls to lift heavy weights, Intimidation rolls to unsettle people, and so on. This represents consciously activating Blight-infected tissues for some desired effect.

Other uses for Hunger may be possible, but are not widely known.

Session 2: Lilacs and Blood Oranges

[Soundtrack: Roborg - 100 000 101 111]

The convoy crawls east on its last few gallons of fuel. With Francine and Prairie in the cab holding things together, the Takers face a pressing choice: either continue on to Flamingo Springs, taking the chance that an enclave is in fact located there and that its inhabitants will be happy to see them, or stop the truck in the ruins of Salton City and scrounge what fuel they can from amidst the casualty crowds?

Knowing more about the drone and its maker seems to be useful for making this decision, so Ash calls up Avi, an old weapon-dealing contact of his in the Recession, while Billy consults some old military reference manuals to learn more about its components. Avi advises Ash that while the drone is clearly the work of someone who knows his stuff, and has certain strong points as a device (remote-guided munitions and great linger time among them), it would also be expensive to operate without access to reliable hydrogen generation facilities and is only worth about 8 Bounty overall.

Given this relatively low perceived payoff to returning the drone, and the risk of wandering in to Flamingo Springs blind, the Takers elect to instead pin their hopes on scavenging fuel. After a half hour of consulting Ubiq Maps and switching back and forth from old and new satellite and drone photo footage, Francine lands a jackpot: an apparently undisturbed municipal vehicle yard near one of the city's canals, filled with Casualties but apparently also isolated since the Crash. The Takers elect to raid it and gun their sputtering vehicles into the city itself.

The Takers select a peeling strategy to deal with the yard's twenty or so residents. With the help of Hurley and Jason, two volunteers from the convoy, they will pick the padlock on the yard's chain link gate, draw off the Casualties scattered around the vehicles, and then drive the truck in to begin siphoning.


After initially being forced to flee from some roused Casualties, Ash and Hurley proceed to make the peel with no trouble, and thirteen Cs shamble off after them as Billy, Prairie, and Jason each take out one of the remainder and Francine brings the truck in. But just then, something goes wrong, as high-pitched and insistent barking begins to ring out from somewhere within the yard and every Casualty for a block rises from Torpor to investigate - including ten of the thirteen peeled Casualties. The Takers in the yard are sandwiched.

Acting quickly, Francine closes the chainlink gate, which will at least buy the Takers some time safe from the Cs in the street. Prairie, Billy, and Jason keep swinging and shooting, downing Cs left and right and opening a path for Abalene to sprint from the truck in search of fuel. She finds it, and also the source of the barking - a large dog lying in a huddle far back under one of the trucks. After downing a Casualty that leaps on him from a window, Billy sees this too - and, after a brief tussle with Abalene, shoots the dog twice to silence it. Abalene retrieves two puppies from nearby the dog's body, and discovers that it was already wounded and sick with an infection.

Elsewhere, Francine is piling diesel fuel drums onto a dolly and Prairie has blasted a parked motorbike with a flaming crossbow bolt to blind and disorient a large cluster of the approaching shamblers, making them easy targets for the rest of the team but drawing even more attention from the street. Ash and Hurley have, by this stage, looped back and rejoined the team. The diesel is loaded just as the chainlink begins to bulge in under the press of dead bodies from outside, and the Takers roar off just as it caves in.

[Somewhat later, on the road]

No longer needing fuel, the Takers head northeast towards the Chocolate Mountain Impact Area and their rendezvous with Prairie's uncle. Their path is momentarily blocked by a burned-out evacuation convoy which is clogging up an overpass. Francine is able to guide the vehicles past the block by going off-road, but the silhouette of a salvageable mounted weapon on the lead truck convinces a handful of the takers to try for a pickup.

All goes well for a time, as the Takers move along the side of the sand-blown column of blasted vehicles, keeping far away from the reach of the few dessicated casualties still stuck in the wreckage. But with the target nearly in hand, they step into an area where a five shrapnel-riddled Casualties, blown clear when the convoy was bombed, lie dormant under the sand drifts. With C's rising from the sands all around them, the Takers fight a desperate battle to extricate themselves, but Jason is bitten in the face, with Hurley and Billy escaping the same fate by the thickness of a garment alone. The spreading webs of black veins around Jason's wound speak volumes: he is a secret Latent, a biological time bomb that has lain right inside the convoy this whole time. 

Before anyone can speak, Billy draws his gun to defend Jason. Ash and Hurley draw on Billy in return, and the four stand motionless until Abalene fires her shotgun in the air and demand that Billy calm down. Billy concedes, kicking his pistol over to Abalene, but seems unrepentant, and even the arrival of his brother Dale on the scene does not help him seem any less firm in his manner to the other survivors. With some indications that the debate about Billy's actions is not over, the Takers return to their vehicle with a heavily bandaged Jason and the salvaged weapon in hand, and all are soon back on the road to Chocolate Mountain.

