Showing posts with label 3:16 Carnage Amongst The Stars. Show all posts
Showing posts with label 3:16 Carnage Amongst The Stars. Show all posts

Tuesday, May 24, 2011

Remember Tomorrow

A couple sessions back, my weekly one-shot group gave a test run to Remember Tomorrow. It's a rules-light set of cyberpunk mechanics, with little to no setting and roundtable narration principles. The "hippy game" equivalent for Cyberpunk 2020 fans, Remember Tomorrow has a little bit in common with Universalis in that GMing duties are distributed across the table and you may end up playing several characters over the course of the night.

Remember Tomorrow was written by Gregor Hutton, who also wrote 3:16 Carnage Amongst The Stars, and it really shows. That's not really meant as the "diss" it may have sounded like, given how often I've vented about 3:16. While I eventually grew frustrated with 3:16, along the way it provided our group of about 6 people with entertainment for about 17 sessions. So I certainly got my money's worth, and then some. (Over 350 manhours of entertainment from a $10 PDF. That's a heck of a bargain!)

Remember Tomorrow (hereafter called RT) has many of the same strengths that 3:16 does - it's easy to learn and remember, distributes narrative power across the table, reduces the GMing prep burden to nil. In fact, you could argue that those strengths are actually amplified in RT. It's better at what 3:16 did well than 3:16 itself was. In our first session of RT, we told a wild, unpredictable story, and only once had to look anything up in a rulebook. Bravo!

However, RT has many of 3:16s flaws as well - limited differentiation between characters, mechanics that are so grainy you can't apply any modifiers, the occasional pacing and structural issues caused by unrestricted narrative rights, rules that encourage Player-Vs-Player conflict but don't really reward it enough to make anyone comfortable getting aggressive - and these flaws too are amplified beyond their presence in 3:16. RT is definitely drawn from the same well as 3:16, but then adapted to a less-structured genre. It's everything you loved or hated about 3:16, dialed up to 11.

The lack of setting can be a source of confusion, such as when two different people disagree about what it means to be a "rogue AI", and how they can interact with the world. The lack of solid GMing advice or definitive guidelines, the competitive elements, and the scene-by-scene narration rights rotation can combine to make for a very uneven pacing and sometimes a lack of fairness. The conflicts caused by setting vagueness are not insurmountable, especially if you're just using it for a one-shot or short-run mini-campaign. Just the same, they render it probably a better game for use with friends you have an established rapport with, than for dumping on a group of strangers at a convention.

We encountered these lack-of-guidance stumbling blocks in our group when one person kept starting all his scenes with one of the other PCs (the rogue AI mentioned above) yet again trapped inside another unfamiliar super-computer. Eventually, those sorts of issues would sort themselves out, but it was definitely frustrating in the short term. We approached the game from a point of view of generic cyberpunk future, and so some of us narrated things as gritty and dark, while others went for sufficiently advanced tech and a more lighthearted cinematic approach. In hindsight, I think the game would play much better if the group agreed up front to use a setting they are all familiar with, such as CP2020, Max Headroom, a specific series of novels, or The Matrix. That way everyone's on the same page about what you're after thematically, and you have a reference point for what the tech in the setting can do. The other half of it, learning how to play fair in a game with no GM, is just a trial-and-error issue. (And though it bugged me to see the same "trap" again and again, what else can you do to challenge a rogue AI?)

A few other minor issues were caused by the non-traditional structure. Most notably, there was a particular type of scene that was conspicuously absent from RT. When one PC wants to talk to another PC, that's generally trivially easy to arrange in any RPG. Unless it's the middle of a fight scene, or one PC has been taken captive, the players have it entirely in their power to start up a conversational scene between their characters, often even in campaigns where GMs keep a tight reign on the narration rights around you. In RT, surprisingly, this paradigm is inverted. Though the rules really don't draw attention to it, it is in fact nigh impossible for two PCs to even communicate, let alone work together in RT. I can easily start a scene where one PC attacks another, or where a Faction attacks a PC, or where a Faction contacts a PC and strikes a deal with them, but I am implicitly forbidden to stage a scene where my PC contacts another PC and tries to help or team up with them. There are color narration scenes, but as written those must begin with the intention of turning into conflict, and only become peaceful scenes by means of a happy accident when no one escalates. Which means that only those players most inclined to abuse rules-systems or metagame are even capable of teaming up. Of course, if the other player misunderstands you attempt to subvert the system, you could easily end up in a combat between your PCs, which makes people not want to risk trying to interact with the others.

As a result, one of the players at our group compared the game to multiple solitaire, and that wasn't an entirely unfair comparison. Indeed, the momentum always lies with the Factions within the game, not the PCs, which is a bit awkward. PCs feel less like protagonists and heroes, and more like the poor dumb schlob that everything happens to. Even when the PCs win the die rolls, they still have a somewhat passive role in the game, since their scene goals are usually something along the lines of "don't get shot". Worse yet, the structure feels terribly counter-intuitive, as though you aren't actually playing the character you're holding, instead you're just waiting for the next threat to rear its head. The rules as written render the PCs incapable of actually pursuing anything, and they instead just have to roll with the punches. That seems like a house-rule might be in order:

A Very Simple House Rule:  This rule adds an additional scene type: Dialog Scenes. You may choose your PC and any other PCs or Factions, played by the appropriate other players. You play this scene out as a conversation and light interactions. Unlike normal Deal or Face-Off scenes, Dialog scenes give no mechanical rewards or penalties, and involve no die rolls. They exist solely to facilitate the interactions between PCs, to allow for a bit of flavorful characterization, to illustrate (but not advance upon) your goals, or to function as a "pass" if you're stuck for a better idea when it's your turn to frame the scene. Color | No Conflict scenes may still be initiated in the normal way, by having a Face-Off scene peter out. Face-Off scenes that result in no conflict still get their usual rewards, as the risk of conflict was present.

That simple house rule (and a clearer discussion up front about the setting) would solve most of my objections to the game, and allow it to run a lot more smoothly and intuitively.  It would then function as the quick-to-pick-up, easily improvised alternative to CP2020 or Shadowrun, a role at which it would excel. If I wanted to run CP2020 next week, I'd have a lot of reading and planning to do between now and then, but if I wanted to run RT in the next 5 minutes I'd have a one page summary to read and the other 3 minutes of my prep would be breaking open a pack of blank index cards. In this hectic world where we don't always have as much time for gaming as we'd like, light-weight games like RT are a real boon.

Monday, May 16, 2011

Driving Your Players Crazy

Lately, I've been having a lot of experience with PCs going bonkers. There's a couple different ways to handle it, depending on what your goals are.

In 3:16 Carnage Amongst The Stars,  I just drove the whole group crazy. Hallucinations, multiple realities, glaring inconsistencies, characters and situations that obviously couldn't exist, etc. It was almost all improvised, and I made no efforts to correct "mistakes" or obvious contradictions. Each week I just dove down whichever rabbit hole struck my fancy. This works really well when you're okay with the game not being taken 100% seriously, and when you're not really focused on long-term viability of the campaign. Honestly, I never expected that campaign to run as long as it did.

