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Author Topic: MIB 3.3 and 3.4: Death's Return  (Read 2070 times)

Measure Zero

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MIB 3.3 and 3.4: Death's Return
« on: January 15, 2007, 08:36:32 PM »
Chapter 3: The MIB began by performing some negotiations with Davey Jones.  Davey didn't trust the cabal for some reason, but in the end they managed to persuade him to give them some help in finding the current whereabouts of the chair that was taken from the temple.  And by persuade, I mean bribe.  And it was a good bribe, too: six points of Mana can go for up to $300,000 on the black magic market once it has gone through Davey's resonance-destroying rituals.

Shortly after this meeting, Entomodon returned with a vengeance.  As you might expect, someone in headquarters had been tracking the movements and phone calls of the MIB, and this same person apparently sent Entomodon after Charles Bastion.  Unfortunately for Mr. Bastion, his naivety about the possibility of his home being attacked led him to keep a nearly undefended home where his wife and young daughter lived with him.  To his credit, he managed to pull in outsiders to help him fight off Entomodon when he did arrive, thus avoiding potential embarrassment and political fallout.  (Storyteller hint: this attack was as much due to his negligence as it was due to yours; he owes you a favor and he knows it.  How much of a favor you are able to extract from him depends on how you push the issue.  It's doubtful that he would volunteer to help you out.)  Entomodon (and the MIB) were pretty much taken care of by a magical explosion that occurred during the ensuing battle.  The mages dismembered the monster and dropped it into the arms of a waiting horror of the unknown in the Shadow Realm.  The MIB limped away, trusting their lives to Fate, and as luck (or damnable hubris on the part of Skuld) would have it, help arrived.  Sort of.  Ian Friendly stole a car and wound up driving to the very shrub behind which our heroes were hiding.  After some hilarious and exciting conflict, the MIB drove off with Ian to his cloister.  The MIB returned to their only slightly destroyed hotel rooms in Boston, where they met up with Smokey and The Bandit.

Chapter 4:The MIB arrived in Boston, badly burned by Charles Bastion's Paradox Explosion of Doom.  They thought to hole up in their hotel rooms, but as luck would have it they were denied that opportunity.  The Miser's voice mail indicated that something odd was up at the temple, and the aftereffects of Skuld's romp with Ian seemed to be contagious.  As of this time, Skuld seemed to be developing no less than four distinct "moods": cryptic prophet, total spaz, succubus (thanks for that one, Ian), and harrow (possibly in the agricultural sense).  Dirty Bill Friendly discovered all of this first-hand.

Casper, a little shocked by the events in Chicago as well as the new-found "friendship" between Skuld and Bill, decided to talk to Ant.  For Ant, this kind of crap was just business as usual, so he bullshitted nonchalantly about it with Casper while drinking some nasty beer and watching some nastier movies.  This bonding was cut short, however, by the appearance of some magical distortion in the air above Casper.  Once Shortcut was no longer too busy to talk with Casper, he found the distortion to be a Scrying window.  He traced it back to the group's old friend Jodi Death Mage (not her real name).  A meeting was proposed by her, and the party ventured off to nightclub for mature folk located somewhere in Boston (actually Danvers, which may be significant).  After some argument, Smokey and Casper went into the club.  Skuld rushed in and prevented Casper from meeting Jodi, and Smokey ended up revealing himself to her and suffering some consequences.  On the bright side, she revealed part of her hand to the MIB, so everyone knows that she knows about the temple, that she wants access to it, and that she is dabbling in some horrible magicks.  See the post following this one for how this conflict could have gone.

Players:
Randy as Casper, the Snake-for-a-Tongue Freak(Thyrsus, Spirit)
Rob as Smokey, the Spy? (Mastigos, Mind)
Darla as Bill Friendly, the Extremely Friendly (Thyrsus, Life)
Thomas as Shortcut, the Portallier (Mastigos, Space)
David as Ant, the Boozer (Obrimos, Forces)
(null) as Skuld, Ms. Crazypants (Arcanthus, Time)

Fallout so far:
Casper learned something about dumping bodies in the Shadow.  Or at least he will.
Smokey learned something about revealing himself to Scelesti
Shortcut learned that he can tune out a lot of distractions
Skuld learned that vampires suck.
Rev. Friendly learned that old habits die hard.
Ant learned that sometimes the best solution to a problem is to just ignore it.

