Journey to Nowhere - Game Thread

Can't say I'm a crack shot, but I'm happy to do as Ronin suggests.

I'd only make one change to the plan - I reckon the doc should stay back, ready to come help anyone who takes a hit. If Richard don't mind, he could look after Dazzler as well. That way I can keep my mind on the job, rather than keepin' Daz from doin' somethin' stupid.
 
Can't say I'm a crack shot, but I'm happy to do as Ronin suggests.

I'd only make one change to the plan - I reckon the doc should stay back, ready to come help anyone who takes a hit. If Richard don't mind, he could look after Dazzler as well. That way I can keep my mind on the job, rather than keepin' Daz from doin' somethin' stupid.

Sounds good.
 
I get to be the entire left flank?

If only Mom could see me now.

(OOC: Also I'm not sure where that shotgun went, or if anyone took it.)

OOC: I just realized, that wasn't actually OOC.
 
I get to be the entire left flank?

If only Mom could see me now.

(OOC: Also I'm not sure where that shotgun went, or if anyone took it.)

OOC: I just realized, that wasn't actually OOC.

Alen's covering you and he's carrying the RPG.
 
I am not sure if me hiding in the bushes is the best plan.... I am a pretty good shot, I do have a sniper myself... Pretty sure I could snipe and be lookout at the same time. What happens with the last radio btw? I'll take care of it if noone wants to carry it i guess...
 
Journey to Nowhere – 1200 hrs, 01.06.00 (Update 12)

The group of seven was within hours of the safehouse, but the safety of said safehouse was questionable. However, without an alternative, the group pushed ahead, dropping their excess weight and taking as many measures as possible to be stealthy.

Within a few hours, their worst fears were realized. A full Vlatixan unit was stationed at the outpost, with at least 20 soldiers. Once everyone was in position, Alen fired the first of two rockets, taking the guard by surprise. Everyone else sniped down the visible opposition, and surprisingly, they retreated into the woods, thinking that the rebels were much better armed than they thought. After a quick check of their surroundings, the rebels left their cover to move towards the safehouse and find the escape vehicle.

Just then, the Ronin spotted a missile coming in from the sky. He shouted at everyone to take cover, but it was too late. Selena Demas was directly hit and killed, and the Ronin and Dr. Richard were wounded by the splash damage. Only Dickie and Alen were completely uninjured, though Mike Hammer and Terni Hans were healthy enough to stand up and fight.

At that point, a high-ranking officer and at least 20 soldiers emerged from the woods behind them, guns drawn. The officer then spoke:

“I’m sure you’re wondering why we would spend so many resources just to catch you rebels, who would have been out of our way in another few hours? Or why we bothered to destroy Areville and its massive industrial potential just to destroy a little rebellion? Well let me tell you something—we like to set examples. Rebel against us, and we will hunt you down, even if it would be cheaper to let you go.”

“I’m guessing you knew Benjamin Cook? The least efficient spy we’ve ever had. Too busy getting drunk to give us half-useful information. But he was lucky enough to run into you guys, and lucky enough to get half of you killed. Thanks to those radios you picked up at the old outpost, he got some of us to attack. Sadly, small special ops groups were no match, so we had to step it up a bit.”

“So, I’ll stop rambling on now. Since we like to pretend we have justice in this Empire, we’re going to have to jail all of you now. I hope you’ll cooperate, or you may be short a few heads…”

Just then, the Ronin yelled at the healthy rebels to escape, and Alen launched his last rocket, killing the officer and several of his soldiers. Alen, Dickie, Terni, and Mike ran for the safehouse, firing back at the remaining Vlatixan soldiers once in a while. Mike got inside, and immediately saw the train car the Ronin was talking about. It looked like the rebels that were there before took the front car of a train, and got rid of everything else.

Then the Vlatixan soldiers, realizing that the rebels were about to escape, aimed their guns at the wounded rebels, Dr. Richard and the Ronin, and fired, killing them immediately. The story about jail was a complete lie. Then one of the soldiers shot and killed Dazzler, Dickie’s dog, and Dickie shouted in pain when he saw it happen. However, he realized that he had to move on, or his journey would come to nothing.