My Gumshoe Continuum campaign, on the other hand, is one I take very seriously, and hope to be running for a couple more years at least. We're about a year and a half into the campaign at this point, and just last Wednesday, I finally revealed that one of the PCs was crazy. He'd technically been nuts for about six months, but we played it real subtle. There was a scene where he nearly got Fragged Out (think of Back to the Future when Marty's hand starts to fade away: Frag's kinda like that, but it'll drive you crazy, too) , took a lot of mental Stability damage and snapped. So, the other players and I (as GM) decided on his specific brand of insanity, and warped the campaign around it. (That is, after all, the way the Gumshoe insanity rules work.) There was a minor NPC, who (coincidentally) had only ever interacted with his PC. So we decided she didn't exist.

Her name was Beverly, and she would eventually be nicknamed Beverly the Wallflower. When she was first introduced, I had every intention of her being a real character. The PC, whose name is Declan McGee, met her at a speakeasy in 1928 New York. She was just a bit of local color, introduced to establish a scene and was but one of like 50 details added just to make 1928 feel really different than modern day. 1928 was the PCs first major trip back in time more than a decade, and so I put some effort into making it interesting and "real". I had Declan run across Beverly the Wallflower a couple times, and was considering introducing a subplot where she starts stalking him, but hadn't really put much work into it yet. Like I said, none of the other PCs had met her yet (though one had most likely seen her across a crowded room).

Shortly thereafter, Declan failed the big Stability test after being Fragged (zapped by paradox), and the rest of the group got to conspire behind his back about what manner of madness had afflicted him. My wife suggested the awesome notion that perhaps her character hadn't actually seen Beverly across the crowded room, because maybe Beverly didn't exist. It was brilliant, and especially devious because it's not something anyone would see coming. If I introduce a character in September and in December your PC fails a stability test, you don't expect the consequence to be that the scene back in September didn't happen. But indeed, that's what we ret-conned behind the delusional character's players back. Effectively, we decided that he'd dreamed up an imaginary friend. He met his imaginary friend this one night in 1928 at a bar where he was feeling a little left out. From there it followed that every time the PC felt left out, lonely, or imperiled, Beverly would show up out of no where to make him feel safe and loved, even if he wasn't.

What can I say? I'm a bit of bastard (and while I'm at it, I'll add that the Gumshoe insanity rules rock). After a few sessions, good ol' Declan McGee was alone for a bit chasing a personal project while far away from 1920's NYC, and Beverly showed up to keep him company. Of course this was a shock to him, as nothing in those first few scenes with her indicated she was a Spanner (time-traveler). So he of course asked about this, and so she (or rather, his subconscious, played by me) filled in details of how they were being kept apart by her direct superior, Alexander Graham Bell. Yes, that Alexander Graham Bell.

Why was Bell keeping Beverly away from Declan? There's a minor rule amongst the Continuum that Spanners are not supposed to procreate with one another. Imagine a small child with the power to invert causality, or worse yet a baby that can teleport out of the womb. Scary stuff, so the rule is fairly reasonable. Beverly explained to Declan that Mr. Bell, her mentor, was concerned at her obvious affection for Declan, and feared she lacked the willpower to keep things platonic. This is why should could only visit Declan rarely, and on the sly.

To his credit, my player chased after this plotline with gusto. He started up a relationship with Beverly, and would tastefully ask to skip ahead to the next morning whenever they were alone together. Which is something I'm very thankful about, because it means we aren't left wondering what was really going on in any compromising scenes. They snuck around outside of the watchful eyes of The Continuum, made secret dates, and complained about how A.G. Bell was forcing them to be all cloak & dagger.

As GM, I just kept upping the dramatic ante. Beverly eventually showed up (all in Declan's mind) as an Exalted (one of the top ranks of the Continuum) based out of Atlantis (a big floating prehistoric battle platform to protect mankind from the time-traveling bad guys). Or so she said. There were a couple bits that didn't quite add up, and so Declan decided to get Further Information. I believe the player wanted to make sure that his sweetie wasn't a Narcissist (essentially a temporal terrorist), but the in-character motivation was basically to confront A.G. Bell and get everything out in the open. You know, pursuit of maximum drama. :) So he tracks the inventor of the telephone down, and starts interrogating him about Beverly.

"Who?!" Alexander Graham Bell asks.  "Young man, I'm afraid I have no clue of whom you speak."

So Declan goes off on him. Lots of in-character yelling, and then a couple sessions dedicated to proving that A.G. Bell was lying to him. As that seemed to fail, he asked some NPCs for help spying on Beverly to make sure she wasn't up to no good. As you can imagine, hiring private eyes to investigate someone who doesn't even exist eventually lead to help of another sort. Some Psyches (time-travelling psychiatrists) caught up with Declan and took him somewhere remote to get some much-needed rest and counseling.

One of the awesome things about a time-travel RPG is that you can advance the plotline or timeline for one PC without it affecting the others. If you were playing some other RPG and one character went nuts, you'd either have to retire the character, or come up with some miracle cure. Instead, Declan spent 3 years in therapy in a Boxed (really really really remote, both temporally and physically) facility, conquering his own inner demons. We talk a bit about therapy, introduce a few NPCs he meets at the asylum, and then, 3 years older and wiser, he spans right back down to just a couple seconds after he left the party. That's a useful tool / implication of time-travel that has never before proven as immensely useful as it did last session. What could have been a campaign-wrecker instead became a puzzle with a quick and painless solution.

Now, it occurs to me there's a lot more I could have done to keep the truth from him. As I understand about schizophrenic delusions, most people inflicted with them go a long ways towards rationalizing and justifying their visions. Anyone who tries to tell them they're crazy stands a good chance of being labeled "part of the conspiracy". But ultimately, that would make this entire campaign a game about how this one PC went nuts. I just recently did a game (3:16) about people going nuts. I didn't want to tank or warp this campaign entirely around it, unless it was really an exciting concept to the players.

So, rather than come up with more convoluted defenses for Beverly (as if "I've been spending time in Atlantis because Alexander Graham Bell doesn't trust me around you" isn't convoluted and ridiculous enough), I decided to just throw things in the player's court. If he wanted the quick 10-minute solution, which he did, it would just cost a couple years of his character's life. If he'd instead told me "No, I want to be like Baltar", then I would have continued to play his imaginary friend on-and-off, but kept it secondary to the plot, just a minor character quirk. In the real world, when you can't tell reality from imagination, it's all but "game over", but this being an actual game, I need to make sure it only enhances the fiction. This may be Gumshoe, but it ain't Trail of Cthulhu, and I feel no need to ride the road to madness and despair in a streetcar named tragedy... at least not if it's not what the whole playgroup thinks would be the most fun. When the insanity is over, the game must go on.

Meanwhile, one of my other PCs is busy having The Last Supper with Christopher Marlowe and Derren Brown, but that's a tale for a whole other blog post some other time...

Tuesday, March 29, 2011

Burying 3:16

Friends, Terrans, Troopers... I come not to praise 3:16, but to bury it... and I say that with slightly less irony than Marc Antony.  Our campaign of 3:16 Carnage Amongst The Stars has come to an end this past Sunday. It was a good game, it was a crazy game. I'm a little sad to see it go, but also very happy to have played it through to a logical conclusion and gotten clear without the rules collapsing too badly. In retrospect, it went about as well as anyone could hope for.

For the first few sessions, the weirdness of the rules were a huge source of delight. The narrative freedom granted by the combat system was a nice change of pace from more crunchy systems, and the gung-ho military setting was sufficiently unlike anything any of us had played recently. It took just half a session to get the hang of it, and then everyone was having fun. I'd planned to run a short campaign of 6 to 8 sessions, but we enjoyed it enough to play 17 sessions.