Next time: What does that statue have to do with that cathedral?  How are the mages in Chicago who control the library related to Whitaker?  What's going to happen to all of those artifacts?  What will happen to the Colorado sanctum?  Just what happened to Kyle, and can it be reversed?  What is Skuld babbling about?  Where did Major Donner go?  What does Charles Bastion think about all of this?  What has Jodi been doing, and what does she have planned?

Distant future: What is the significance of the name Donner?  What about Skuld, Clotho, or Charles Walker?  What happened to the original MK-ULTRA, the probable origin of the MIB urban legend?

What else did your character learn?  Post it here!

Experience so far:
Chapter 3:
7 exp (used for anything within reason: three of these are due to game length)
3 arcane exp (used for Gnosis: 1 for each strange occult secret the PCs uncover)

Chapter 4:
7 exp (used for anything within reason: three of these are due to game length)
4 arcane exp (used for Gnosis: 1 for each strange occult secret the PCs uncover)
Bonus exp: up to 5 for a written character history, up to 5 for character pictures or sketches, extras for cool background stories or downtime activities

Measure Zero

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #1 on: January 15, 2007, 09:23:31 PM »
How could the MIB have taken out Jodi Death Mage at the club?  Here I intend to show that this wasn't an unwinnable encounter, despite the extreme power of this particular mage.

Step 1: Cash in a favor from Charles Bastion.  Go to Davey and tell him that Bastion owes the MIB for saving his life without involving the Chicago Consilium.  This is especially important to Charles Bastion because his wife and child are (possibly) not mages.  Davey could easily verify this with Bastion and help the PCs in his place.  Mentioning the slaughter that Jodi caused in Birmingham could make Davey even more likely to cooperate.  Davey would have likely been able to find bruisers, healing, Mana, and more for the MIB, depending on how persuasive they were.

Step 2: Buff up.  Smokey could have used Incognito Presence on each of the PCs to prevent them being noticed by Jodi.  Some sort of Mind aura-altering spell could have also helped: Jodi would have been much less likely to scrutinize a drunk dancer than someone who seems high-strung and ready for a fight.  While thus hidden, the MIB hides throughout the club with weapons.  Then either Bill or Skuld (or both) confront Jodi.  Skuld could have used her ability to go crazy to start a fight with Jodi while she talked with Bill.  Skuld is very hard to hit even without her Acceleration, so with her tanking and Bill healing Jodi would have had some difficulty actually hitting her back.  The presence of Sleepers would severely limit Jodi's magic, since most of it is very Vulgar.  On top of this, Casper could have Counterspelled from cover to stop any spells she might try to get off.  At some point, Ant and other people in riot gear could have come busting through the door, declaring that the club was subject to some kind of OHS lockdown.  Alternatively, Jodi gets Psychic Sworded by our resident assassin while Casper provides Counterspell cover and Skuld hits her with a curse.

Step 3: Fake police/paramedics/FBI agents arrive and haul away Jodi et al., whereupon the MIB beats a hasty retreat.  Jodi is successfully killed or taken into custody.
-------------------------
When I was setting up this conflict, I had thought out both of these possible outcomes.  When I was encouraged to have Skuld go into cheat mode (i.e. use Prophecy and Divination to have her read the future), she saw them as well.  She thus tried to push the MIB into either of these possible outcomes.  As she later stated, though, she can't predict everything, especially not when one of the group has such a powerfully occulted destiny.  With the group so badly injured, the most favorable setup for direct combat (that I could think of) was Bill Friendly or Smokey "tanking" and healing, Skuld and Casper using supporting magic, and Ant and Smokey "nuking".

BobChuck

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #2 on: January 16, 2007, 09:04:53 AM »
wait... so you WANTED us to go in guns blazing? I thought that was what Entomodon did on a regular basis...

Measure Zero

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #3 on: January 16, 2007, 12:18:15 PM »
It's not that I wanted it so much as I expected it.

hecateluna

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #4 on: January 16, 2007, 04:10:07 PM »
Well, there's also a HUGE difference between the kind of thing Entomodon did, and the scenario Mike just laid out.  I mean, there would have had to be serious planning, which we never do.

It seems to ME that that sort of scenario actually WASN'T possible for us, unless someone happened to think it all up in perfection on the spot, because planning always seems to be really discouraged.  (Not only by Mike, but just in general there's a group dynamic that says "planning is boring and stupid, let's DO something!"  Which isn't exactly bad, but makes it pretty impossible to approach conflicts in a smart, well-thought-out manner.)

