Oooo! Boobplate post. (Grabs popcorn)
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Spoilers Season 2 Episode 35 Dockside Diplomacy
spoiler
The party’s search for a guy named Marius lead them to the Nicodranas dockfront at night. Marius was parleying with some pirates, which of course led to a fight. A fireball and Thunderstep later, the city guard joined the fight too. Not an the player’s side (or pirates).
Noticing they were starting to get overwhelmed, the party decided to retreat… by stealing the pirate ship. Which sent the campaign in a completely new and fun direction and allowed them to wear pirate costumes on-stage for the next episode.
It was also mostly Tavis’s doing that locked them in that direction of “escape”, but also made sense as Fjord (his character) had a whole sailor background. It ended leading directly into Fjord’s individual story arch.
I believe Matt said later during a Talks Machina or something that he did not think of that option when we was setting up the fight before stream, but that it’s exactly the kind of crazy player decision that he loves.
I just love the: oh, we need to retreat. I know! Let’s steel the pirate ship.
My players did something similar in one of our campaigns. Though in their case the ship they were already on was attacked by pirate and I’d REALLY underestimated the difficulty. My players slaughtered the pirates and decided to take their ship instead of just ride on someone else’s. The core plot of that campaign was really location agnostic, so I didn’t mind at all.
My fav Matt surprised moment isn’t the party going into a fight they shouldn’t have, but how Travis decided to get them out of a tough fight in Nicodranas in Campaign 2. Totally sent campaign in a new but fun direction. Bonus that the next episode was live on stage and the cast got to play dress-up.
Or a chair :)
8bitMage@ttrpg.networkto
rpg@ttrpg.network•You're the GM, but haven't prep anything for tonight. How do you make tonight game a succes ?
0·2 years agoPlay Battlestaions This was my last group’s actual fallback… that started to become our main game because it was more interesting than my campaign O.o
8bitMage@ttrpg.networkto
rpg@ttrpg.network•Mecha rpg : Apocalypse frame vs beam saber (vs lancer (vs mekton Z) ) ?
0·3 years agoMechWarrior: Destiny
BattleTech is originally a tabletop game, but MW: Destiny is their latest PRG ruleset and is designed to play like a narrative driven game like FATE system. No need for maps, minis, or anthing like that. The rules can also be blended with the various systems, Classic BattleTech tabletop, AlphaStike quick miniatures rules, and the various other MechWarrior RPG editions, to find a balance you & your players are looking for.
More importantly, the BattleTech universe has decades of lore development with hundreds of sourcebooks and novels spanning many, many, many different major eras of the universe.
One of the genius things the original authors did was write in many different mysteries into the lore. Many of those have been answered over the years of development, but some still remain and if you’re players are not familiar with the universe, you can just utilize any of them as the center of a campaign.
And of course it has Giant Stompy Robots.
Off the top of my head I’d think a campaign where your players are MechJocks/Mercenaries for an Interstellar Expeditions team trying to track down the origins of the Minnesota Tribe in the deep Periphery would a good possibility.
The game also has ties art-wise back to the Macross/Robotech transformable Valkyries. They literally exist in BattleTech as the Phoenix Hawk, Wasp, & Stinger Land-Air-Mechs. They’re not popular in universe, and generally poor units for tabletop, but there’s nothing really holding them back in the MW: Destiny rules and I could see the flexibility they offer would make sense for an Interstellar Expeditions team.

Disaster Recovery sounds like a great party name.