Mike started up the engine, and the other three rebels got inside. The Vlatixan soldiers were closing in, and so Dickie, Alen, and Terni aimed their weapons out the windows, firing shots at the last remaining soldiers. The train then started moving, and accelerated to full speed within a few seconds. The soldiers couldn’t catch up, and the rebels zoomed off into the distance, beginning their train journey to nowhere.

Spoiler :
Game Over. Rebels Win.


So that’s Journey to Nowhere. If I get around to making Journey to Nowhere II, it’ll be starting from this point. So, the thread is now open for everyone to talk about what happened from their point of view. Soon I’ll post my thoughts as GM of this game, and some of the especially hilarious events that happened on my end.
 
Good times.

Personally, it was harder and harder to devise methods to kill people with time running out as it were. I knew the me surviving the massive artillery attack would be highly suspicious and decided to lay low for quite a bit.

Ronin's appearance really screwed things up and I felt I had to get rid of him quick. My skills was being epic in a knife fight and the ability to sneak. I knew Ronin could sneak and snipe and I gambled that I could stab him with the trick on Lightfang. I lost that gamble.

The Vlats pretty much knew our location at all times because I got my hands on the radio - but they were pretty stupid with attacking people at the caves. And again, Ronin's appearance put everything out of whack.

That's pretty much all really. Haha.

In internet parlance, gg. :D
 
How different would the game have been if I had been the one to keep my radio? I suppose I would have been stabbed in the back rather quickly...
 
Well, on the splitting night, I had planned to kill the whole scout party anyway. Having the radio and calling for an arty strike was really an off-the-top-of-my-head idea.
 
Interesting game. I wish it had lasted longer, but we do have DGJ starting soon enough, and I have high hopes for the sequel. I intend to eventually host a game along similar lines, but I'd rather not step on Splime's toes, and I do have that last Pre-ChaNES update to finish.

Anyway, there's not a whole lot to explain from my end, except that I was roleplaying as much as I was strategizing. Killing BananaLee was an example of this - I was divided on the issue of whether it'd be smarter to keep him alive, but just shooting him in the head was much more suitable for Alen's character. Hopefully we'll have more chances for character development in the next game. Simple stuff like battle strategies can be fun, of course, but I don't think it can make for a fulfilling game by itself. That's probably why you saw participation drop off sharply once it was nothing but item claiming and battle strategizing. I want to interact with this game's world in more meaningful ways.

I'm also a little bothered by the easy, frequent player deaths. I know that if my character, who I've invested time designing and detailing, was killed off by pure random chance, I'd be a little put off. I see what you're going for, here, and I approve of the broad idea - the threat of death is important to keep the players engaged, too - but I'd suggest giving us all a little more control of our own fate, and using more non-death penalties that create more interesting dilemmas.

But anyway, those are just my own musings on game design from what I know of how you ran it. If you'd rather keep the details confidential, then feel free to let this reply sit, but I'm curious about how you've designed this game for the sake of designing my own upcoming game, as well.
 
Yes, that was rather interesting. I did try to roleplay as much as I could. If you haven't guessed, Mike Hammer was supposed to be a Southern gentleman, very polite, soft-spoken, but somehow not good with guns. He was a carpenter. Of course, I couldn't really think of useful things to do because we never seemed to stay in the same place very long.
 
How could you kill off Dazzler?! :cry:

Ah well, at least Dickie lives to fight another day. I'm quite fond of my gentleman-of-the-road (who has hidden depths only hinted at thus far), so I'm hoping there'll be a chance to give him another run out.

Overall, this was a great idea, well executed. But I agree with Chand that it would have been nice to have more character-based choices, so that character revelation/development was more than just pure RP.

Btw, I'd be interested to see the dead guys' original character sheets, if people feel like posting them.
 