Presently, the fortified enclave built on the remains of Slab City looms into view. After negotiating what purports to be a complex minefield at its entrance, the Takers are ushered in by a handful of gunmen, each of whom wears the blue and white flag of Guatemala. As Uncle Bob greets Prairie and whisks her away, the rest of the Takers hear one gunman remark to another: "La Reina is going to love this..."

[Flashback to yesterday: A deserted building in Resettlement Camp 2, outside Ramona]

As the Takers and their dependents are putting the final elements of their convoy together in the last few hours of daylight, Billy and Dale address the boy's fears of leaving the safety of the camps and re-entering the Loss. Billy makes Dale a guarantee: they will reach the East Coast safely, whatever it takes. Later, Abalene shares a concern with Billy: will his complete focus on reaching the East in safety, provoke a moment in which he is choosing between himself and Dale, and everyone else in the convoy? 

Tune in next week for Session 3: Not Russian at All!

Wednesday, April 11, 2018

Kenny R's Rules of Taking

This tongue-in-cheek remix of Rogers' Rules of Ranging appeared on the Lifelines a couple years back and has become something of a meme among more media-savvy Takers. Generally invoked as a joke with a mix of deadpan seriousness or mock gravitas, the Rules have nonetheless found more than a few adherents in the Taker community, who swear that each jokey command holds a grain of deep truth at its core.

  1. Don't forget nothing.
  2. Have your gun clean as a whistle, machete scoured, batteries fully charged, and be ready to hustle at a minute's warning.
  3. When you're on the march, act the way you would if you was sneaking up on a deer. See the enemy first.
  4. Tell the truth about what you see and what you do. There is an paycheck depending on you for correct information. You can lie all you please when you tell other folks about Taking, but don't never lie to another Taker or on the Lifelines.
  5. Don't never take a chance you don't have to.
  6. When we're on the march we march single file, far enough apart so one Casualty can't jump up and bite two Takers.
  7. If we strike swamps, or soft ground, we spread out abreast, so it's hard to track us by smell.
  8. When we march, we keep moving till dark, so as to give the enemy the least possible chance at us.
  9. When we camp, half the party stays awake while the other half sleeps.
  10. If we take prisoners, we keep 'em separate till we have had time to examine them, so they can't cook up a story between 'em.
  11. Don't ever march home the same way. Take a different route where there might be fresh salvage.
  12. No matter whether we travel in big parties or little ones, each party has to keep a scout 20 yards ahead, 20 yards on each flank, and 20 yards in the rear so the main body can't be surprised and wiped out.
  13. Don't sit down to eat without posting sentries.
  14. Ain't no such thing as a single C. Always act like you're surrounded by a superior force.
  15. Don't sleep beyond dawn. Dawn's when raiders and Casualties attack.
  16. Don't cross a river by a regular ford - even odds that there's a half-sunk Casualty nearby. Put your gear in a bag and swim across where it's deep enough that they can't stand up.
  17. If somebody's trailing you, make a circle, come back onto your own tracks, and ambush the folks that aim to ambush you.
  18. Don't stand up when the enemy's coming against you. Kneel down, lie down, hide behind a tree.
  19. Let the enemy come till he's almost close enough to touch, then let him have it and jump out and finish him up with your machete. Unless it's a Casualty. Then snipe his ass from as far away as you can.

What can I do with....?

STRENGTH SKILLS

Unarmed: Punch, kick and grapple. Pull away from someone who is grabbing you. Assess someone's skill level and fighting style. Study it for weaknesses.

Resistance: Lift heavy things. Win a shoving contest. Tip a vending machine. Flex. Know good recipes for steamed chicken and broccoli.

Melee: Strike with knives, clubs, or axes. Throw a weapon that is capable of being thrown. Recognize and maintain most hand-to-hand weapons.

SPEED SKILLS 

Athletics: Dodge an attack. Run from danger. Climb a rope. Do a handstand. Throw a rock for accuracy and distance.

Stealth: Hide. Sneak up on someone. Figure out where to look for someone who is hiding. Adopt a disguise. Cover your tracks.

Shoot: Operate, recognize, and maintain most civilian firearms. Relentlessly list off technical specs for various weapons. Get in online fights about gun control.

ADAPTABILITY SKILLS

Awareness: Find something you're looking for in the physical world, or notice things you weren't looking for.

Self-Control: Keep it together under pressure. Resist emotions. Process your feelings. Bottle it all up until you explode in a tornado of violence.