Ultimately, though, the weirdness of the rules was exactly why the campaign could not be sustained any further. I find myself very skeptical of the notion that the later stages of the campaign-game had ever been playtested, as I found numerous problems that needed attention. Here's a few specific nits to pick:
  • When PCs are 90% likely to succeed at anything, kill hundreds of aliens per action, and never take any damage, the game gets a little weird.  And since you roll so few dice per session or combat, there's often 1 player that gets punished by the randomness while everyone else flies uninhibited. You just don't roll enough dice for "the Law of Averages" to ever kick in.
  • The game has just two attributes, and they are completely unbalanced. For a one-shot, FA is the be-all-end-all bomb. In campaign play, however, FA is a far distant second-place to the NFA that gets you promoted and keeps you equipped. Early gaps in stats or firepower can make someone feel useless until they fix it... which takes about 10 sessions' efforts to level the playing field.
  • Since stats can be so low at the start, you're inclined to keep the modifiers small and sparse. (-2 is pretty hefty nerfing when your stat is 3.) Due to the competitive nature of the game (kill count gets you levels and promotions), the GM has to be very careful with applying such modifiers fairly and evenly. My wife was playing, which makes fairness (and appearance of fairness) trickier, so my solution was to almost never called for modified rolls. But late in the game, that lack of modifiers means the PCs can shoot for the moon and hit it 90% of the time. 
  • The jump from 3d10 kills to d100 kills is huge. Once one player has it, everyone else will rush to catch up, but for some characters (ironically, those with the highest initial Fighting Ability) bridging that gap can take nearly a dozen frustrating sessions.
  • Most alien abilities are useless, but the few that aren't are positively devastating; Most sessions have an utter lack of tension, but then a killer power comes up in the next session and you have a pressing imminent threat of TPK in scene after scene. 
  • Planets can have raging volcanoes, toxic environments, and electrical storms that provide plenty of flavor but no mechanical effect. And they have to have no mechanical effect, because some of them would otherwise be instant killers if the PC's armor got a single crack.
  • Speaking of armor, the health levels are wonky too. Power armor protects you just once per planet, while the flesh of your body can take 2 or 3 times as much damage as the armor did and heals between fights even if you're captured or isolated. 
  • The APC and the Dropship do basically the same thing, but use none of the same rules to accomplish it. Ultimately the preference between them comes down to flavor text for everyone but the one PC who's driving, and that PC would much rather be firing their own heavy weapon.
  • Kill counts are hard to grok when the aliens are swarms, incorporeal, giants, sentient planets, etc, all of which come up pretty often. Just as bad is when the alien power is "Stop Technology" so the gun-cams and computers you'd been narrating for 15 sessions suddenly stop working, but the mechanics and medals still need an ongoing count. Down on the planet, I'm killing as many as 4d100 aliens per turn, but if I collapse a star with a missile and wipe out a civilization it only nets d10,000 kills? 
  • The math works well enough to sustain the game elements, but not to suspend the disbelief.
Despite all those complaints, we had a blast. Not just one blast, but 17 sessions of repeated blasting.  We ended on a high note, with everyone enjoying themselves (and all agreeing and intuiting this was where it had to wrap up).

So how'd I make it work in the face of all that? I just dialed the weirdness up to "11". Once it was clear that things were going to get hard to swallow, I started putting in little hints that things were not as they seemed. I made the game setting as surreal as the rules were unbalanced.  For a while, the PC's theories were that maybe they were being drugged or tested on VR by high command, or they'd been captured by aliens and put into a hallucinatory mindscape for brainwash or interrogation purposes. And then slowly they came to accept that maybe the PCs were just crazy. I structured a scene or two as if they were playing Power Kill instead / in addition to 3:16. I stole ideas from Shutter Island, Suckerpunch, and Lost Highway. I made overt references to 60's and 70's acid rock, and to the works of Lewis Carrol. That provided plenty of cover to hide the stranger properties of the game system.

Our final scenes were taking place on several different realities. They were simultaneously killing aliens, getting therapy in a 20th Century mental hospital, and being interrogated by a Jack Bauer type from the Department of Homeland Security who wanted to know where they'd hid the dirty bomb in downtown LA. The PCs faced off against the Brigadier (and each other) for a final confrontation in the launch bay of a Starkiller Missile. When one of them made an NFA roll to launch the missile into the nearby star, we all wordlessly knew this was the final combat of the game. The fight morphed into a car chase on the streets of LA with a mushroom cloud in the background.

At the end of that fight/chase (which ended with three players using Weaknesses, and one using a Strength), I let everyone narrate their own epilogue about how things resolved in whichever reality (or realities) they wanted.  A few of these epilogues strongly contradicted one-another, which we all decided was perfectly as it should be.

Monday, March 21, 2011

Planet Pollock

Yesterday's session of 3:16 Carnage Amongst The Stars went rather well, despite some big interruptions (relatives calling in the middle of the game), and a patently absurd Alien Power.

Planet Name: Pollock
Planet Description: Forest
Alien Description: Sentient Planet
Alien Power: Stop Technology

Some tough choices on the planet description, based on what little is left to me on the charts. Pretty much all that's left are the things I'd intentionally put off.

Sentient Planet was avoided until now because it didn't particularly mesh well with the kills system, and what they represent in game. Since PCs gain medals and level-ups based on number of kills, exactly what counts as an "alien" and what counts as a "kill" is important. If literally the whole planet is out to get you, then every tree, blade of grass, or songbird could be a kill. That was a can of worms I didn't want to mess with when the campaign was just getting going. At this stage in the game, though, we have no illusions about the mechanics. They don't particularly represent any sort of reality you can apply logic too, and we all know it. As a result, I didn't have to worry much. Everybody took it in stride that they were getting the normal kill counts despite such a target-rich environment. Man, this game is weird.

Stop Technology is an alien special ability that I specifically held off using till late in the campaign. I figured the ability to shut-down TPK Bombs, Kinetic Energy Fields and Drop Ships used by high-rank late-game PCs was a lot better than just knocking out the meager arms of early-campaign Troopers. In retrospect, I'm not sure that was the right decision. For one thing, the point of going up in rank is that it unlocks all these cool "toys", so taking them away (even for a session) is more frustrating than fun. Plus, it wasn't as effective as I'd imagined it to be. This deep into the campaign, the PCs have really high FA and NFA stats. So, taking their guns away didn't do much. The PCs won the dominance rolls, and would set the fights at Close where they could use Hand-To-Hand. They then succeeded with nearly every attack roll, so the fights were short and favored the PCs just as much as normal.  Had I sprung "Stop Technology" back when the PCs stats were lower, they would have had to retreat or expend a lot of flashbacks. Using it late in the campaign, the only real impact was on the kill-count.

 Like "Sentient Planet", "Stop Technology" also reminds us clearly how the game rules don't represent reality well. There's dozens of questions that one needs the answers to in regards to this ability, but the game doesn't offer any answers. If my power-armor is shut down, am I immobilized? If a drop ship is "stopped", does it crash and kill everyone?  If our technology is stopped, can we still call an Evac or Orbital Bombardment? It gets even weirder when you try to apply logic to how or what is stopping the tech. EMP effects seem likely to shut down computers and vehicles, but probably wouldn't stop a slug-rifle (we decided it must have an electrochemical solenoid trigger). Some sort of air pollution or environmental effect shouldn't stop air-tight items that worked just fine on atmosphere-less asteroid belt or beneath the surface of the water planet a few sessions back. There's a lot of hand-waving in your typical 3:16 session, and this power just amplifies that. Suspension of disbelief takes some effort.

