Dresden 88
Monday, June 13, 2022
Bullets Flying Everywhere Session 3 Fatal Strike
Sunday, June 5, 2022
Bullets Flying Everywhere Session 2 Iron Hero
This session was played 05/28/2022.
The Foreword
This session was comedic, off the wall action, and a hell of a good time. It clocked in at an hour and forty five minutes. Errors in judgement will still be marked in red, the quest for the rules accurate game continues.
“In Chinatown a group of Punks who are utterly insane Create a super soldier.
The Psycho Punks
Over the top villains with mohawks, bad fashion sense, and cybernetic implants. They're out to get revenge on the entire world, and by extension, their parents. The are led by a futuristic samurai known simply as Big Brother.
The Players
Shade, a hand-hand expert. Lenin Stalinski, a sharpshooter. Marvin, a demolitions expert, and a nerd named Bob.
The Session
This game opened with my players eating shawarma at a joint called Little Istanbul. They noticed that the owner was getting roughed up by a couple of punks in the back. Shade, the hand to hand expert, moved invisibly up to the goons through the steamy kitchen. The flash of a blade, a cry of surprise, and thuds as the punks hit the floor. Bob the nerd was looking out front and noticed a third gang member acting as a getaway driver. This is where Marvin whipped out his 367 Magnum and laid down suppressive fire on the getaway driver who took over behind the bike. Stalinski took careful Aim and shot out the tires on the motorcycle. Marvin got tired of playing nice and charged in, ripping his shirt off in the process to reveal a suicide vest. The punk took off running down an alleyway.
Bob the nerd asked if he could fix the motorcycle.
I made the mistake of allowing it, even though it should have required a restore dramatic action. Or asked him to roll to see if they could find another vehicle.
Bob wheeled the motorcycle around and, picking up Marvin, they tore down the alley. The poor little guy on foot never had a chance to escape on foot. As they neared Marvin raised himself up while Bob slammed on the brakes, launching the loaded goat out of the proverbial cannon.
I had the player roll an explosives/spray check to see if this maneuver caused the bomb to go off and if it stunned/suppressed his target. Roll a 1 and boom the bomb goes off.
The intimidation succeeded and I the party dragged their captive back to Little Istanbul. I used the kidnapping rules to deal with this situation and introduced a martial arts lieutenant as a rescuer. Marvin interrogated him. Shade and Stalinski investigated the gang / asked for an alliance by asking the shop owner what kind of racket the punks had been running and if they would join them. They got the information they were looking for plus the promise that the shop owners might join them if they could prove that they could stand up to the gang. While this all was going on Bob the nerd was mixing up a Molotov.
I should have rolled to see if there was a requisition misfortune.
Lightning flashed outside, revealing the silhouette of a vengeful martial arts lieutenant with a samurai sword. The resounding boom that followed wasn't thunder, but the crack of Marvin's Magnum. The hostage was dead and the fight was on.
I should have had the lieutenant bring henchmen.
The fight opened with the players laying down suppressive fire. This forced the martial arts lieutenant to dive for cover behind a parked vehicle. The following round the demolitions expert made use of his new Molotov cocktail and threw it at the car but at the same moment the martial arts lieutenant popped up and hit him with a throwing knife. The knife did some damage but the Molotov did more. Glorious explosions abound as the martial arts lieutenant disappeared in a fiery blossom of napalm. Leninov Stalinski walked up to the burning wreck, and lighting his cigar on pyre said, "That's why you don't bring knife to a bomb fight."
The night ended a little bit early here. There were other bad guys out there but this was a good stopping point for a quick and easy night.
Postscript
This game was a lot of fun to run and play but as you can see my players ended up looking a lot more like a rival gang than anything else. It was my second foray into the system and this time I was a little bit more comfortable making calls even when I didn't really know the rules. In some cases I guessed right and in some cases I guessed wrong. There are a lot of efficiency boosters built into the system that once you understand them running the game actually becomes a lot easier. This is especially true now with the quick reference pages that just got added.
Pertinent rules I missed.
HENCHMEN If the big bad is solitary, there are no henchmen. If the big bad is a commander, the big bad and each lieutenant each control 4 henchmen per player character. If the big bad is a bureaucrat, the big bad and each lieutenant control 6 henchmen per player character. If the big bad is a commander or bureaucrat he always has at least 1 lieutenant, even if there is only 1 player character.
