Thursday, 1 September 2011
My Return to Minis: Part 3 - Fluffy Captains and Big Dwarfs
Fluff
I love fluff in games. In fact, I've always been more interested in the fluff of warhammer than the playing of it. So as I was browsing through the miniatures looking for warriors, I was already entertaining some vague ideas about background for my group. Half the warband is half-orcs or other half-breeds, so that would suggest a group of outcasts, the dregs of society forced into mercenary work through a combination of an aptitude for violence, and a lack of other options. They'd probably be lead by a human, if I can find one (see below), as he'd be the one who would talk to employers.
Some warhammer nuts in the audience (assuming we have any) might point out that warhammer doesn't have half-orcs. Of course, those pointing that out obviously weren't around for 1st-edition Warhammer Fantasy Role-play, which did. Along with Gods of Law, the one-eyed-mist-exuding Fimir, Khorne being shown to be a god of valour, Halfling Wizards, and all kinds of other stuff I find quite entertaining, and miss. So nyah.
Oh Captain, My Captain...
The Mordheim rulebook makes a bit of a point about the captain of your warband being, in a way, a representation of the warband's player. So really, you have to pick a model you really like. Which is making that selection a bit hard for me. I like all the models I've outlined for my warband so far, but none of them really look like leader material. Sure, most of the half-orcs look big and imposing, but this isn't an orc group, the leader isn't the guy who can beat everybody else into submission. He's the guy who has a plan. Being able to wallop those who aren't cooperative is helpful, but the plan is the main thing, so the model has to look somewhat imposing, and possibly a bit older than everybody else, to show he's a cunning old veteran.
Finding a model to those sort of specs isn't easy. Most of Reaper's range is either individual adventuring heroes, grunts, or grand generals. Or wizards. If I were allowed to have a wizard as my warband leader, I'd be set. But no such luck.
In the end, I've got a short list of models:
First, this guy is a "northern hero". On the plus side, he'd big and imposing, and seriously-looking. On the con side, he looks like the Arnie rendition of Conan, except with some actual clothing on. Cool, but more a crusher-of-empires than a leader-of-men. Looks a bit too young and in his prime, too. But I could model on some facial hair, maybe a cloak.
This chap is a bandit, according to reaper. That's a big pro to start with. He looks suitably rugged and bulky for the part. And check out that mustache. Cons: hair looks a bit... meh. but that can be fixed, made more wild with green stuff. Also, he's got a shield, which isn't the best investment in mordheim. Not a deal-breaker, but something to keep in mind.
A Pathfinder model, a fighter. He's not as bulky as either of the other selections, but he's far better equipped. Again, he looks a bit young, but some added facial hair can easily fix that.
I had a look at some other miniature producers, but nothing jumped out at me as a serious option.
But this guy (from Hassle-Free miniatures) makes for a great non-serious option. Maybe I should get a scrawny wizard to go with him and the carnivorous treasure chest, to amuse my inner Discworld fan.
These two (from Privateer Press) would make nice henchmen to match the sword-and-crossbow weilding half-orcs.
And a blunderbuss-wielding marksman (again from Hassle-free miniatures) wouldn't go astray, either...
Making Do with Tall Dwarfs
I also had a serious look at the models I have which I could use to make other warbands with as few additional purchases as possible. Turns out I have so many plastic warhammer orcs, I could probably make three whole warbands without breaking a sweat. So long as I like my orcs wielding swords, bows abd more swords, that is. But I do, so that's fine.
On the dwarf front, again, I have a passable number of models. Only problem is, they're from three different ranges, and as a result, are wildly different in their style and proportioning. For all that all dwarves act pretty much alike, they sure do manage to vary a lot.
The models I have are from three different sources:
First, a single reaper dwarf hero I got at a convention. He's got a "viking" style horned helmet and a shield with a complex squiggly celt-y type pattern on it. His eye-level is about up to the shoulder of most human models.
Second, four dwarves from WotC's attempt to revamp the Chainmail miniatures battle game. They've got Gimli-from-the-LotR-Movie style helmets, mostly, and their eye-level is about the upper chest of the human models, but they're noticably smaller in stature than the reaper model. They also have terrible posture.