Im glad you asked, Winston. I specifically kept those PMs concerning this game for that purpose...

Spoiler Original PM from Splime :
Splime said:
Diamondeye, you are a Weaponsmaster. Your skills have to do with using and maintaining weapons. That's your basic role, and it is now your turn to figure out the following, based on this role:

- A Special Ability (Besides your natural skill with weapons)
- A Main Weapon
- Extra Equipment
- Basic Character Info (name, age, sex, etc)
- Character Story

Please PM me with this info, along with anything else you think would be useful, once you have determined it.

Some Examples I've thought of:

Spoiler :
- You used to the officer in charge of the rebel armory. As such, you know how almost every gun works, and can take advantage of that to inflict maximum damage. Your special ability is that nearly every shot you make is deadly, since you know just how to aim the weapon for maximum damage. When you escaped Areville, you brought along some extra ammo, so that you could fight off anything in your way.

- You were always the guy behind the big guns, after you managed to find and repair a minigun after a a failed Vlatixan raid on town. Your main weapon is that minigun, and you have lots of ammo for it as well. Your special ability is that you can repair almost any weapon without much help.

- Whatever else you can think of


Your ideas will not be final — I have the final say whether something is permitted, and you can always modify your character up until they enter the game. As of now, there is no deadline for these character plans, because not every slot has been filled up. Good Luck!


Spoiler Diamondeye's answer: Character: Ninosca :
Diamondeye said:
Splime said:
Diamondeye, you are a Weaponsmaster. Your skills have to do with using and maintaining weapons. That's your basic role, and it is now your turn to figure out the following, based on this role:

- A Special Ability (Besides your natural skill with weapons)

Ability to repair weapons easily

- A Main Weapon

An AK-47, one of the most endurant automatic rifles ever produced and a classic rebel weapon.

- Extra Equipment

A small (hidden) handgun that fires normal size pistol bullets (.223?), if this is allowed (basically I want this if my main weapon is stolen/destroyed and/or if I for some reason need to put some unidentifiable bullets in someone :eek: - is that too much to ask?)

- Basic Character Info (name, age, sex, etc)

Female, 29 years old, named Ninosca. Faint trace of foreign family (I am thinking spanish but you can invent a country if you like).

- Character Story

Ninosca, who originally fled her home country (hence the "spanish" traces) during the final episode of a civil war, after having fought on the rebels sides on a couple of years, since age 15. During her years as a freedom fighter she quickly grasped the mechanics of many of the relatively simple weapons she had access to and quickly became an important part of the rebels. She fled when the rest of her team, including her even-aged boyfriend, was eliminated due to a rat/squeeler. She has lived in relative solitude since then, secretly maintaining her flair for weapon repairing.

Spoiler Addition if extra item is accepted :
Among the weapons she has owned for these last ten years, she managed to fix a small handgun with common ammo, which she out of paranoia always carried on her. She managed to slip it along when escaping out into the forest, even without the other rebels noticing.


What I would use these items for:
I am thinking that combining the identity of the bullets combined with me being the weapons expert would result in a relatively good chance to evade suspicion if I kill someone (whether a player or a NPC) in secrecy. Because I know it is :gripe: to be killed in such a game as this, I want to reassure you that I would only do this to a player if my character has a really good reason, preferably a serious suspicion that there is a traitor among the group (because of the detest of rats/squeelers from the background story). I have complete understanding if you would not accept this and asks me to pick a new extra item.

Looking foward to playing this!

Diamondeye


BananaLee, if I hadn't been killed that early, you'd probably been shot in the night :mad: - I feel I RPed my character really well, too bad it was - as Chand said - such a short aquintance. I really liked her, and the forming of relations with the other characters was thrilling. Some examples from my PoV:

I suspected Love would run off to deal with the vlats, and as the leader of the squad I felt I had some kind of responsability. If you have read my character description, you will know just how far Ninosca would be willing to go to avoid a breach, and it gets better:

-Rhawn's character had a past as a torturer and offered his services in extracting info from Love. I seriously considered this, and was on the verge of accepting, until...