Requisition Description: The crew searches for an item, like a car, tank, rocket launcher, etc. Starting Time Requirement: 4 Skill: Smarts, Hustle, Drive Result: The crew acquires the item. Complication: When PCs requisition an item, the judge pairs the action with an appropriate check, made by one character on the crew. If the check fails, they are on the verge of acquiring the item when they have to deal with a group of neutral henchmen (not related to the main bad guys) in order to secure it. The number of henchmen equals the amount a bad guy lieutenant would have. The type is chosen by the judge at random or based on the situation. (See “Inspiration.”)
Restore Description: This action is a catch-all for any activity that regains abilities already available to a character, but lost through use. Starting Time Requirement: 4 Skill: Smarts or hustle Result: Choose 1: (A) the gadget guy gets materials for his next gadget. (B) The demo expert gets 1 set of explosives back. (C) A vehicle is repaired. (D) A lieutenant or big bad gets all his henchmen back. Restrictions: The big bad must perform this action at his base.
Friday, June 3, 2022
Bullets Flying Everywhere Session 1 Heat Lightning
This session was played 05/15/2022.
The Foreword
This was my first time running the game. I did everything wrong but I'm taking this review as an opportunity to learn from my mistakes. Those points will be marked in red.
When a completely insane secret agent is dealing smack on the streets of Oakland, the local gang needs to step up and do what the authorities can't be bothered to do. This is, Heat Lightning!
The Solitary Big Bad
He served his country under a clandestine agency you've never heard. We owed him a debt that can never be paid, and he's here to collect.
Special ability: Bulletproof. The bad guy is invulnerable to ranged fire of any type. He can only be hurt by melee attacks and explosions. (Ranged weapons fired at point blank count as melee.)
If the big bad is solitary, he always rolls three dice for dramatic actions and can only perform one dramatic task at a time. I missed this rule and I think I had him rolling one die.
A solitary big bad’s starting level is equal to the number of player characters x3, minimum 6. I played him as a level 6, but with 3 players he should have been level nine. You live and you learn. Unless you're a severely handicapped evil spy.
The Players
The Leader, The Demo Expert, The Girl.
My players all decided to play as eastern Europeans. I can't remember their names, but neither can they. They were something suitably badass like Boris, Dragonov, and Masha.
The Session
The players began by with an investigation dramatic action. They contacted their friends in the Russian Mob and uncovered when and where the evil plot would be going down. In this case the evil plot was a shipment of contraband was being delivered at the docks later that night. I had the evil plot set to go off at time segment 8, but I should have rolled a skill check to see how much faster it could have been completed. The players used the information from their investigation to set up an ambush. They went down to the docks and fortified it. I was only calling for a single check on these actions instead of allowing each player to conduct an action or help.
I gave the demolitions expert a free RPG. Any specifically listed equipment require a Requisition dramatic action. I initiated combat without either side completing a confront task and I gave the players surprise, automatically, without a roll. I missed the Ambusher rule. The big bad wandered in and got immediately lit up by the demolitions expert with the rocket launcher. I counted stuns as hits. What can I say, I started my team out on easy mode. The solitary big bad was very close to death after a single shot. The other players opened fire but they couldn't get past his bulletproof special ability. The big bad passed his guts check and laid down suppressing fire. This forced the demo expert and the girl to run for cover, but the leader used his movement to close into melee. The showdown was on. Leader vs Big Bad, Mano a Mano. This fight really could have still gone either way. They had used their explosive device and bullets wouldn't work against this guy. It was do or die and the leader did it, against all odds. The big bad was knocked out cold and the team dragged him back to face justice.
Pertinent rules I missed.
"At the fortified location, the characters
begin combat as ambushers for the purpose of
surprise and fight as if one level higher."
Ambushes
" If one crew ambushes another, the ambushed crew starts in one position. After they are placed the ambushers place themselves in up to two groups around them up to a distance of up to 2 sprints. "
Checking for Surprise
Bullets Flying Everywhere Session 3 Fatal Strike
This was a crazy RPG Session. Intro So I had planned to run this session at home, but between work and scheduling conflicts I e...

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This was a crazy RPG Session. Intro So I had planned to run this session at home, but between work and scheduling conflicts I e...
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This session was played 05/28/2022. The Foreword This session was comedic, off the wall action, and a hell of a good time. It clocked in ...