Third, six dwarves from game's warshop's Marauder line.... so, quite some time ago, relatively speaking. Their eye-level is belt-level for a human, and they're the most disproportionate of the lot. In fact, they seem to match the shape and size of a current warhammer halfling to a tee, including the bulbous noses, even if the hair is in different places. They're also wearing Renaissance-style garb, exactly like warhammer Empire models do.
Now I could make a warband out of those models. But it would look ridiculous. Each of the dwarves looks just fine among its fellows and among human models, but when mixed together they just look weird. I can't convert them to match... it would be too much work. And if I'm going to buy models to make up the warband.... that presents problems. It's easy to get matching size/style models for the reaper dwarf, but that would mean I'd only have one model to start with, making the expense bigger. The chainmail dwarves got discontinued ages ago, and anyway, they don't look very nice. While the Marauder dwarves also got discontinued, I found one man on the internet who sells compatibly sized and styles dwarf models, at a fairly reasonably price, too. But while they're wonderfully characterful and distinctive, they're not wonderfully characterful of my personal image of dwarves...
Maybe I'm being too picky.
Friday, 26 August 2011
My Return to Minis: part 2
So I find myself making a Mordhiem warband. Hopefully without having to spend and arm and a leg to get it.
First priority is reviewing what models I have from when I gave up years ago: a pretty fair collection, as it turns out. Enough to make an orc and goblin warband out of plastic models (backed up by some squigs), and a dwarf treasure-hunter warband out of a few chainmail dwarves, some really old warhammer dwarves, and a reaper dwarf I picked up at a convention a few years ago. Plus an ogre and a Halfling hired sword.
Problem is, I don’t actually like any of those models very much. I don’t really like most of GW’s stuff, except their plastic gnoblars and river trolls, both of which are sold in minimum quantities far larger than I could ever need, and so are off the table. I’m still going to build and paint those orcs and dwarves, but just so my non-collecting friends can have something to use on occasion.
This leads me to decide that I’ll make a warband out of minis from other companies. A quick trip to the local gaming store reminded me that Reaper Miniatures makes the official Pathfinder minis, and I’ve always loved the character illustrations in Pathfinder. So the Reaper online store is my first stop.
Wow. They sure have a big range, don’t they?
After several hours of trawling through the catalog, I worked out the models I could get for a mercenary warband, or for a dwarf warband that I actually like the look of. I spent some time trying to decide which to go for, but in the end I picked the human mercenaries. I’ll only really be playing one warband, and I’m not sure I’d like how slow dwarves are.
Actually, calling my theoretical warband “human” might be a bit of a misnomer. Reaper’s copious catalog includes a fair number of half-orcs, and I love half-orcs, so they’ll be forming the backbone of my warband. They’ll count as a Middenheimer group, for the increased strength scores on the champions and captain.
A quick run-through of the models I’m planning on buying:
Henchmen with two-handed weapons. Some of the models have bows, so I’ll probably add bows to the rest as well. It might not be the best combination of weapons, tactically... I guess I’ll just have to see how it goes.
Henchmen with swords, daggers and crossbows. At least once I give the second one a crossbow. I’m thinking of having them as Swordsmen, for the extra bonus in combat... but again, swordsmen with crossbows might be a bit of a waste.
Two youngbloods. I was originally going to have one of the youngbloods be human, but I just love how gangly and weird that half-elf model looks.
One of the champions. I’m still tossing up whether that weird-looking sword should be a sword, or a two-handed weapon, rules-wise.
The other champion. Obviously some kind of mutant, I mean, just look at those huge great... horns. She’s going to be the one and only model in the warband with any kind of armour save, thanks to that shield. Seriously, armour in Mordheim is just uneconomical.
Annoyingly, I couldn’t find any models I liked for a captain. I’ll have to look further afield.
I picked out some hired swords, too: A warlock (who is excellent, but really needs a pointy hat if you ask me), Halfling, elf, and ogre.
And two different options for a dwarf trollslayer. One the one hand, the lady looked suitably angry to be a trollslayer, but on the other, the guy is really rocking the Tolkein dwarf-wearing-a-hooded-cloak look. Either way, I’ve have to convert them to be holding two axes, even the guy. What is that, a can-opener?
And lastly, I just love this thing, so I might buy it and use it as a wardog.