Which is why I've been putting in sub-threads and hints (sometimes really overt hints) that the PCs are actually insane. This session was tied for the most overt and unsubtle I've ever been. The PCs now have reason to believe they might actually be in an mental institution. Various "PTSD hallucinations" they've been having suggest they are actually being interrogated by FBI and DHS heavies. I gave them the Jack Bauer treatment, as a gaggle of officials at the insane asylum tried electroshock therapy, drugs, and torture to get the PCs to reveal where they put the dirty bomb that endangers 10 million residents of LA. At this point, I slide back and forth between these two realities, with the PCs either fighting aliens on a distant planet, or being interrogated in the looney bin. The clock is ticking in both realities. At the institution, the Homeland Security guys worry that the bomb will irradiate the city if they can't get some useful info out of these insane terrorists. Out in space, two PCs are now Colonels, and have access to Starkillers.

For example, while fighting the wildlife of the Sentient Planet, one of the PCs climbed out of his disabled power-armor, and went hand-to-hand with a flock of birds. Meanwhile, another PC was talking to the Brigadier. But then the brigadier was replaced by an FBI special agent, who grilled her about the bomb. An orderly entered the room (wasn't this a forest a moment ago?) and interrupted the interrogation with the news that one of the other inmates was naked in the courtyard attacking the pigeons again.

Monday, March 14, 2011

Planets Whistler and Kandinsky

My 3:16 Carnage Amongst The Stars campaign continues full pace, but clearly working towards a conclusion. It's been a few weeks since I lasted posted about it, so I'll be condensing those sessions into a rather short summary.

I've been cranking up the zaniness as we go. The game is "meant" to be played straight - very much Band of Brothers or Platoon, but with aliens.  As we've gone, I've found it harder and harder to take seriously. Mostly this is my "fault", as I've had mad streaks of (what I imagined to be) inspirational genius that have created a convoluted and bizarre plotline (far more Going After Cacciato than Tour of Duty, but that's been on purpose). Some of it has to do with the rules of the game, though, which make some pretty hard "suspension of disbelief" demands upon the players. So what started as reasonably serious military sci-fi has become rather something else over time.

Given then that there's no choice but to go down the rabbit hole, I figured why not dive in head-first... and thus I've been cranking up the psychedelic references and "you might all be crazy" implications further with every session.

A few planets back, on Whistler, I actually asked the PCs the list of questions from Power Kill. There was a big explosion, and then for one brief scene, everyone was in straight jackets, taking part in a group therapy session. Psychiatrists who looked like former commanding officers were assuring them that no, they really weren't "in some space army", and that it was a junior high, not an alien world, that they'd assaulted. Major Sanguine strangled an orderly, and then they were magically all back on the alien planet they'd just cleansed.
A nerdly aside: Yesterday I saw a trailer for an upcoming movie called "Sucker Punch", and I blurted out "hey, that's my 3:16 campaign!" I guess next session I need to have them chase after a map, a fire, a knife, a key and something we can't reveal in the trailer...
As the sessions have passed, our PCs have pushed their way up the ranks (often into gaps left when NPC commanders were mysteriously fragged). As of the end of the most recent game, Sanguine was just promoted to Colonel... so, there's just one more NPC commander left for them to mysteriously frag. Potentially a couple good die rolls could wrap my campaign up at any moment. At this point the PCs have no love for Terra, have been threatened and mistreated as they rose through the ranks, and are half-convinced they're just psychotic sociopaths anyhow... so I expect them to turn the big guns on the homeworld at the first opportunity.

The details on Whistler and Kandinsky are immaterial at this point. We're just shy of 20 sessions, so I've got the dregs of the description and ability lists left - each week I pick between the remainder of things that didn't inspire me earlier. I may just jump ahead to the "recycling" phase of the game, where each planet gets two alien abilities and you revisit some races. Technically the rules don't let you do that till mission 21, but since the PC's will likely probably vaporize Earth by #19, I don't want to wait. I'm certainly not likely to ever run another vanilla 3:16 campaign for this long, so I'd like to see how that "doubled up" phase works while I've got the chance.

One other development worth noting... One of our players has moved across the country. It's not a permanent move, but she won't be back in Seattle till after the campaign has wrapped up. So, we lost Lt. Flowerdew. She will be missed. On her way out the door, she stole the invisible alien scout-ship the PCs had been hiding from high command, went AWOL, faked her own death, and framed another PC for it.

Tuesday, February 22, 2011

Planet Michelangelo di Lodovico Buonarroti Simoni

Sunday's session of "3:16 Carnage Amongst The Stars" was our longest yet. We usually wrap up around 4 hours, but this ran 6. We're reaching the end stages of the campaign, as the charts are mostly crossed off, and one of the PCs will have to take the "Hatred for Home" Weakness the next time he levels up (it's the only flashback left for him). So,  I wanted to wrap up plot threads and reinforce themes. That meant more time in the ship. I nearly skipped the planet-side encounters entirely, but as a group we decided to play late instead.

I can't go into a lot of detail on the ship-side plots and themes. Mostly that's because there's so much back story it would go over most casual reader's heads ("you kinda had to be there", but for the past dozen sessions or so).  I'll hit the highlights as fast as I can:

The PCs killed yet another superior officer, Colonel Shook, this time because they caught him in the act of sabotaging their vessel to eliminate any "corruption" caused by their repeated interactions with the aliens. I let the players know that Einstein's Twin Paradox is in effect, despite the warp drive, and that more than 100 years had passed back on Terra. Shook, by the way, was the officer who'd threatened to kill their families back home. Now that they knew this was a hollow threat, they had no problems cutting off his arm and pushing him out an airlock (though I did get one hit away from killing a PC in the process).

After that encounter, they handed over Watkins (an NPC deserter and alien-lover who'd been trying to lead them away from the fleet) to High Command, but first used technology to drive him insane so he wouldn't be able to rat on them, and they didn't hand over his invisible alien spaceship, either.

A number of possible hallucinations and other surrealist stuff went down, as well. I was on thematic overdrive. We'll skip the rest of these sideline embellishments and move on to the planet...

Planet Name: Michelangelo
Planet Description: Volcanic World
Alien Description: Lizards or Reptiles
Alien Special Ability: Armor

The two PC Captains had orders to bring their green companies full of fresh-faced replacements to a lava planet, pacify a few villages, establish a landing zone and a forward command post. Later, they had to assault an alien palace, which mostly went down to Strength-fueled Lynch/Herbert "family atomics vs shield wall" montage.

I made the aliens primitive. Flame-resistant salamander-men wielding pointy sticks and lava globs. They made structures of volcanic glass and hardened lava rock, which they could safely mold and sculpt while it was still hot. Sadly, the game has no fire-proof special ability, so per the rules you could do them in equally well with a energy blaster or flamethrower as you could with a knife or slug-rifle. We tried not to dwell on it, and they did have a bit of armor to protect them so it more-or-less worked out without too many worries.