-Winston's character approached me with a more moderate solution. He would hint to the doc that he wasn't in fact dedicated to the cause himself, and try to see if that could get Love to say something that could indicate his own lack of dedication. Of course, one cannot rely on people this easily (what if they were both infiltrators?), so I asked

-Chandrasekhars character to watch over them the night that Winston took the guard, just in case. Looking back, I think I judged both Winston's and Chand's characters rather well. Love's not especially so, and absolutely not BananaLee's :sad:

Too bad I died that early. And too bad about Daz aswell, Winston. That dog was growing on me. :sad:
 
Spoiler :
Love, you are a Healer. First of all, you need to determine your exact role — Battlefield Medic, Priest, or Something Else. Your skills have to do with finding hidden knowledge about other people. That's your basic role, and it is now your turn to figure out the following, based on this role:

- A More Specific Role
- A Special Ability (Besides your skill at healing people)
- A Main Weapon
- Extra Equipment
- Basic Character Info (name, age, sex, etc)
- Character Story

Please PM me with this info, along with anything else you think would be useful, once you have determined it.

Some Examples I've thought of:

Spoiler:
- You are a medic. Whenever your comrades have been injured, you've risked your life to bring them back and heal them. Your special ability is to avoid fire while rescuing injured comrades. To help you, you wear a bulletproof vest, which is not 100% effective, but has still saved your life too many times to count.

- You are a priest, and those that you have helped have usually seemed to recover miraculously. In addition, your special ability is that you can place a 24 hour charm of protection on any character once every other day. You also possess 5 holy hand grenades, which are just grenades with religious symbols on them.

- Whatever else you can think of


Your ideas will not be final — I have the final say whether something is permitted, and you can always modify your character up until they enter the game. As of now, there is no deadline for these character plans, because not every slot has been filled up. Good Luck!
I take a short story about what i have been thinking about first to see if you like the idea.

I'm a high class born 23 years old man who are educated (the expensive way) in medicine. However he's good at what he does. Which is drinking. That is how the government got hold of him. (Yes, i'm a drunkard agent medic) They told him to claim to come to the rebel celebration mostly because of the party. As the ******** ministry of Love thought it was a great idea. He should be carrying a book of (suprise) medicine... As there should be full of dirt and diseases.

- A More Specific Role:

Allright, He's an "Agent" sent by the ministry of love to the celebration to find out who is the leader of the rebels. However, he didn't know about the barrage. Getting out of it alive made him think about that they wanted to get rid of him.
But in the middle of nowhere, he wants to find out the leader and get out of there alive to report back, or even better. Kill everyone. But as a doctor, he can't do it directly.


So my character was kind of evil, yes. But i still didn't trust the government either so it was kinda lame, but i thought of that after the game had started.

- A Special Ability (Besides your skill at healing people)

This guy can also except for healing, heal wrong. Make doctoral "mistakes". Also he can cure different diseases and amputate legs and all that.

- A Main Weapon

Poison and drugs. And a lot of it. And a scalpel.

- Extra Equipment

Medical book.

Supplied by the government, you can't trust it to be completely right. However it sounds like it is...

- Basic Character Info (name, age, sex, etc)

Name: Dr. Richard Of Eastduke, age 29 years old, male, comes from the better parts.

- Character Story

Dr. Richard Of Eastduke is a high class born 29 years old man who are educated (the expensive way) in medicine. However he's good at what he does. Which is drinking. After a operation mistake while drunk the government got hold of him. They told him to claim to go to the rebel celebration because of the party and find out the name of the rebel leader. He didn't know about the barrage though, and now show suspicion to the government, but not as much as other rebels are. He's still thinking he's better than those peasants and wants to complete this mission to get back to the former life of partying. And as the ******** ministry of Love thought was a great idea, he should be carrying a book of medicine... Which isn't at all correct, but it might work against the diseases. He has a minor hospital in his backpack with loads of drugs. Also that supplied by the Government.

