Prep is Play and Play is Prep

A man wanders through a liminal space with dice and dominos.

Category: Intermission Page 1 of 2

De Havikmannen Interlude: Solving the Case

It is kind of weird to say but I’m a bit out of practice with the whole solo RPG thing. I think that was the longest sustained time I have had off from the hobby since I started getting really into it over 2023-2024, and the first time since I really got into my own playstyle that I had a break. Back in the Ick & Humb days it was perfectly easy to snap back into place after a week or two off because pretty much every session was me flinging vibes into the wind.

That being said I figured a nice little “easy” step on would be to simply ask a few questions and give a few expectations and desires.

  • QUESTION 1: IS THE TARTAN CORP DIRECTLY WORKING WITH THE TRITONS? {2+} → [3], 4,6 → Yes, but…

Now that I have found out that the Tartan Corp has been integrating Triton tech into their sponsored battles at least as far back as the Corp War, and that there was some definite activity between the Tritons and the TC Execs (not necessarily friendly) it made sense that it was more than an accident. However, TC are greedy bastards and Tritons are in it for galactic domination so they are both trying to use each other.

  • QUESTION 2: IS DE WITTESPIN WORKING AGAINST THIS ALLIANCE? {3+} → [5], 2, 5 → Yes.

Simple as, the driving robots — likely with some Tritonite tech inside — to go haywire, the so-called “White Spider” is actually trying to bring attention to the TC activities. I like that.

  • QUESTION 3: ARE THE TRITONITE-TECH TC ROBOTS A DANGER? {4+} → [6], 2, 1 → No.

They might give TC a leg-up on other tech-firms, but they are safe. Not part of a long term invasion plan. The fact that they can be hacked to be dangerous is a problem, but TC isn’t planning a secret invasion and the Tritons didn’t have enough control.

  • QUESTION 4: ARE THE KIONITES DESCENDED FROM TRITONITES? {4+} → [4], 2, 2 → No, but…

I’ve had some oddly conflicting answers to variations of this question but in this case I’m going to read the final answer as this: the current Kionites are bio-mechanical beings which evolved from a sister species to the Tritons. Two dominate creatures sharing a planet and some basic DNA structure but the Kionites have given up most of their true-flesh.

The “Pilgrimage” is simply a way to keep an ancient enemy down. And some of the tension between the Kionites and the Tartan Corp is because the TC has learned of the Kionites opposition. Hence the terrorist attacks on the Kionite community while blaming the Children of Tartan group.

  • QUESTION 5: WOULD THE TRITONS HAVE ESCAPED EVEN WITHOUT NATUM VIJF AND WILLEM HAVIK’S INTERFERENCE? {3+} → [6], 1, 3 → No.

Even though the Tritons have woken up enough to start controlling the worms to try and damage the ruins/prison, it was Natum opening and entering the ruins/prison that actively allowed them to escape.

In Summary

Around a century (or two) ago, Triton ruins were found on the moon and an economic group now known as the Tartan Corp worked to terraform the planet to try and harvest the moon (now called “Tartan”). Along the way they found that the species behind the tech were sealed inside a special prison using the heat on the surface and extreme conditions to stop the Tritons from functioning.

Their rocky/mineral biology needs relatively cool temperatures. Even human-preferred ranges are a bit hot for them but better than the non-terraformed surface.

A side effect of the Tartan Corp’s terraforming is region over the ruins is now getting cool enough that the Tritons were starting to stir and interact more with the outside, making a treacherous alliance with the Tartan Corp.

Acting on the Triton’s request, the Tartan Corp has been carrying out attacks on the Kionites who are, in part, trying to get the humans to leave.

Someone going by the sign of a white spider has been hacking into Tartan Corp robots to cause them to go crazy. An act which has brought in the attention of the government who sent the Havikmannen.

Unfortunately, Willem Havik and Natum Vijf accidentally let the Tritons out who are now trying to kill off the humans and take control of the terraforming center. If Willem and his crew take out the terraforming, the Tritons will be driven back into hibernation but the humans on the planet will die. If the Tritons aren’t stopped, though, they will return to their galactic conquest.

Wishlist

I think the first thing I need to do is figure out how to get Willem back with either Roos or Nate. He’s supposed to be the focus character and he’s been trapped out of the story for too long.

I also want to try and get more details about the old wars and the factory because those will help inform other campaigns in the Slice.

Advent(ure) 25, Day 19: Chungly the Priest and Nadya the Thief

Nearing the end of the Advent(ure), I wanted to bring in a couple of characters from the older campaign: a rhinoman and a catwoman.