Armor is yet another 3:16 power that looks so simple, yet is tragically presented in a way that lacks critical clarifications and advice. Once per encounter, the GM gets to declare that all hits against the aliens for a round are invalid because they all have armor.  There's two mechanical grey areas with this, as I see it.
  • First, there's a timing issue there. They don't clearly state when you declare it. Is it before the PCs declare FA or NFA? If so, it buys you one extra attack round for the NPCs, but all the PCs will use that round to NFA into better positions. If it's after they declare, or sometime even later in the round such as after everyone's rolled, it's significantly more powerful. I chose after declarations, but before rolling, as a good compromise.
  • Does armor prevent Strengths? This didn't even occur to me during the game, but I wish it had. If all kills for the round are prevented, you probably shouldn't be able to use a Strength, either. By missing that, I probably let the players off way too easy - the last two battles were both won by Strengths. As general philosophy, I tend to assume "Strengths trump all", but in retrospect I think the point of the ability might be that it can stop them. Rules holes so big you could drive an APC through them.
Ultimately, the armor and the lack of fire-resistance both fall afoul of one of the game's flaws. Namely, the rules are so abstract, that you can't always apply common-sense to them. When one attack roll kills anywhere from d6 to d100 aliens, there's not a fine enough grain to apply logic. A party can include one PC who hits 40% of the time, and another who hits 90%, so you have to be very careful about ad hoc penalties, especially since the semi-competitive nature of the game already tends to mean who ever pulls out into the lead stays in the lead, and the GM can't target individual PCs.

Normally, in an RPG, I apply common sense as a higher authority than mechanics, but 3:16 actively encourages the opposite.

The armor ability, in particular, is an example of a mechanic that doesn't do a very good job of emulating or simulating anything. The PCs might well kill 200 or more NPCs in this battle, and presumably they all have armor, but mechanically that's represented by making all the PCs miss in a single round of combat? There's this single instant where everyone is foiled by the armor, but for the rest of the battle it has no effect? There's really no way to justify that mechanic, it follows no in-character logic. Hand-wave and move on.

While that logic hole could be a game-wrecker and disbelief-eroder in a more serious or "normal" campaign,  I've been running this one surreal enough that it was just one more spastic moment of weirdness. Like when a PC was given a pocketwatch by a rabbit, or when they set foot inside the invisible ship that invisible from the inside as well, or Poodagooluk saw his ex-girlfriend on the back of a dinosaur, or when the traitor Watkins was handed over to Lt. Colonel Schwimmer and then another tech-specialist Watkins got assigned to the same outfit 4 days earlier? Or that time when the PCs killed Colonel Shook, but then another NPC reported getting orders from him after he died. Anyhow, I'd go into detail about more of this, but I don't want to spoil the "big reveal" I have planned for a session or two down the road. I assure you, there is a method to my madness.

Monday, February 7, 2011

45 minutes on Planet Monet

My latest "3:16 Carnage Amongst The Stars" session was very light on actual combat. In fact, I didn't even send the PCs to the alien planet until the last hour of the session.

Planet Name: Monet
Planet Description: Heavy Atmosphere
Alien Description: Birds
Alien Special Ability: Impair

We're more than half way through the charts at this point, so if I roll up a planet or alien description that doesn't move me, there's not a lot to do about it. The same can be said about the alien's powers, many of which in the main game are terribly anemic.  Since I'd done flying aliens before, birds didn't really thrill me, and it didn't combine well conceptually with Impair. So I went with feathered jellyfish, which sounded weird enough to move me. I had the impair be represented as thick clouds of drifting flower-like lifeforms also native to the planet. Non-threatening flowery things, so the system didn't score them on the kill count, but still capable of blocking fire and vision, jamming up vents and joints on the armor, etc.



Impair is a weird ability. Frankly, I don't like it at all, and if I were editing the 3:16 rulebook, I'd axe it and ask the writer to submit something else. Impair allows the GM to spend X threat tokens to reduce all the PCs FA and NFA by X for the rest of the encounter. The math on it is a little wonky. I rolled it up late in the campaign, when most PCs are sporting an FA of 7 or 8. So, taking one off the top means dropping their hit chance from 80% to 70%. It's not a huge decrease, and honestly, if the in-character alien goal is to do more damage to the PCs, you're better off keeping that one chip as one more threat token for the PCs to have to kill. Given that the typical 3:16 session has 5 fights, it's pretty weak. If you spend 1 token per fight in a 4-player session, you're gonna expend 25% of your threat tokens to reduce the PCs effectiveness by maybe as much as 14%. That's a losing proposition. However, if you spend multiple tokens in just one or two fights, it's a huge power. Taking -3 off the characters stats probably cuts their effectiveness by 40% or more. In fact, it's possible to hose players to the extent that some of them literally cannot succeed. Such characters will score zero kills, and have to invoke a Flashback to survive. If you then do the same in the following fight...

I just think this is a bad design for a power. So weak it's mostly a detriment to use it, unless you abuse it and sink every chip you can in to it. If you do abuse it, it mostly hoses the weakest PC, which the system already does plenty of by virtue of it's competitive nature. So now you've just dumped on the person who's been having the most frustrating experiences all campaign anyway. As a further side effect, the big threat-token investment and general mechanical impetus of it pushes you in the direction of having fewer encounters with larger stacks of chips. Large chip stacks are a more tempting target for the PCs to invoke strengths against, especially the PCs who got lucky early on in the campaign, leveled up the big guns and stats, and thus have strengths to burn. It's just a "dump on the little guy" power.



The point of that rant about Impair is that I knew wasn't going to want to spend much time or energy on planet Monet. Conveniently, the platoon rosters were really low (most of the NPCs bought it on the last two planets) and the PCs troopship took some heavy hits from alien kill-satellites in the previous session. So it was a perfect time to pull the Company off the front line and give them some colony furloughs while the old ship was getting repaired and refitted. Significant role-playing followed...

All the actual play reports I've read on RPGnet and other parts of the internet have involved soldiers getting some sexual action, as soldiers deployed far from home are want to do. Sometimes it's hitting the brothels on colony worlds between deployments, and in other campaigns it's VR orgy-tanks aboard the troop ships to keep morale up.

Our game has been completely chaste and sexless by comparison. Possibly because 3 of our 6 participants are female, we early on settled on the notion that the characters must be chemically neutered or something. There's talk in the rulebook about extreme population control back on the crowded Terra, and about how Combat Drugs can wreck your libido, so it seemed perfectly in keeping with the setting.

So this session, I dumped the PCs on leave on a recently-settled colony world that they'd originally pacified several sessions back. Planet Titian, which had only a handful of dinosaurs left on it. There was a little opportunity for hunting with officer's sidearms (I put a total of three chips out across two scenes), but mainly I was waiting for the horomone suppressants to wear off and create some problems for the platoon. They handled it pretty well, and there was surprisingly little sex at all.
  • Sergeant Harrington took efforts to make sure his Squad was still getting dosed with suppressants despite being on leave.
  • Sergeant Hurr spent all her time out fishing in a local lake by herself. Her squad got into trouble, but since she was in her rights to be on vacation, she dodged any reprimands herself.
  • Lt. Sanguine averted and shut down a potential romantic entanglement with a fellow officer. Trying to then push it the other way, I then painted that NPC (Lt. Viziario) as a serial killer. The PC kept it secret, and gave her implied approval while merely suggesting that there's more challenge and honor in hunting aliens. This series of interactions was probably the crux of the colony scenes, as the NPC tried to talk the PC into hunting a colonist or horny Trooper together. Sanguine is a bit of a psychopath, I really thought they were going to hunt someone.
  • Lt Flowerdew dragged his feet, before finally allowing himself to be seduced off-camera by the 18-year-old colonist's daughter I had fawning over them. Flowerdew's player indicated she hadn't decided if he was gay or straight yet, and still really hasn't despite this short fling.
  • Captain DeMolay's player was on a business-trip this week, so we assumed that due to his demotion at the end of last session, he was denied shore leave. Probably still attending his own Court Martial while the others were actively avoiding sex.
Really timid, tepid stuff, but I wasn't about to force anything on the PCs if the players weren't in to it. So I made sure one of the NPCs in the unit got arrested by the colony sheriff for sexual assault, and had two other NPC Troopers end up in a semi-secret relationship. Just enough background detail to sell the reality. A little buy-in would have been nice, but you can't force something like that. So I put the serial-killer-themed scenes front-and-center, and let the rest just be color. Not a great session, but not horrible either. What do you expect for a game where the GM prep is 10 minutes or less?