I didn't play well, mostly because I thought that if I poisoned somebody, i was to blame immediately and shot. Probably for my little visit attempt to the town. However i was honest about finding a safehouse. Just that once there i would spring a trap. I was this close on shooting the other chap on the left flank and then be running as hell the other way.

Also i had zero use of my medical book.
 
Interesting game. I wish it had lasted longer, but we do have DGJ starting soon enough, and I have high hopes for the sequel. I intend to eventually host a game along similar lines, but I'd rather not step on Splime's toes, and I do have that last Pre-ChaNES update to finish.

Anyway, there's not a whole lot to explain from my end, except that I was roleplaying as much as I was strategizing. Killing BananaLee was an example of this - I was divided on the issue of whether it'd be smarter to keep him alive, but just shooting him in the head was much more suitable for Alen's character. Hopefully we'll have more chances for character development in the next game. Simple stuff like battle strategies can be fun, of course, but I don't think it can make for a fulfilling game by itself. That's probably why you saw participation drop off sharply once it was nothing but item claiming and battle strategizing. I want to interact with this game's world in more meaningful ways.

Yeah, I did notice a drop off in participation... Crap, now you're giving me ideas for a game after the game I haven't even started yet...

I'm also a little bothered by the easy, frequent player deaths. I know that if my character, who I've invested time designing and detailing, was killed off by pure random chance, I'd be a little put off. I see what you're going for, here, and I approve of the broad idea - the threat of death is important to keep the players engaged, too - but I'd suggest giving us all a little more control of our own fate, and using more non-death penalties that create more interesting dilemmas.

That's a good point, and I always felt bad about killing off characters... I will say that Ryan Hall, Gavin, and Jeremy Bentham had to be killed early, since Benjamin Cook killed them directly via his orders. (By the way, he stabbed all of them. The artillery was an idea that BananaLee came up with in a few of our IM conversations...) Next time around, I'll probably make killing people a bit harder.

Also, next time around, those of you with characters that are alive will be able to continue, assuming you're around then...

But anyway, those are just my own musings on game design from what I know of how you ran it. If you'd rather keep the details confidential, then feel free to let this reply sit, but I'm curious about how you've designed this game for the sake of designing my own upcoming game, as well.

If you're setting up a similar game, I'd love to play. This was really a bit of a test run of an idea, a bit like the Alpha run of Doppleganger's Dungeon, for those who were around when Unser Giftzwerg was. If you have any other questions about this game, feel free to ask.

How could you kill off Dazzler?! :cry:

Ah well, at least Dickie lives to fight another day. I'm quite fond of my gentleman-of-the-road (who has hidden depths only hinted at thus far), so I'm hoping there'll be a chance to give him another run out.

Overall, this was a great idea, well executed. But I agree with Chand that it would have been nice to have more character-based choices, so that character revelation/development was more than just pure RP.

Btw, I'd be interested to see the dead guys' original character sheets, if people feel like posting them.

Well, when I was making that last update, I wanted to make it a crazy battle, and that involved killing off about half of the group. Since Dazzler was in the back of the group, it made sense. It also helped the Vlatixans seem really evil.

----

So what I'm getting from everyone is that they'd have liked a longer game so that they could develop their characters more? Well, I guess you can think of Journey to Nowhere II as a continuation of this game, just taking a break for DGJ. (For DGJ, basically I want to run a game of NotW, but the line to do so is way too long. So, I cheated, and changed the setting, and added some new elements...)

I'll have a turn-by-turn discussion of my point of view in just a bit.
 
Turn 1
So, the first turn was a time for everyone to start preparing strategies when they had no clue what was going on. It was entertaining to see how everyone wanted to be the leader, but not that surprising. It was also interesting to see that everybody revealed their roles so early... of course, there was no evidence that there was a spy yet, but it was till interesting to see. Unsurprisingly, all of you decided to go south, as I tried to make that choice obvious.