Advent 2025, Day 7: Faruin

Faruin is joining Barston and Derron in the fight. A quick Sunday “intermission” to add a new character.

The Bleak + The Pearl, Intermission 8b: Building a Sidequest

I’m going to use some of my more recent materials — by Philip Reed — to try and come up with a fun little adventure. Mostly by tossing a LOT of things at a wall and see what I feel like scraping off.

The Bleak + The Pearl, Intermission 8a: Leveling Up (again)

The first part of a two part intermission setting up the next steps for Gryffin’s “Lighthouse 6” [which is currently 7]. Building up Bernark into a level 1 character followed by leveling up the rest of the party.

The GLOW 1992: Agent Johnny Blue vs The Kid Intermission 1 – Switching to Mythic with a Few “Extra” Lists + Adding Dixit

The time has come to move “Agent Johnny Blue vs The Kid” to an actual play series and to help make that happen, the shift to using Mythic has started. I talk about some starting threads and characters, and also about using various features lists in different ways. I also introduce Dixit (using the expansion, Mirrors) to the campaign and to the blog.

The Bleak + The Pearl Intermission #7. Re-Entering the Sea Caves (finally)

A lone explored stands dwarfed at the watery edge of a cave with the light of day glinting off frozen trees behind him.

After months, it is finally return to the world of the Bleak + Pearl. What changes will I make (both in story and gameplay) and what sort of expectations do I have bringing this back into a more traditional “Doug Alone” format?

The GLOW 1996: Psychic Eustace Delmont – Recap and Trivia

One of the most intensive campaign arcs I have played that tapped really hard into the sort of mythos and characters I like. I wasn’t completely satisfied but before I get my thoughts in the next post I want to take a moment to go over things and discuss some general beats and moments to better sort my ideas and refresh my memory.

The GLOW 1996: Psychic Eustace Delmont, Special Intermission – The New Outgunned Book Is Now on Backerkit

The New Outgunned Book Is Now on Backerkit

The current The GLOW 1996: Psychic Eustace Delmont is based on Two Little Mice’s Outgunned RPG. Combining the base game with the first Action Flicks‘ “Neon Noir” and “With Great Powers” flicks, it plays a bit loose with rules here or there but the system as written is amazing at playing these larger than life type characters and moments. 

In what is a pleasant coincidence, the next “chapter” in the Outgunned series – Outgunned Superheroes – is now crowdfunding on Backerkit. Besides the new game, there will be a third Action Flicks, a new Mission Dossier, and a variety of bits and bobs (including a new dice set). 

For those that have missed any of the previous stuff, it is pretty much all there. There’s a pretty massive €449 “Mightiest Hero” tier that is essentially “get it all in one click.” And a few others that allow you to pick up the previous books, dice, coins, and so forth. For people like me who have the books but not the dice, I’m partially going in early just to get those. 

Also, one of the flicks in Action Flicks 3 is something very, very near and dear to my heart:

I am stupidly excited for that one. 

The GLOW: 1996 Psychic Eustace Delmont. Intermission #4 – Finishing Checking in with Rules and Such

 

A city consumed with Soulburn.

 


The GLOW: 1996 Psychic Eustace Delmont. Intermission #4 – Finishing Checking in with Rules and Such


Finishing Up the Check In

A week or so ago — in blog time, more like 2 weeks ago in real time — I got through the first 147 pages of the Outgunned book to tighten up the rules, figure out stuff that I might need to change, and generally plot out ways to make the story feel a bit more Outgunned. Since then, Episodes 5, 6, and 7 have been played and I’m getting ready for Episode 8 which will definitely increase some pressure. Assuming Eustace doesn’t score a Jackpot and take down a boss in a single roll. Which might happen.

At any rate, it’s a good time for me to finish out the re-read. Especially since my general understanding of those first five chapters was already pretty close to correct but the last chapter is where I only have the vaguest notion of things. I also need to finish out the last bit of Chapter 5. Then, getting that done, I’ll move on to Action Flicks and just touch base a little there. Come up with some ideas for opponents that better use the Cyber/Super vibe.

Rereading “Need for Speed” (from Chapter 5)

We had a very short chase/race that was almost for comical effect. I’m not 100% sure there will be much chance for another but I can always force one in if I want.