...I think Bill learned (or will learn upon reflection) that he's probably going to have to convince Skuld to marry him.

So... I'm going to be wanting to spend some of this shiny experience that's been building up... when is there going to be some in-game time to train and stuff?  I'm considering life 4, and increasing various skills (and possibly intellectual or social attributes).

Thomas Kerwin

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #5 on: January 16, 2007, 04:18:32 PM »
Shortcut would actually rather plan than jump into danger.  He wasn't too interested in a fight anyway, because he still hasn't healed from the encounter in Charles' basement.

hecateluna

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #6 on: January 16, 2007, 04:51:17 PM »
Well, as a group, though, it's a lot easier to follow the people who want to jump in and do rather than those who want to plan (because, as we've learned in the past, if we don't follow them, they'll just jump in without us anyway, and bad things will happen to us and them).  That kind of in-character conflict, in itself, though, isn't bad (at least, I don't think so).  However, I really meant a dynamic within the roleplayer group, not the character group (so, us, not the MIB group).  (Not that the two are always easily separable, but since I'm also including Mike here, I'm certain it's not ONLY a character group dynamic I'm talking about.)

Anyway, the style of play which says both in and out of character discussions of strategy (and other related sorts of discussions) are bad is NOT my favorite style of play, but I think it is one that's encouraged (or at least not discouraged) by the WoD/Mage setting and mechanics most of the time, so my comment isn't really intended to be criticism of the group or of Mike, it's just a comment.  Well, and I did intend to point out that at least for our group, it seems to me that Mike's scenario was very, very unlikely, since decisions are made without much discussion or coordination or anything.

Thomas Kerwin

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #7 on: January 16, 2007, 05:13:36 PM »
That's true.

Maybe we can use the forum to strategize if we know some scenarios we can plan for between play sessions.

Measure Zero

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #8 on: January 16, 2007, 05:22:52 PM »
I don't want to discourage planning, but I do want to discourage what one might refer to as "overdiscussion".  Someone in the group should be a planner and a leader like Adam was when he played, and I don't want it to be Skuld (i.e. me).

If you want to get plans directly from me and not through Skuld, it will cost you (experience, that is).  I'm thinking that the Dream Merit or some Time magic would be a good idea.  In particular, the Dream Merit would be appropriate for Bill Friendly, as it could be interpreted as revelations gained through ecstatic prayer.  On the other hand, all of the other characters could find a good in character interpretation of this merit (Examples: Shortcut performs ridiculous math for hours, hoping for an answer to come from his equations; Smokey speaks with his "inner demon" who tries to convince him to do bad things to achieve his good goals; Casper spends a long time talking to various spirits or even the ghost of his brother; Ant zones out while watching TV and sees some weird stuff).  There are other possibilities as well.

About downtime to spend experience: you're going to need to get your character in a position where he feels safe enough to settle down and train or do research.  That could mean that you tell Whitaker you have found the ideal victim for his soul theft plan, but you need time to prepare and plan with Entomodon (if he is still alive) or Alex about how to approach her.  On the other hand, you could just drop off of the face of the earth, but that would involve other consequences.

Thomas Kerwin

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #9 on: January 16, 2007, 05:30:20 PM »
Shortcut performs ridiculous math for hours, hoping for an answer to come from his equations;
Hey, it works great in Numbers.

That could mean that you tell Whitaker you have found the ideal victim for his soul theft plan, but you need time to prepare and plan with Entomodon (if he is still alive) or Alex about how to approach her.
This sounds like the plan with the most chance of survival.

BobChuck

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #10 on: January 16, 2007, 05:57:56 PM »
so, if we are going to plan, we should start now. We need to get rid of Jodi, Whitaker, or one of Whitaker's minions. Which of those are we goin after, and how can we take that person out?

hecateluna

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #11 on: January 16, 2007, 06:09:44 PM »
Mike:

Honestly, I think it would be beneficial to know exactly what you mean by "overdiscussion," because I really don't know.  My impression is that discussion is discouraged in general.  More discussion is MORE discouraged than less discussion, but overall, if there's discussion, it seems to me that SOMEone (not always Mike, but someone) is going to get cranky and annoyed.  There is a lot of pressure to "think of something and do it now," which doesn't always seem appropriate to me.  (However, I realize that some other people feel differently, and so probably this is a good compromise, and possibly it's the best compromise.)