At the end of the night, with less than an hour to go in the session, I had the PCs get emergency deployment orders to reinforce Alpha Company on planet Monet. Alpha was holding an alien temple. Some sort of taboo kept the aliens from approaching it except at sunrise. Every day there was a huge massed attack in the early hours, and then total safety the rest of the day. Alpha had been operating with low numbers (and was nearly rolled into the PC's Company in the previous session before Major DeMolay got himself demoted). The first morning assault on the temple took Alpha by ambush, and killed all their officers.

By the time the PCs got to their position, Alpha was down to 9 men, all of whom were drugged-out and completely messed up. Their platoon medic would get them in a chemical combat frenzy just before dawn for the daily ambush, then stone them out to keep morale from shattering in the long dull gaps between days. I put in a little flavorful subplot about Alpha's acting CO (merely a Sgt) having his tech specialists continually reprogram his kill counters so he could destroy the harmless floating flowers and have it register. In the final battle, his kill counter rolled over to a Million kills, which plays the Terran Planetary Anthem. He got so excited, he grew sloppy and got himself killed.

I gave the PCs just two fights. The first they arrived in drop pods, so the -2 Impair didn't really matter. The second fight, at -3 impair, was much nastier. PCs pulled through it, but just barely.

Lt. Sanguine amazed us all by managing to get promoted again during the post-mission rolls. So I gave her command of Alpha company, and let her bring over 1 officer and 1 non-com from her old unit. She chose a PC non-com (Sgt. Hurr) and an NPC officer (Serial-Killer Lt. Viziario). Haven't decided yet whether to bring in a troopship full of Replacements next session, or force a Alpha "Company" to go into battle with only 11 soldiers.

The later idea is highly amusing, but mechanically doesn't do anything. Which is rather a failing of the system, I feel. The fact that NPCs amount to nothing mechanically, whether individually or en masse, sort of erodes the suspension of disbelief. I find that I alternately love and hate this uber-lite abstract system. Perhaps when this campaign wraps up, I'll take a stab at making a fan supplement for 3:16 with optional rules and GMing advice for the later campaign.

Friday, February 4, 2011

Splitting Up The Party (in 3:16)

In most RPGs, if the party splits up, it's a detriment to the PCs. Resources are spread thin, they can be overwhelmed and ganged up on, etc. What's more, several players sit around twiddling their thumbs while 20 minutes (or more) of combat drag by. But that's just not the case in 3:16 Carnage Amongst The Stars. It's not like D&D where 6 ogres is a much biggger challenge for one player than for the whole party assembled. The fights are fast and really abstract, and if the isolated troopers have a Strength to spend, they can take out as large a pile of Threat Tokens as the GM deems to put before them. Splitting up, going out alone, etc, is all a huge benefit to the PCs that engage in such antics - as they'll get the most kills and rarely get punished for it.

As GM, you want to reward such behavior when the PC takes some big risk (night watch, recon patrol, searching a tunnel complex, or other situations of significant peril or isolation) or is enhancing the game in a meaningful way (figuring out a complicated situation, developing character by storming or goofing off, cleverly setting up a trap, etc), but not for just every-day "I go through the door first" antics.

Or so I think.

But I could see the other side of the argument. It's a competitive game, and thus anyone whose willing to take a risk (no matter how small) should be rewarded. I'd be in that other camp, if the scope and scale of the system were a little less expansive. "I'm first through the door of the hut, so I get to kill d100 baddies before anyone else follows me" is a bit extreme.

It would be really nice if the GM's section of 3:16 had covered in any way the notion of splitting the party. It seems to assume this will never come up, which strikes me as a little odd, given that it's relatively easy via the advancement system for a party of 4 PCs to be a Trooper, a Sergeant, a Lieutenant and a Captain. Four characters of such a diverse spread of ranks shouldn't necessarily always be at the same post. Late in the campaign, when all the PCs are likely to be Officers leading their own units, it becomes even harder to justify all the PCs being at the same battle. Not a major flaw, but more than a tiny bit annoying.

Monday, January 31, 2011

The Orbital Bombardment of Planet Rubens

Yesterday's session of 3:16 Carnage Amongst The Stars was the biggest challenge the PCs have faced yet. They actually had to rely on orbital bombardment, whereas on all previous planets, mere Strengths and Weaknesses were enough to get out of the trouble.


Now, before we could get to the planet in question, there were some amusing hijinks involving ol' Sarge Harrington (a PC) and the captured alien stealth ship. This was the ship that the deserter Watkins (an NPC) had been using to shadow the fleet. In the final scenes of the last session, two of the PCs had captured Watkins and his alien vessel. But no one could figure out how to turn off the ship's stealth tech. It was invisible, and cloaked, even from the inside, and self-cleaning. Poor sarge was sent aboard it to try to figure out how it worked, and had a heck of a time trying to get back out of it again. He was actually listed as MIA, and rescue teams sent back to his last known coordinates, a few lightyears behind the fleet. Very amusing, since he was never more than 20 feet from where they'd last seen him. Got him so nervous about that, though, he did a lot of damage to the interior and hatches of the stealth ship trying to get out of it.

After much hilarity, I eventually moved the plot along to the Company being deployed planet-side.


Since Captain DeMolay (a PC) had last session been promoted to Major, I now had more Threat Tokens in play, and fluff-wise the PCs were sent on a more important mission. Their troop ship would approach the next system powered-down, and well in advance of the rest of the fleet. Their objective was to capture the alien tower complex that was believed to be the control site for the planetary defenses.

Planet Name: Rubens
Planet Description: Pleasure Planet
Alien Description: Advanced Humanoids
Alien Power: Ambush

I went with the old Star Trek trope of the super-advanced race or planet that looks primitive, and remains peaceful unless really provoked. The system was defended by kill-satellites that implied a powerful culture once resided here. However, aside from three very tall (I compared them to the Tower of Babel, but in triplicate) high-tech towers in a tight cluster at one location, there were no signs of industry or technology on the planet itself. Medieval agricultural communities, populated by peaceful and primitive people. The aliens stood 7 to 8 feet tall, but weighed only 90 to 120 lbs. Graceful, elfin, feminine, and dressed in quaint pre-industrial clothing.

The PCs arrive by drop ship, and just slaughter the alien village near the tower complex. No resistance, just chaos and xenocide. A few aliens flee inside the towers, and once the players figured out how to use the local door tech, they pursued them. But again, the "second wave" of aliens inside were likewise slaughtered without raising arms. The only weapons the PCs had seen was one farmer with a pitchfork, and he died before he could even threaten with it.