Due to reaper’s (comparatively) cheap prices, all the above models should only cost me about $160, approximately. Possibly plus postage, depending on how much it would cost to order them through my local gaming store, as opposed to ordering them directly from Reaper.
Next: searching for a captain.
Thursday, 25 August 2011
My Return to Minis (Part 1)
My reasons for quitting were several-fold:
- Games Workshop miniatures became too damned expensive.
- I grew to hate painting dozens of models.
- I sucked at strategy, which was exacerbated by the fact that 40k strategy seems to mostly be army list selection - and I could only field the small selection of models I had.
- the friend I would play with lost interest, and while I could probably have found people to game against, I like to have a circle of friends, some of whom I game with, not a circle of gamers, some of whom are my friends. Hmm, this sounds liek a topic for a future blog post...
Then, in the last few months I've made friends with a fellow nerd named Matt in my liberal arts classes who is really into miniatures. I went around to his house and we played a game of malafaux using stuff from his copious minis collection. I, again, enjoyed it. It's a good game, and I recommend it to anybody reading this. Skirmish games involve rather different strategy than huge 40k slug-fests, and that's strategy I can actually handle. I find myself momentarily feeling the urge to rush out and buy some minis for the game, which are quite reasonably priced. But I don't. Matt is pretty much the only guy I would play against, and he owns a copy of essentially every Malafaux model ever made, so there is no need. Besides, the models are cool, but they don't appeal as much as some other stuff I've seen out there. I vaguely consider buying other models and having them "count as" but that seems a bit pointless when I can just use the "normal" models that Matt has, particularly as steampunk minis are a little harder to find than some other genres.
Then Matt mentions that his gaming group is really into Mordhiem.
I tried to get into Mordhiem back in the day. Heck, it solved my issue about heaps of minis. But the problem was, I didn't actually LIKE any of the minis they released for Mordhiem. I got some Orc and Goblin minis to use for it, but I never actually acquired the rulebook, and so never actually played.
So suddenly I realize all the barriers to me collecting tiny metal and plastic men have been lifted. There are so many competitors to Games Workshop that sell miniatures I like more for far cheaper prices that getting together a dozen or so models won't be hard. I have glasses now, so painting won't be an issue. I have access to people to game with. And the rulebook for the game is free.
Looks like I'm back into miniatures.
Saturday, 23 July 2011
[Troubles & Treasures] Class Acts: The Archer

- Be one with your bow, not this namby-pamby nature shit.
- Strike from the shadows, hit where it hurts, and pepper your foes with arrows.
- Keep your distance from the enemy.
Friday, 22 July 2011
[Troubles & Treasures] Class Acts: The Hoplite

Hoplite
- Defend your allies and your city with shield and spear.
- Live as a free and honorable citizen-soldier of the Mynacean city-states.
- Be equally dangerous in hand-to-hand and ranged combat.
Thursday, 21 July 2011
[To Coin a World] The Tax Monks
[To Coin a World] Orgosh Khal
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Great Orghosh Pass, in the Blackstone Mountains, is the only true gateway from the Worse Lands into Cisrhania and the wider Neuremanshreik. For centuries, it has been held shut against every army the Caesars of Waldorf have sent against it, guarded by the terrible black fortress of Orghosh Khal. It has ever been the weeping sore on the Imperium's fringe, leaking raiders, barbarians, and bandits into hubwards Cisrhania like pus.
It is not known from which dark void he sprang, or what terrible horrors lie in his past. All that is known is that a man clad in deep-black armour commands the gutterspawned legion of cursed mercenaries, black-hearted bandits, and manlike beasts that hold Orghosh Pass shut. For a century they have merely held open the pass at Orghosh Khal, allowing raiders and hordes from the Worse Lands to pour into civilized country while holding the pass tight against the Imperial Army when they seek retribution.
And yet now they are gathering strength for some unknown purpose. Beneath the steely gaze of the Antipaladin, a war-host is gathering on the Accursed Fields. From across the Worse Lands they come, gnolls and ogres and ratlings and rhinokin and a thousand other kinds of beast. The Imperial Reman League seems impossibly unprepared for an assault, as their princes and barons play at the game of crowns. If the Antipaladin's forces surge forth from Orgosh Path, all Spindlewick can hope for is a few brave heroes.