Also, I'm not sure how related having a leader-type (or not) is to what I'm saying.  There's a big difference between having one person who thinks of plans and convinces others to follow them, and having group discussions about strategy or plans.  When Adam was playing with us, and filling that leader role, it seemed to me like there was still a good deal of pressure.  There just happened to be someone who came up with ideas that others were willing to follow (I hesitate to say that they were always GOOD ideas, though, and I think that without that pressure, a lot of things may have turned out better/more interesting in game--but, again, some people would definitely be bored by that).  Playing Mage, while fun, leaves me COMPLETELY drained, and a big part of that is the "Quick!  Think of something now!" pressure.  I understand that many people like this kind of pressure for situations in which it's appropriate in game, but I really don't understand it in situations in which we have plenty of time in-game (except that I see that taking time for discussion usually makes someone cranky, which is bad--but I think there may be more productive ways to handle that, like short breaks when people get tired/cranky/annoyed/whatever).

With regard to picking up the dreams merit (for Bill), I'd thought about that, and I don't think I want to.  I like the idea that occasionally he thinks he has prophetic dreams, but really he's just crazy.  However, I should play that more (and I hope that at least in the beginning, other characters will believe him, because, I mean, they have no way of knowing he doesn't really have prophetic dreams... heh).


Rob:

The question is, I think, who's most immediately dangerous to us?  I say Whitaker?  I mean, he's possibly already killed our loved ones...  And maybe we should work on that kidnapping/protecting those who were threatened plan? 

Measure Zero

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #12 on: January 16, 2007, 07:30:37 PM »
I see the value of discussion in game, and yet I have noticed that some people tend to get bored and/or frustrated when it goes on for a long time (five minutes seems to be the limit for one player, another player tends to go into text message mode, and a certain player doesn't tolerate any drag at all).

Fast or slow, it doesn't bother me either way.  What does bother me is having players leave the table or the game because they don't like the pace or they don't feel involved.  From now on, I will try to declare a break whenever I see something like this happen.



About the phophetic dreams: sometimes you fail the roll to use the merit, in which case you get garbage.  You could also slip me a note every time you use the merit, saying whether or not you really want to use it if you want to be evil about it.  The Dream Merit allows one good dream each chapter, but that doesn't mean you only have one weird dream each chapter.

About Whitaker: believe it or not, you are still within your soul collection deadline.  I believe you still have four game days to report, although someone in the MIB is quite impatient and this person seems to want results much sooner.  As for his threats, what good is a threat that horrible if it is actually carried out?  As long as Whitaker thinks you are playing ball, he probably won't make good on the threat, or if he does it will be a long ordeal whereby he tries to convince you that you should do things on his terms.  After all, how does a Sleepwalker control a Mage?  Certainly not with magic.  He sees mages as monsters of a sort, and so he is willing to use some nasty methods to force you in line.  Or not: some investigation in this regard might be a good idea.

Measure Zero

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #13 on: January 16, 2007, 08:05:09 PM »
For "overdiscussion", I think of those meetings at work where my many bosses talk about things they want to do to change how a given class is run.  After an hour of talking, they almost always conclude that no change should be made, or possibly one minor change that ends up being a bad idea anyway.  Actual changes tend to require weeks and weeks of meetings, each of which follow this formula.  I also think of the academic committee meetings in which I have participated (I now avoid committee work as much as possible).  There tends to be a lot of talk, and what ends up being decided is pretty much what was already decided when the meeting began.  This is "overdiscussion" in the sense that I use it, and I am happy to say that what goes on at our meetings does not even approach what happens at such committee meetings.

To solve what problem we do have, what might be a good idea is to use a chalkboard.  That way someone could create an outline for everyone to see, including pros and cons, so we don't have to review things that we have already agreed on.  Then we can take a few minutes, have everyone draw conclusions, and listen to proposed solutions (also placed on the board, at least in outline).  Then, compromises could be discussed and we could decide what course of action to take.

BobChuck

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Re: MIB 3.3 and 3.4: Death's Return
« Reply #14 on: January 18, 2007, 04:36:10 PM »
so... no plan then? I've got an idea for dealing with Whitaker, but we would have to remove Donner and/or Laplaz (depending on who is *really* working for who) before it would work.