C3-Slip

Session - 13th of October, 2005

Page Last Updated 17th of October, 2005

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Session Log : Session -1. The Application.

This log is written for the triple purpose of reminding ourselves what happened, for people to read and enjoy, and for me to explain what the heck I was thinking. That said - on to the log.

After a quick rundown of the setting and rules (and acquiring two bonus players!), we jumped straight into character generation.

Interview page one was first. Everyone sat around and started filling it out. Cindy 'PONY' Farrier answered some of the candidates questions (C3 is 'command control and communications'. I.M.R. stands for 'In Media Res') and pointed out a few flaws in their applications ("'Incredible marksman' is not a weakness." and "Perhaps you should list which country you served in the armed forces, for?" are two I can remember. Memo-to-self; get players to take notes.)

I'm pretty sure they now dislike Cindy. Which is intentional. She handed out the second set of questions while she did one-on-one interviews with each applicant.

There was a bit of a mess with the character sheets - didn't print enough and forgot to number the attribute box and put a box on for player name. As GM I explained what effect these sheets would have on their characters. As Cindy I berated them over their choices, quizzed them on why they wanted to join and expanded a bit upon their backstories. The character sheets were thus finalised.

The players seemed to enjoy the aplpication process, mostly got into character whilst debating their choices with Ms Farrier. Mostly combat types, few James Bond-like.

Then came the group activity - appraising each others multiple choice answers and debating rights and wrongs. As the sheet itself says, there are no right answers. They got the point quickly about the importance of having multiple viewpoints - of making some decision quickly rather than dithering. They also showed a somewhat typical PC me-me-me attitude. Once Cindy explained that this was mainly intended to guage the way they approached the problem rather than finding the right answer, they loosened up. And once OOC it was explained that this was to start sorting out the group dynamic and getting them to think in character they really threw themselves into the debate. I think cindy perhaps got a bit too sarcastic here.

They got sent home. "Don't call us, we'll call you."
So, for the most part, they stayed up all night.

Come the call in the morning ("And wear tracksuits and trainers!") and on to the physical tests...
Next came the paintball game. They met Mikey - who didn't let them get a word in edgeways, introduced them to soundstage three. A whole floor of the tower devoted to stuff like this. (And Christmas plays, but not yet.) With extremely brief insructions ("Getoutthereandseeyouinhalfanhour") he left.

Leaving the equipment in boxes for them to squabble over was one thing (they were quite sensible about it, actually) Having them on index cards? Worked as wonderfully as always. And the player who got the 'jeep' card was quite rightly confused until I explained it was the keys to a jeep. They finally read the note (which didn't really tell them anything, except that they had 25 minutes to prepare) and worried a little about the presence of body armour (the note didn't actually say that their opponents would only be using paint guns...)

The paintball game went well - though they didn't ambush as well as they might they did think to ambush - setting up cover with the jeep and a machinegun sentry nest. Only Edith got off a volley (which thoroughly plastered the PC henceforth known as 'paint') The players seemed to enjoy the system and it went quickly enough.

Details that I can remember. One character earned his nickname of 'paint' by being the only one to be (exceptionally) splattered by Edith's "I've got two bandoliers of grenades" attack. Edith was then taken down by 'mouse' who had been hanging on a grapple from the ceiling wearing a camoflage cloak. 'Dog' was being a ruthlessly efficient sniper - and by the luck of the draw was up against his opposite number. 'Fire' didn't have much luck with the grenades, but was enthusiastic and stylish with them. And lastly 'swish' snuck into the lift behind his mark and took her out with a knife tot he back - aided by the sniper.

Medicals etc. got glossed over. That each of the characters made use of at least one equipment box was not.

Final scene - Reese doing the basic induction (and the players giggling at the image of a big suited severe man, ruler of the company, their bosses bosses boss... eating halloween shaped ginger snaps while he talked big) and telling them how the callnames are given out. Quick intro to Kuri and the players named each other without much bad blood at all.
I have high hopes that this team may actually co-operate for a session or two!

Final Thoughts

The system worked well. There is a potential imbalance in that the GM can end up with a LOT of style, and it accelerates to five quite easily. I'll need to be careful of that. I don't think the players have the potential or desire to abuse it.

I also need to actually put the damage mechanic (such as it is) into the rules. Anyway - next session will be their first mission. An easy run, of course...

OUO