Scavenging: Know where best to look for a specific item or kind of item. Once you've found it, extract it and get it ready for transport/sale/use.

Driving: Drive all kinds of civilian vehicles. Do minor maintenance, e.g. changing tires. Understand mechanics when they talk car jibberish at you.

Criminality: Pick a lock. Lift a wallet. Eyeball a gang and figure out who is in charge. Know where to go to score something illegal.

INTELLIGENCE SKILLS

Foresight: Assert that you packed something or prepared something ahead of time. Predict the likely consequences of an action. Pump the Market for a glimpse into the future.

Research: Get access to a broad range of information on a specific, already-identified topic. Make good use of a library, social gathering, or online resource to do the same.

Mechanics: Fix a thing. Build a thing. Hack a thing to do something else than it was designed for. Recognize what a thing is, if it's mechanical. Figure stuff out about who built/hacked a thing by the way its built/hacked.

First Aid: Use first aid kits, crash bags, etc. to convert Kill to Stun damage or remove Stun damage from a patient.

Profession (X): Do something that people would have paid you for before the Crash. Manage others in that job. Handle finances and procurement for that job. Recognize and use specialized items associated with that job. Socialize or bond with others who used to have the same job.

CHARM SKILLS

Networking: "Know a guy who knows a guy." Find jobs. Find buyers for gear. Replace a listed Reference with a new one.

Persuasion: Convince someone to believe something you think is true. Win an argument.

Sensitivity: Read a room. Read a person. Tell when someone's lying. Detect, in face-to-face conversation, one of their Spots.

Deception: Convince someone to believe something you think is untrue. Keep a poker face. Make up crazy stories.

Intimidation: Threaten someone and have it be believed. Get a sense of what someone is scared of. Know when to back off before someone breaks down completely or attacks you.

Leadership: Project confidence. Present a plan. Seem competent. Cultivate loyalty. Get someone to put a group's needs before their own.

Monday, April 9, 2018

How a road trip framework can work in the Red Markets RPG

So, why base a campaign around a 6x6 truck and an Airstream trailer, anyway?




Regular games of Red Markets tend to range around the fixed point of an enclave because while the takers are mobile, their dependents are not and an enclave is where those dependents live out their vignette-producing lives. At the same time, having a home enclave gives a good opportunity to tell society-level stories and provides a good place to "bank" a bunch of NPCs to serve as clients, antagonists, references, and the like. All well and good. However, if what you want to do with your RM game is something a little more continent-wide in scope, a fixed point enclave home base might end up feeling restrictive. In this case, consider the road trip format as detailed below.

1. Campaign is a (i) bust style, (ii) tontine-retirement, (iii) alternating score-and-job Red Markets campaign in which the PCs, their dependents, and some number of NPCs are based in a small convoy of vehicles who wish to undertake some substantial journey (e.g. from San Diego to the Mississippi).

i) Bust style with NBNB because being mobile means more need for forward planning and fewer opportunities to recover from screwups
ii) Tontine retirement because everyone arrives at the destination together, if they arrive at all
iii) Alternating score and job to reflect the difficulties of networking on the run, and hence the increased necessity of opportunistic looting and scores as a way of getting hold of Bounty. If your campaign has the Loss as being quite densely populated with enclaves, this artificial split might not be necessary; if your Loss is super depopulated, maybe two scores to one job session.

2. Retirement milestones are replaced by Trip Milestones as follows. Each costs 20 Bounty. Anyone can contribute to a milestone. With 3 milestones per player, I've calibrated the list below to 4 players and thus there are 12 Trip Milestones - add or subtract 3 milestones per extra or missing PC. The easiest Additionally, we're imagining a "West Coast to the Miss" setup here, with the convoy starting out as guests of a West Coast enclave but itching to leave and head East. Adjust as necessary.

i) Fitting New Tanks, new Fuel, Fixing up the Scavenged Bus
ii) Stocking up on Food and Medicine for the Trip
iii) Arranging updated Maps and Route Guidance
iv) First Distance Milestone: Making it over the Mountains

v) Paying off Road Agents, Raiders and Tolls
vi) Buying a Mobile Still to tow behind the Bus
vii) Converting the Bus to Ethanol for the Second Half of the Journey
viii) Second Distance Milestone: Making it to the Cornfields

ix) Contacting the Smugglers
x) Arranging Papers for Everyone
xi) Arranging a Safe House
xii) Last Distance Milestone: Making it to the Wall.

Optional) Leave the Dependents and Head Back for a Mr. JOLS?