The basics I get. You have two general numbers: “Need” and “Speed.” The Need has a story-element — where you are trying to get or what you are trying to achieve — and a numerical element — a number of Grit-esque boxes ranging from 6 to 18 [page 154] with the note that Need 6 chase might be a bit too short while Need 13+ chases are likely to be too difficult. The recommended rage on page 154 is 8 to 12. In multiplayer games, the Need can be kept a secret.

Speed is the other quality. It is more straightforwardly mechanical in that it is established by known equipment. Rides have a starting speed — Eustace’s bike is up 2 as a starting speed since he rewrote it during his Soulburn berserker-y. The story element of speed is a bit abstract and is more about your ability to get out of the chase successfully. No matter where the ride starts it eventually gets up to Speed 5 or Speed 6. On page 154 (again), it notes that at Speed 5 the chase’s Action Rolls become a Gamble. Presumably the Reaction Rolls remain merely dangerous [if that]. Then at Speed 6 you start taking -1 to all rolls because you are at Top Speed. There is at least one Feat to counter this but none of my characters have that Feat and it does not seem likely they will get it during this Campaign.

[page 152] At the end of the ACTION Turn, before you check Reaction, you fill a number of Need equal to your current Speed. This is after you calculate changes to your speed. If — and only if — your action would increase your Speed then you get +1 Speed for Critical successes, +2 for Extreme, and +3 for Impossible. A Jackpot means the chase is over. Characters can do other actions instead of trying to focus on increasing their Speed, or just essentially skip their Action turn. If you fail to get any successes, Speed drops by 1. If you have a 0 Speed and this happens, you actually lose a filled box on your Need.

You can choose to skip increasing your Speed [to avoid getting faster than 4, for instance].

The jazz of the chase sequences is the Reaction Turns. This is where the characters — the driver and the passengers — tend to have to do various things to avoid getting hit or tossed around or losing control. It tends to be Dangerous + Critical but can be +/- based on circumstance. On page 153 it points out that you get -1 Speed per person who fails (passengers and driver) but if the driver fails, you also lose one armor.

There are several examples given for types of roll. Here’s one: You need to make a sudden turn. The driver rolls Nerves+Dexterity, the others roll Brawn+Force. I like that sort of vibe, truly.

If the ride blows up — runs out of armor and takes more damage — you lose the chase. Makes sense. On page 155 it also has other loss conditions like a minimum speed, a countdown, or having to bail out of the chase. Of course, if everyone loses Grit [possibly just the driver depending on the ride] then the chase is over.

There is the option to having hot boxes on the Need track similar to how they are in combat [page 160]. Then, for Adrenaline, you get a few fun things like “old woman cross the road” or “rush hour traffic…” I like the theme of those.

There are rules for chases on foot [page 159] — similar mechanics but no ride, no driver, and starting speed is 0. Presumably the main loss condition for that would be running out of Grit [with the countdown, minimum speed, and giving up possibly taking place in some situations]. Rules for multple rides on page 158 — if destination is the same, treat it as one chase while if not then treat it as separate chases.

With the comment that there is likely enough data and rules here for this to have likely deserved its own chapter, I think I got the general idea of how to keep chases fun.

Rereading “Mission Start”

When you’re playing Outgunned, you always have a mission to carry out. + Every mission comes with very high stakes. If you and your fellow Heroes don’t get to work, the bad guys will win, and many innocents will pay the price. Both on page 164. Early on, this was definitely a bit of a problem for the campaign. I think with the introduction of the most recent twists in the game, the campaign/arc more re-aligns with the vibe at the core of Outgunned. There is a definite badness that is a core badness. Magnus Odinson — real name not yet released —, Dave Akari, and Roger Patel are all part of an attempt to try and destabilize the Order. Does it make sense? I mean, yeah. It makes enough sense for me to have a good time.

At the beginning of a Turning Point, Heat rises and the Heroes Advance. From then on, you can set Goons aside and start bringing in Bad Guys and Bosses. [page 166] Oooooopsies. Looks like Heat went up. That won’t impact too much but it is up to 6, now. Actually, no, there are seom conditions to up Heat [Page 181]: A point of no return (Showdown or Turning Point), when someone is left for dead which the characters have not done, a major defeat, a major failure, or taking too long. The latter is up for debate but since the storyline as a whole has been going for around two days and only the last twenty-four hours has really been a major impact I’d say it’s ok. The initial rise was due to the attack in the mall but frankly that’s the establishing shot that explains why the heat would be at 4. The Turning Point of stuff going down at the compound would be what gets it to 5.