Tuesday, 19 July 2011
Sucker Punched: Violence is Boring
Monday, 18 July 2011
[To Coin a World] The Disenchanted Forest
Encounters in the Disenchanted Forest:
- A completely normal, non-talking, non-mutated animal.
- A rather confused lycanthrope that has become a completely normal man, at least temporarily. Probably looking for some clothes.
- A group of wizards doing research on the area. Their spells don't work, so they're carying ridiculous amounts of armour and weaponry to compensate. They're very jumpy, because they can hear off in the distance...
- A tyrannosaurus rex. It used to be a dragon. Now it's very stupid, and very angry.
Sunday, 17 July 2011
[To Coin a World] A Brief History of the Grand Reman League



[To Coin a World] The Elves of Yonda and the Downunderdark
Well, a few generations ago (which, considering the elvish lifespan, means quite a long time by most standards) that's exactly what the wizards tried. At the time, there were even more elvish wizards than there are now... but they still failed. Elves are actually rather bad at wizardry, taking decades to master arcane arts that the rarer human wizard can master in a few years.
While the elf wizards could do a whole slew of things that the warriors they battled could not, they in turn could not do a few things that the warriors could. Like wear armour. Or fight with a sword when they ran out of power. Or jog up some steps without getting winded. Ultimately, the wizards lost.
The survivors of the attempted rebellion were rounded up, and banished to the mainland of Yonda. While Yendys is a tropical paradise, Yonda is a sun-blasted, high-background-magic wasteland, infested with spiders and snakes and all manner of other poisonous monsters. Many of the exiles died, and those that didn't were warped and twisted. Their pasty complexions, the result of years spent studying indoors were burnt, their hair bleached, their eyes constantly irradiated by the arid climate and harsh sunlight. The magic of the land coupled with the peculiar biology of the elvish people meant that their descendants have obsidian-black skin, white hair, and sinister red eyes to this day. The survivors, after the first few years, got so sick of their prison continent that they took the desperate measure of burrowing and escape tunnel. Under the ocean. While this utterly insane idea was probably the result of extended sunstroke, it actually worked. The crust of the Coin is shot through with vast carven networks stretching from the Hublands all the way out to the Rim, and the "Dark" elf rebels took to these caverns, and mostly haven't returned to the surface since, so strong is their loathing of sunlight. They now have vast underground kingdoms, ruled by the best wizards among them, and have a long-standing hatred of their surface kin.
So, in short... the dark elves of the Coin are Australian Convict Wizards.
Thursday, 14 July 2011
[To Coin a World] Wizards in Elvish Society
Which is a bit strange, considering that these elvish nobles have no peasant class to support this lifestyle. There are no farmers, goat-herds, bakers, plumbers, or carpenters among the elves (excepting certain individuals who take up such lives as hobbies or artforms). So how does elvish civilization function?
A wizard did it.
Or more accurately, a whole bunch of wizards do it every day with a host of spells designed to do away with the underclass workforce. As a result elvish wizards are in fact treated as an underclass themselves. In a society comprised of beautiful socialites and athletes, the bookish magi are shunned and ignored, unless some spell has failed and needs replacing.
Understandably, some elf wizards are less than happy about this, and leave. Many elvish adventurers are wizards primarily because of this. They might be considered ugly and "common" by elf standards, but to a human, any elf is beautiful, and wizards are people to be given respect (if you don't want to end up as some type of amphibian). To a lowly elf plumber-mage, the adventuring life is like a dream come true.
[OuterZone] Krazon Traditions & Superstitions
- Bokh, the spirit of duty and honour. Associations: Dirt, the colour red, the number one.
- Kora, the spirit of bravery and strength. Associations: Stone, the colour orange, the number two.
- Pazh, the spirit of ingenuity and wisdom. Associations: Wind, the colour yellow, the number three.
- Mozha, the spirit of kindness and mercy. Associations: Water, the colour green, the number four.
- Hoba, the spirit of friendship and humour. Associations: Ice, the colour cyan, the number five.
- Mabh, the spirit of trickery and selfishness. Associations: Lightning, the colour blue, the number six.
- The Bokhan, the farmers and workers.