The Company starts moving up the tower. As they progress further, they see more and more signs that the towers just aren't used. Other than the bottom floor, the rooms are mostly empty, and most of the work stations and computers are covered with dust. The locals are just poor dumb peasant folk. The players all start talking about how it feels bad to slaughter aliens that have no defenses, even if it's exactly what their characters would do.

And do so they did. An alien appears in the room with the bulk of the PCs unit.  Arms out, he tries to talk to them in a musical voice, and they blow him apart with a Machine Gun at point-blank. Down at ground level, more aliens arrive on pack animals and with wagons. They too try to talk to the Troopers, and are mowed down.

The terrain around the towers changes color a few times. I was going for the "mood planet" approach to pleasure planet. I also threw in a couple subtle references to that episode of Star Trek where the planet manufactures everything you imagine. There was a rabbit (with a stop watch) sighting that hinted at it, and reinforced the surrealist elements I've been bringing into the campaign. It worked reasonably well, though I don't think any of my players caught the references overtly (other than to Alice in Wonderland, which was only one level of it). Real combat was about to break out, and when it did, all curiosity about the properties of the planet became secondary to just surviving.

Again, aliens appear in the room. They just "sparkle in" to the midst of the unit, touch one NPC, and "sparkle out" taking the unprepared Trooper with them.


I gave the PCs a few moments to worry about it, and then came the next wave. I activated the Ambush power, and aliens teleported in. They're still dressed as peasants, but clearly possess powerful transporter tech, and a few of them have some sort of energy weapon seemingly built-in to the fingers. Just point and burn. The Ambush does 1 "kill" to each PC, and messes up the NPCs in the unit pretty good. Like aliens teleporting away with people's limbs. The PCs counter-attack in the second round wipes them out without further harm, but it was clearly unnerving.

No way to track where the aliens teleported from, so there was little choice but to continue searching the towers. Room by room, level by level.

After several more floors of emptiness and dust, suddenly the first NPC trooper I'd abducted is returned via teleport. Except there's some sort of tattoo or tracery on his face now, like celtic knotwork in blue and green all over his skin.
He speaks: "People of Earth. Your aggression will not be tolerated. You do not wish to awaken a slumbering giant. You have four hours to vacate our planet peacefully, or your species will be eradicated from the galaxy." Immediate attempts a further parlay when south, and ended with most of the party being damaged by the grenade that killed the brainwashed/tattooed NPC trooper.

Clearly, medieval farmers these guys are not.



So now the PCs are nervous, and start debating whether or not to call in an orbital bombardment and bug out off-world. They're almost out of Strengths, and I've still got a ton of Threat Tokens, enough to pull about 4 more ambushes easily. So, the last-ditch bombardment starts looking pretty good.

Problem is, orbital bombardment does 1 damage to each PC, and armor is useless against it. So if they call down the nastiness, a couple of them will have to either use Weaknesses or die. They call the ship, and tell it to risk coming closer to the kill-satellites so that it can bombard and/or extract, as needed.  They bring in the Platoon Medic (Doc Bubba, an NPC that has been in every session thus far), and line up for healing. I choose to hit them with the next ambush in the middle of it.

Given their wound status, and the recent out-of-character discussion about how armor can't stop an Orbital Bombardment, they all choose to take the Ambush wounds on their armor, and leave their health-boxes for the bombarment. So, aliens teleport in, touch people, and span off with large portions of their Mandelbrite Power Armor. Half the platoon is now half-naked.

Doc Bubba, sadly enough, loses not just her gloves and sleeves, but both hands and forearms. The PC she was treating grabs the stumps and tries to save her with an NFA roll (he had an 80% chance of success) but fails.

The Company returns fire, and gets a lot of successes, so the PCs narrate that they're figuring out how to predict the teleport targets by the shimmering just before the aliens arrive. The Major intends to call down the bombardment in the midst of this, but his player forgets its an NFA roll instead of FA, and declares the wrong skill at the start of the round. Too busy shooting, and dodging, he can't call in his coordinates. That leaves the aliens fighting long enough for one of the PCs to get hit for his last health box, and has to invoke a Weakness to live. Old Sarge Harrington has a weak ticker, and collapses from a heart attack. He survives, but is left for dead.

The next round, the Major gets the right skill selected, and rains down holy hell on the tower complex. This eliminates all the remaining threat tokens from the planet, and scores him d1000 kills. He rolls the d10s in sequence: 0, 1, and 3. So, massive destruction and terrain devastation, but only 13 enemies killed!

The teleporting aliens vanish. The kill-satellites all power down. Long range scanners reveal no life signs on the planet save what's left of the PCs company, most of who are buried under the collapsed towers. No clue where the enemy went.

In 3:16, if you use any of the really big weapons, such as the Orbital Bombardment or the Star-Killers, you have to make an NFA roll after the session to avoid being demoted. Early in the campaign, I made a point of this by giving them an NPC commander who was busted down from Colonel to Lieutenant for blowing up yet another habitable world.

DeMolay has NFA of 9 this late in the campaign. Even better odds for his NFA roll than Sarge had when he was trying to save Bubba. So, of course, DeMolay's die comes up a "10". The brass busts him down from Major to Captain for what they see as cowardice and a gross misappropriation of resources, as giving a plasma-bath to an entire continent only resulted in 13 confirmed kills.  Them's the breaks.

Tuesday, January 25, 2011

Planet Bosch

Exciting session of 3:16 Carnage Amongst The Stars this week. Here's a summary:

Planet Name: Bosch
Planet Description: Heavy Gravity
Alien Description: Felines
Alien Special Ability: Flee

I ended up with a really low AA for this planet, and knew the aliens were gonna be creamed. Especially since "Flee" is a really wimpy special power. Once the PCs were aware of it, they just started every combat at Close Range. Since you get to adjust your range after a successful FA roll, as long as they succeeded at one roll in the first two rounds of combat, they'd never fall out of the combat. It may have slightly reduced their kill count, but not by much.

So, given the wimpiness of my aliens, I made them sympathetic. Cute little cat-guys, who'd be receiving transmissions of old b&w shows from Terra. "Humans!" their village elder exclaimed ecstatically upon seeing them. "We've been looking forward to meeting you." Then he was chopped apart with a power blade. Others quoted I Love Lucy, The Honeymooners, and old game shows at them, before being blown apart.

The aliens went down fast, though not without twinges of guilt along the way. (Very brief twinges of guilt. Like, "I felt bad... until one of them mentioned The Price Is Right. It's a mercy killing.") Knowing there'd be little planetary resistance, I decided to move along various other sub-plots.

Captain DeMolay (a PC) has treated several of his NPC Lt's with contempt and scorn, and really not done anything to convince them he has any power to back it up. So, there was a bit of friendly fire, and an avalanche that he refuses to believe was caused by the High Gravity.

But the real show-stopper was the visit by Major Schwimmer.

Now, the real Schwimmer, Captain Schwimmer, was found by the PCs tied up in an air duct in the previous session. They'd been hunting through the ventilation system and jeffries tubes in search of possible infiltration by one or more shape-shifting aliens. Capt. Schwimmer says he's been replaced by said aliens, and that Major Schwimmer who'd recently been promoted was a fake. So they tried to lure fake Schwimmer to pay them an inspection, and since their efforts were good ones (and the aliens pushovers) I decided to give them their opportunity. What surprised me was the gusto with which they approached it. They lured him into an APC, dropped a TPK bomb in a hatch, and the blew up the APC from outside, just to be safe. I was thrilled to death with this.