3. Each game, you play either a score or a job as mentioned above. In general you drive the bus to a safe-ish distance away, make camp/post guard, and then hoof it out to the job site to get your regular legs in. But unlike a regular RM game, I suggest that you do either the score generation or the looking for work section at the END of each session, and use this to produce your route map and determine where the action of the next session will take place - in other words, use the map "ahead" of the convoy to locate each job or score roughly in space, so that the jobs or scores you pick end up driving the group in their preferred direction. ("I heard there was an un-looted Staples in Barlow"). Depending on how well your group does per session, it might take two or more sessions to reach each milestone - just keep an eye on your established distance milestones and present jobs, scores, and complications which preserve that structure (so, in the example above, don't provide jobs east of the Rockies until your group has achieved that Trip Milestone).

NBNB budgeting and selling of gear also take place at the end of each session. You're literally driving to the seller/buyer/trainer's location or arranging somewhere to meet them, and if something goes wrong you don't get the item.

4. Freewheeling etiquette: picking a road trip enclave means that both you and your group agree to pretend that the convoy vehicles aren't really vehicles except when they need to be. By this I mean, your group agrees to not use the armored bus(es) that everyone's riding in to cheat on jobs ("we'll just go back and fetch the bus, drive it back here, ram the horde, no problem") and you agree to not expose the bus-bound dependents to any risks over and above those that dependents in a conventional brick and mortar enclave would face. So, no "highway bridge falls, everyone dies" from you, but also no arbitrary food or repair costs: in this game, all the fuel and maintenance costs for the convoy vehicles are paid by the takers' contributions to their tontine retirement fund, and they only need to pay extra if they add personal, e.g. tactical, vehicles to the convoy. And in that case, they can ram these personal vehicles into casualties as much as they like.

5. Pimp my Ride Sounds Awkward in a Game of Economic Horror: If the takers want to pay extra bounty to trick out their bus, that's great roleplaying and should be rewarded even if the Trip Milestones and Freewheeling Etiquette mean that those extra armor plates or solar panels won't ever actually come in handy because the bus will arrive "when it arrives," based on the tontine. Budgeted bus improvements of this kind form a pool of points (1 Bounty, 1 point) which can be spent by anyone to buy or boost social rolls including, at your discretion, Stress rolls made during jobs (because knowing that your dependents are safe back home is good for the soul). Budgeted bus upgrades can also be spent to heal Humanity damage, perhaps at some preferential ratio (like, every point spent heals the taker who is spending it but also someone else. Narrate a vignette as you work on the bus together). Unbudgeted bus upgrades are a great way to implement the costs of the NBNB system, because hey, you have unexpected surplus Bounty, but the bus needs an air filter drone-dropped in from Distributy, so you're not going to be able to buy a laser sight or extra gas.

6. Hitchhikers and people picked up on the side the road provide great opportunities for folks who are dropping in to the game for one night.

Inspirational Material!

This is an open page upon which to post links, images, or video that you think the rest of the group would find interesting. Please put newer posts at the top of the page so that old content gets slowly pushed down and out of sight ;)

Living Without Laws: Slab City, USA. Details the anarchic desert community from which, in our game, an enclave has arisen.



Scrapper. A documentary about the buggy-driving outlaw salvagers of the Chocolate Mountain Impact Area. [In-game, this is the community that Prairie's uncle was hooked into before the Crash].



Plagues and Pleasures on the Salton Sea. A documentary (narrated by John Waters!) about the unbelievably weird locale known as the Salton Sea.


Red Market Rules Sidebar: Wasteland Gear

Weapons

Double Barreled Shotgun
Upkeep: 3
Charges: 10
Effect: Kill damage to mid-range
Qualities: Charged, Capped, Cumbersome, Double-Tap (gain Spread and Clunky for next attack)
Upgrades: Slugs, Tactical Sling, Sawed-Off (buys off Cumbersome, becomes Close range)

Vehicles

Electric Battle Buggy (as profiled on IOL Motoring)


Haul Rating: 7
Fuel Demand: 5
Upkeep: 3
Qualities: Off-Road, Alternative Fuel
Upgrades: Reliable (+2 Upkeep), Light Machine Gun (+4 Upkeep)

Other Gear

Hand Crank Generator
Upkeep: 1
Charges: 10
Effect: Spend a charge to transfer any number of Rations as charges to a powered device.
Qualities: Charged
Upgrades: Backup battery: spend 5 charges to refresh a powered device.

Heavy Pack
Upkeep: 1
Effect: Increase Refresh by 1, but decrease Haul by 1. Discard extra Refresh at any time to reset.
Qualities: Static

Glowsticks
Upkeep: 1 (PO)
Charges: 10
Effect: Allows Awareness checks in darkness.

uPhone (aka Burner or Spike)
Upkeep: 1
Charges: 10
Effect: As Ubiq specs, but cannot run apps.
Qualities: Capped, Hungry
Upgrades: Flashlight, Extended Battery (buys off Hungry)