Turn 2
Bakerstown. I just included that for flavor, thinking that the obvious thing to do would be avoid the big towns... it was pretty funny seeing it being legitimately discussed. The game was truly player-run at that point, since I would have had to figure out how Bakerstown would resolve itself. Fortunately, Ninosca made the executive decision to head towards the outpost, and she shot Dr. Richard just to keep it that way, creating a whole new situation.

Turn 3
During this turn, Charles Li asked to join the game, though instead of letting me give him a role, he created it himself, which put me in a dilemma: The character was OK, but it didn't give me too much control. However, I used it as a way to let everyone know that Vlatixan presence in Bakerstown was heavy, and I think it worked out.

Also, the outpost was a good way to refuel your food levels, though food is a game mechanic I really should have tried to make a bit more important. Nobody was really close to running out of food except for Benjamin Cook (who left most of his food at the scout camp to seem like he'd been attacked) and Selena Demas, but other people generously gave out food.

Turns 4+ will be up next post.
 
Turn 3 (continued)
I also used Turn 3 as a way to get Benjamin Cook communication with the outside world, as my original idea for the spy would be to report the rebels to the Vlats, and so they could send in their troops and there would be a fight. It also had the side effect of making separated groups possible, which I'll discuss a bit later.

Turn 4
Next up was Selena Demas, who I had to drop into the game in such a way that made it a question whether or not to keep her around, while still keeping her chance of living fairly high. Selena Demas was in fact a Vlatixan pilot, who had a bit of a moral dilemma - side with the rebels, or the Vlats? I was a bit surprised by how easily everyone accepted her into the group. The main purpose of her role was to add another potential assassin, so that the numbers would work out to make it a tight battle between rebels and spies.

Also, I wasn't exactly happy about the group splitting up, since it meant more work for me. However, since I said it would be a player-run game, I had to suck it up and go with it anyway. Benjamin Cook murdering Ryan Hall and Gavin made things easier anyway. I think I handled a separated group fairly well, posting the main group's update here, and PMing the scout update, which turned out to be a personal PM to BananaLee.

That also created the question of how to handle death. The first issue was that the main group didn't know about the death, which could become a problem if they tried to communicate with the dead. I fixed that with the mid-turn update though. Then, there was the question of whether I should inform them of how they died, and who killed them. Ultimately, I decided not to, borrowing things from NotW - you don't find out who the wolves are when you get killed.

Then there was the mid-turn update. As I said before, I had to make sure the alive people didn't accidentally talk to the dead, and there was Benjamin Cook's cover-up. Overall, it was a pretty interesting turn.

Turn 5
Then, there was the "rescue" of Benjamin Cook. BananaLee had in fact given me plans to kill Ninosca if she was the only one, but it didn't work out that way, since I had to simulate people's missing orders. Of course, this meant more group splitting, but it wasn't so bad, since it was in order to reunite the group.

Then, there was the question of the caves. I tried to make it seem as if it might be a tunnel, but create a serious question about whether it was the right way to go. It was a serious question before Benjamin Cook decided to kill off two scouts, making many believe that the Vlats were attacking and they had to find shelter.

Turn 6
Turn 6 was one of the few turns where the group stayed still, and they probably could have made a little settlement there. (Actually, funny story, the original intent of JtN was to start with the rebel settlement, but then I got the idea to start everyone off by looking for the ideal place... by the end, it was just a journey. I'll try to reincorporate this idea in JtN II.) Also, while the scout group was two days away from the caves, I decided to stretch it, since a second turn would have been more of the same.

Oh, and there was Terni Hans's ferret. When I found out that Charles Li actually wanted the ferret to hunt small animals, I had to kill it off, since there was no way it would be able to survive doing that in real life.

Turn 7
Then, there was the first real attack by the Vlatixans, after the rebels went through the caves. I pulled out the RNG for this one, but in the future, I'll try to be less brutal about random killings. Benjamin Cook was the one that ordered this attack, by the way.

Turns 8+ next post
 
Back
Top Bottom