- The Koroz, the warriors and nobles.
- The Pazhan, the priests and holy men.
- The Mozhon, the healers and servants.
- The Hoban, the merchants and innkeepers.
- The Mabhan, the unclean and criminals. Foreigners, non-followers of Oblakh, and non-Krazon are traditionally included in this caste.
- To prove their worthiness for motherhood, pregnant Krazon females must hunt and kill a mother kroggar by hand before their child is born. If they fail, both they and the child will be declared Mabhan.
- In preparation for marriage, a Krazon groom must first defend himself against the sequential murder attempts of his father-in-law, his mother-in-law, and finally his bride-to-be, before embarking on a vision quest into the deep desert to seek wisdom and patience.
- To join the Imperial admiralty, a Krazon war-captain is expected to wrestle a sea monster known as the Orxan; a fierce, many-tentacled creature that lurks in the deep crevasses of Nokhan.
- A Krazon male is not considered of age until he can best his oldest male relative in single combat.
Wednesday, 22 June 2011
[Apocalypse World] Honeytown and the Space Wasps
Taking a leaf out of Fabricated Realities' book, I made sure the play space was as apocalyptic as possible, scattering images of the apocalypse all over the table and the walls and keeping light to a minimum, with a message of despair scrawled across the whiteboard. This is the first time we'd really done anything like this, and I think it helped build a better play experience, creating a discontinuity between the game play and the outside world.
We settled on an island-based Apocalypse World; I printed out a Russian-language map of the Solomon Islands and Guadalcanal to serve as the baseline map. Foreign-language maps work great for creating distance between the location and the players. The one piece of knowledge about the apocalypse that we established early in play was that all the bees - all insects in fact - were dead, and Honeytown was (as a result of the Savvyhead's work) the only place known to grow fruit rather than scavenge tinned fruit from the remains of the Golden Age.
The players arrived slowly and snapped up playbooks somewhat haphazardly; one player (Colonel) arrived about twenty minutes into character creation. We had:
Truth the Hocus was a Greek-style philosopher-teacher who preached an almost Nietzchean dogma of extreme self-reliance. From his traditional pulpit in the town square of Honeytown, he declaimed that the apocalypse had been a liberating event, freeing the Human Will to Power from the shackles of societal strength.
Josie the Quarantine washed up on the shipwreck beaches east of Honeytown a few weeks ago in a strange lifepod, where she was rescued by Truth. She had sort of settled into his little entourage for the time being, despite her strong dislike of his philosophy; it reminded her of the Nietzchean philosophies of her superiors.
Whitmont the Savvyhead had been a child when the apocalypse had struck, fascinated with insects. He remembered fleeing devastation on a plane with his mother, but little about the contents of the apocalypse - the psychic maelstrom had evidently erected a strong barrier around people's memories from the Before. His childhood fascination with insects would become Honeytown's salvation when he used his weird technical skills and a shipload of dead Africanised bees to create a hive of cyber-zombie bees that pollinated the orchards around Honeytown.
Colonel the Hardholder was a soldier from the Before who remembered Josie's face from a youth spent in uniform. Using his military equipment and knowledge, he ruled Honeytown with a gentle fist, turning it into the market centre for the island chain. He held to some extent with Truth's philosophy, though in an apparent paradox, also supported an infirmary for those who suffered the cancerous wrath of the angry sun.
The 1st Session
We start the game with the lights going out all over Honeytown.
Okay, we actually start the game with the start-of-session moves; Colonel misses his wealth roll and thus Honeytown is set on the verge of starvation; the last fruit harvest failed with disease running rampant amongst the fruit-pickers and his gang gorging themselves on the remaining supplies in the Tiki Bar.
Then we see the lights go out, from the Ferris wheel look-out to Whitmont's apiary-lab, and it's not a good sign. The power's supplied by overland cable from Vasiligrad on the other side of the island, where an old Soviet nuclear submarine is beached in a bay. Cannibal tribes that run the interior jungle tend not to fuck with it since Colonel and Captain Vasili joined forces to burn out their villages last time they did. If they're fucking with the cable, it's a sign they're losing respect for the strength of Honeytown.