One thing I am still slightly struggling with is the Villain. Roger Patel is a likely choice but I think more and more it will be Doctor Roman Patel. Roger is kind of a right-hand man to his dad. Roman will be the core of the secret sects and crime family power. By focusing on Roman it makes it less about a one-on-one and taking down a villain that is an older man, though still fit, who deals with everything through layers of subordinates. His daughter somewhat turned on the family — less here than in the Alabama Weird — and the plot line to rescue her is still on the books. Maybe right after the compound. Eustace has slightly forgotten about the disk but that can be soon.

Going with Roman, we get Roger as the main subordinate, and Amy is Roman’s weakness. His strong spots will be Organized Crime, Cutting Edge Tech, and Secret Organization. In fact, the fight with the compound is slightly biting into Roman’s control of hidden psychics.

I’ll save going into the rest of the Villain stuff until we are closer to the Showdown, but the important thing for me to remember is that rolls against the Villain are at -1 until the Showdown and basically stuff like Spotlights can’t be used to beat the Villain until the end.

Next significant element in this chapter is Support Characters. Right now there is basically two: Libby and Genny. Libby is help with Hacking. Genny is help with shooting. A few other people might make good ones. One of the goofier street gang members like the ShaoDra or Fractals. Julian. I like the idea of the silly little bike racers to show back up and help since Eustace deeply impressed them. We’ll start with the two and I’ll build them up as characters with actual stats when it is time.

There are three Plans B per campaign/arc: Bluff, Bullet, and Backup. We can say for sure that Hitomi has used up the Backup by calling in folks to help take the compound once I made the compound more complicated than initially intended. On page 183 it goes into details on the others. Bullet and Bluff are basically what they say on the tin.

And then with rest of the chapter it’s a mixture of stuff that seems perfectly fine — like Advancements — and stuff that is mostly ok — like Experiences. Though the attack on the Rambler which may or may not occur is a lot like a Heist, it’s not exactly how I’m playing it so I can skip it.

This wraps up the core book which takes us to Action Flicks.

Rereading “Great Powers” and “Neon Noir”

I think most of it is just flavor and feats and such. But starting with “Great Powers” the main thing I see, on page 71, is “Plan B: Blast.” In most ways it is just like the Bullet — where a single bullet rewrites the scene to be more positive — only it involves your super powers. Eustace has kind of already ued this trick a couple of times but I’m not counting it because both times it was kind of just of flavor.

Then there are a few important things with “Neon Noir.” Use Streetwise in the Sprawl, Style in the Top. This is on page 178. You also have a new rule about using a Gamble. You get +2 to your roll instead of +1, but you take 3 Grit per Snake Eyes. Yowza.

When you lose on the Death Roulette [page 179] you can’t use a Spotlight but also can be revived for $3 at a cyberdoc. Makes sense.

There are also some specific rules for cyberwear that I am partially ignoring because Eustace has something slightly different. As the story progresses, we might think more about that.

Switching to One Per Week

At this point I also want to try switching the let’s play to a slightly different format where I play throughout the week (a scene or two per mini-session) and then hit post just once a week for the actual plays [with things like intermissions being on a second day, etc]. The overhead for the Outgunned THE GLOW posts is enough that any time saved will be helpful to getting to actually play more. The idea is that I spend the same amount of time working on the playthroughs and the blog, essentially, but rather than 3-5 scenes aim for more like 5-10 scenes per week with a bit more time spent building up and actually playing each scene.

It’s not necessarily a guaranteed thing that will stay. For one, it does screw up my “episode format” where there will be more shifts in the middle of each post. When I was doing 3/week then I could run a little long or cut a little short. Only stuff in real life — I have largely lost a lot of mental capacity to play on the weekends so it is much more like an hour here or there throughout the week — kept me cutting stuff shorter and shorter to get the three out. Not all game systems or campaigns require as much overhead so it can vary per campaign.


CREDITS

The GLOW 1996: Psychic Eustace Delmont is played using Two Little Mouse’s Outgunned and Outgunned: Action Flicks (especially, but not limited to “Neon Noir” and “Great Powers”). It uses Larcenous Designs’ Gamemaster Apprentice Deck: Cyberpunk 2E as its main oracle.

Other sources used include:

  • Zach Best’s Universal NPC Emulator.
  • Cesar Capacle’s Random Realities
  • Kevin Crawford’s Cities Without Number
  • Matt Davis’ Book of Random Tables: Cyberpunk 1, 2 and 3.
  • Geist Hack Games and Paul D. Gallagher’s Augmented Realities.

Page 1 of 2

Powered by WordPress & Theme by Anders Norén