The sudden power cut freaks out the loiterers in the Tiki Bar, which lounges beneath the Ferris wheel in the old fairground that serves as Honeytown's market. The loiterers include Truth and Josie, who are watching idly by as Colonel's number-two, Parson, has the shit kicked out of him by another gang member over a woman. Colonel comes out of his hut and isn't having any of this shit; he threatens Pierre, the gang member, with dismemberment if he doesn't let the fuck go of Parson (go aggro, 7-9). Pierre backs off slowly, hands in the open, and drags the woman, Chazza, away with him. Parson, who's completely wasted, blearily turns to Colonel and then collapses to puke his guts up.
Whitmont's working in his lab, trying to get to the bottom of this bee shit, when the power cuts out. He swears, and kicks the backup generator into gear. It splutters and halts - out of fuel. He swears again. Trying to work out what's going on, he taps into the psychic maelstrom (augury, 7-9) using his psychic antenna - his zombie bee hives. Reaching out to look at the power cable, he sees it's been severed deep in the jungle, in a place surrounded by anger, engines, and trees.
Driving into town in his customised Humvee, he relays this information to Colonel, who tries to scare up his gang; they are, however, too busy listening to Truth, who's speaking the truth (7-9) about how the cable represents reliance, and how the cannibal gangs have struck a blow in a war against Honeytown, and how they must be destroyed. After the mob disperses off to seek vengeance (orgy of violence), Truth and Josie decide to join Colonel and Whitmont on their drive into the deep jungles of the island.
Cue generate badness, and the gang runs into an old bridge over a ravine, covered in corpses. As Whitmont and Colonel move in to investigate, they recognise the facial tattoos of some of the more intact corpses - they're from the cannibal tribes of the interior. It's at this point they start to realise there's more to this situation than just a couple of savages severing the cable. Colonel steps out onto the bridge to test its strength and see if it will hold the Humvee. It won't - as soon as he gets to the centre of the bridge, it explodes, showering everyone nearby in pieces of concrete and fleshy chunks of Colonel.
(Colonel's player, at this point, had to leave to another appointment. We didn't necessarily know whether he'd be able to join us for another session, so he suggested that Colonel die explosively. Why not?)
A small gang of quad bikes come roaring out of the jungle at this point, accompanied by the chatter of gunfire. We have no idea who these pasty tattooed fuckers in brown jumpsuits are, so Truth reads the situation (10+), identifying the leader of the bikers as being a small guy driving a giant ATV with a mounted .50cal. He goes aggro (7-9) with a hunting rifle, trying to get the leader to scatter or flee; they choose instead to bunker down behind cover.
Whitmont, his ears ringing from the explosion, leaps back behind the wheel of the Humvee and throws it in reverse as Josie provides covering fire with her assault rifle from the top hatch. Unfortunately, he reverses at high speed into a tree, tearing off the side of the Humvee, throwing Truth to the ground, and knocking himself out on the steering wheel. Thinking fast, Josie grabs the wheel, hits the gas, and speeds out of the ambush towards Honeytown, leaving Truth behind for dead.
Driving through the jungle near Honeytown, Josie can't help but notice that it's on fire. Truth's followers have seemingly run riot (in an orgy of violence), setting fire to the nearby jungle, Honeytown's precious orchards, and the old resort building. It's evident some kind of pitched battle is taking place near the Ferris wheel; someone is firing a sniper rifle from the top perch. Josie flashes back to the Before; remembering a rioting crowd in Hong Kong surging against the barricades her unit was guarding, the whole city on fire. She chooses to bypass Honeytown's emerging unrest, and speeds straight to Whitmont's lab to apply some emergency first aid.
Remembering her training, she realises that the bruising to Whitmont's head probably indicates some sort of swelling in the brain. She'll have to drill a hole in his skull to relieve the pressure, and there's no time to waste. Acting under pressure (10+), she coolly and smoothly uses Whitmont's power drill to stabilise Whitmont. We decide this counts as opening your brain, and further more, suffering psi-harm. Whitmont nails the roll to open your brain; the ghosts of dead bees show him a vision of wasps descending from space to ransack the islands, destroying everything he has built. On the other hand, he also hits psi-harm with a 10+, meaning I seize control of his character and have him unleash the swarm of cyber-bees on Honeytown.
Meanwhile, Truth wakes up in a clean, white chamber with a medical-looking type babbling at him in Ukrainian. He's strapped to a surgical table, with his wounds stitched up. Realising that Truth doesn't speak a word of Ukrainian, the doctor calls over the short old guy who lead the ATV bikers, Orlaf. He reveals that his men have captured Vasiligrad and besieged K-19, the nuclear submarine that powers most of the island. For some reason, he keeps referring to the islands as "weak humans", despite his apparent appearance as 100% human. Orlaf demands that Truth help them capture K-19 intact; in exchange, he will grant Truth a quick and painless death as opposed to a long and torturous existence.
Truth manipulates (7-9) Orlaf into agreeing instead to set him free if he can help them take out K-19. To provide concrete assurance, he calls up Captain Vasili on the radio and gets agreement that he will be let on board, and then allows Orlaf to fit him with a remote explosives vest. He discovers that the Ukrainians are aboard some sort of huge plane that has landed on the west side of the island, and that they're all dressed in brown space suits with red flag patches on the side. They lead him to the beach between their lines and K-19, and he walks out, hands in the air.
That's where we end the first session, with a nuclear-armed submarine on the verge of launching its cargo, Ukrainians from space on a rampaging warpath, and Honeytown tearing itself apart.
Post-game wrap
Basically, the session was great, and all the players enjoyed it immensely. The playbooks and character generation phase worked brilliantly to generate an initial situation, full of weirdness and apocalyptica. At all times, the rules helped drive play forward, giving PCs something to do at all times. Go aggro and act under fire worked really well to create an exciting action scene with the Motherfucking Space Ukrainians; we didn't use seize by force throughout the whole session.
The players, especially, were great, leaping forward with named NPCs and setting details, barfing forth apocalyptica as good as they got. Every time I asked a question, I got a useful answer that helped make apocalypse world seem real. Truth's player brought an apocalypse playlist filled with moody, dark, and pounding music that matched the mood to a T. Whitmont's player really helped set the tone of the apocalypse by defining various facets of the psychic maelstrom, and by having his crazy swarm of cyber-zombie bees. Josie's player contributed a whole lot of kicking ass, and brought to light some interesting aspects of the Before. Colonel's player, during his brief appearance, really ran the session, taking charge, kicking his gang into gear, and pushing the other players forwards; I can't imagine Honeytown will do too well without Colonel's gentle fist guiding it.
What could have been better:
I can't fault anything about Apocalypse World, or any of the players, and the game overall was a success. Still, I do feel like my MCing wasn't necessarily up to scratch; I feel like missed a couple of notes that would have turned the game from a success into a dramatic success:
- Look at NPCs through crosshairs: Reviewing the session, it seems more like I was looking at NPCs through a bombsight rather than crosshairs. They were blown away like there's no tomorrow, leaving only a few established NPCs alive at the end of the session.
- Leaping forward with named, human NPCs: I'm not sure I brought forth enough named, human NPCs this session; the sheet only has a couple of names on it, and half of them or more were dead by the end of the session.
- Make Apocalypse World seem real: Mainly this happened, but I think I fell short of the ideal. For example, on the read a situation moves, where I just delivered the information straight to the player rather than filtering it through the character's senses - "Your best escape route is the ravine." vs. "They've got you and Josie surrounded from the north, but the ravine lies open and gaping like a gash in the earth. If you jumped down there, you could follow the flow of the river back to Honeytown faster than they can get there on the ATVs."
- Springboard off character creation: The main threat that arose in the course of the session - the motherfucking space Ukrainians - basically came out of nowhere, when I was pushed to come up with a reason for why they were under attack. The threats from Truth's followers, Colonel's holding, Whitmont's lab, Josie's superiors back in Stasis - all of these became secondary to the space wasps. I feel it could have been a more powerful game if I'd spent more time building more localised threats that arose more from the world as established at the start of the game.
- Going too big, too early: At the end of the first session, the player's home holding is in ruins, crazy tattooed spacemen are invading, and the islands are on the verge of vanishing in atomic fire. At this point, it's impossible to follow Vincent's advice for crafting your first front on a small, human scale; the threats that face the PCs are nothing less than the total destruction of their entire local universe. I imagine it's going to be more difficult to bring things back to that smaller scale in the future.