Their cleverness didn't end there, either. They also managed to track down Watkins (an NPC who'd gone AWOL back in session 2, and been helping the aliens ever since) and capture him and his invisible alien ship. Victories all around.

...unless they killed the wrong damn Schwimmer. But what's the odds of that?

Tuesday, January 18, 2011

Planet Hans Holbein the Younger

Summary of my most recent session of 3:16 Carnage Amongst The Stars...

Planet Name: Holbein
Planet Description: High Humidity
Alien Description: Rays, Sharks, or Fish
Alien Special Ability: Reduced Visibility

We started the session thinking we were going to be down a player. Mark, who plays Captain DeMolay, had a prior engagement in the real world at his Mason's Lodge - or as close to the real world as one can consider a Mason's Lodge to be. :)   Anyhow, he wasn't going to be at the game, so I didn't need to come up with a detailed dossier of the planet. He was off taking an officer's training course (since he started the campaign as a Corporal)... and Major Schwimmer at the Battalion HQ had ordered the troops onto the planet.  With Mark at the game, as a Captain, it's all about the whole Company. But with him absent, and the next highest-ranked PC merely a Sergeant, we were back on a Platoon-level dynamic.

They were deployed with Lt. Courson, a timid, largely incompetent junior officer who seemed much less interested in fighting the enemy than in illuminating the platoon with art-history factoids about Hans Holbein the Younger. (My wife and I had recently watched the Tudors, which had jogged my memory of Hans "Photographer of Henry VIII" Holbein from art school all those years ago, so this was a decidely simple and wicked improvisation on my part.)

We were just finishing up the first fight when there was a knock at the door. Mark's Lodge event ended early. So, a drop-pod lands as the fight is petering out, and the Captain and his APC roll out of it.

Suddenly I'm looking at having to morph back to the Company level, but I've got nothing prepped about what the other Platoons are doing. Keeping in Trope, I described it as your typical military SNAFU. Their sticks were scattered, and High Command hadn't given anyone the whole picture of what was going on. Boy was the Captain pissed. The plot just created itself, I barely needed to do a thing.


The aliens were big three-tailed flying manta rays with tubular mouths that could swallow a man's head. Their tails had electrical / plasma discharge capabilities.

There were also tall alien plants that grew in triple-clusters and had similar fronds to the tail-ends of the mantas. I intentionally used similar terminology in describing the plants and the mantas. I was prepping to reveal that the plants were actually super-large mantas half-submerged and hibernating. As is the nature of improvised games, however, sometimes you don't get to follow up on the trails you blaze. My bread-crumbs turned out to be red herrings, largely by virtue of the fact the PCs never followed up on the hints.

Players did ask about what the mantas ate when they weren't trying to suck the helmets off of Troopers in the 3:16th. So, I improvised some large three-legged gilled bunny rabbits. Gills (and mantas) because the atmosphere here was thick and watery. So thick and watery, you couldn't hit a target at far range.

The Special Ability of "Reduced Visibility" was next-to-worthless. It's not like PCs ever want to be at Far Range anyhow. It's total affect was to deprive one PC of one possible roll from her Rocket Pod once. Lame. Only one PC ever took any serious injuries, and I handed out fewer purple hearts than ever before.

Planet-side, the aliens went down super-fast.  That did leave us with time to work out some plot elements back on the ship, though.


In previous sessions, the PCs had been almost haunted by a fellow Trooper named Watkins. Watkins was an NPC goof-off in the first session, who went AWOL in the second and had tried to lead the PCs away from their platoon a la //Going After Cacciato//. It didn't really work, and the PCs ended up leaving him to his fate. There'd been sightings of him ever since. He stole an alien ship with cloaking technology, and tries contacting his old unit from time to time. When the PCs struggled against shape-shifting aliens ("Sirens" with "Induce Weakness" from "Planet Klimt"), Watkins ended up falling in with the shape-shifting survivor(s). And recently, on planet Caravaggio, he'd sent them a message indicating that these shape-shifters had replaced Major Schwimmer (their own former Company Commander, who'd given the orders this session that scattered the Company and pissed off PC Captain DeMolay). If this was true, then the real Major Schwimmer would be hidden, starving, in the air ducts or engineering bowels of their own troop ship.

So they get back to the ship, and DeMolay orders a couple of his closest Non-Coms into the air ducts to hunt for the real Schwimmer. An amusing set of failed NFA rolls followed, and I eventually narrated that 24 hours had passed since the NCOs had been sent on their task, and they still hadn't checked back in. So MPs were sent into the ducts to find them, but they didn't immediately succeed, either. Must be a real maze in the old girl. Eventually, the PCs find Schwimmer, and the MPs find the PCs and Schwimmer. They all get back out with only a little bit of engine radiation poisoning, and only a few instances of having to defecate inside a jeffries tube. Guess you had to be there.

They've tested his DNA and are certain that this Schwimmer is the genuine article. So, I expect my next session will start a little differently than normal. It'll play out like a "Caper" film, with the PCs kidnapping and executing the shape-shifter so the real Schwimmer can take his rightful place. It'll take some stealth and cleverness to set things right without exposing the fact that they've all been playing kinda loose with that whole "no fraternizing with the enemy" rule. Should be fun.

Planet Caravaggio

Quick summaries of a recent (not the most recent) session of my 3:16 Carnage Amongst The Stars campaign.

Planet Name: Caravaggio
Planet Type: Gas Giant
Alien Type: Mineral-Based Forms (Silicon Centipedes)
Alien Special Ability: Exploding Bodies

Caravaggio was our first session with Captain DeMolay, a PC, leading the entire Company. So, things were very different. Instead of the usual piss-poor briefing by a distant commanding officer, I gave the ranking PC a full-page write up on the planet, the aliens, and a list of possible targets within the area his Company was being detailed to. I let him choose the targets and their priority/order, assign the platoons as appropriate, etc. Overall, I was very pleased with the way that worked out, and the impact it had on the feel of the game. It more than doubled my prep time for the session, but seemed well worth it (and that still meant that it took about 30 minutes GM prep time total, so it's still the easiest campaign I've ever had as a GM).

The inter-personal conflict rose to it's highest levels in this session, both within and without the party.  The new Captain made a few enemies. He got yelled at by an NPC Major for questioning orders, and an NPC officer below him accused him of racism. He side-stepped the senior NPC NCO for promotion to Company Sergeant, giving that post to PC instead (which was great). Later, he demoted that PC from the post, and gave it to another PC. Enemies everywhere. They even discovered that there was a very good chance that their former CO (the Major that chewed out the PC Captain) had been kidnapped and replaced by shape-shifting aliens from a few sessions back. The plot was on overdrive this session.

The aliens were silicon centipedes, crawling around on floating cities hovering within a gas-giant. They had exploding bodies, which was foreshadowed by these sacs on their backs expanding. All together, it made for a wealth of striking imagery. I was quite pleased with that.

I must say the Exploding Bodies power is huge. Most of the Alien Special Abilities have struck me as anemic or under-powered. This one, however, coupled really well with a low AA rating. I twice threatened a TPK, both times immediately following rounds where the PCs just chewed the monsters up. Players had to invoke Strengths to avoid me wiping out the entire party. I suspect that this is one of the best Special Abilities in the game.

On a related note, there is a question of timing. Can exploding bodies be invoked at any point during the combat round? Just on the alien's action? As a response to a successful attack by the players? At the end of the round? If you can activate it more than once per round (like each time the PCs kill an alien) that'd be a sure-fire TPK and a guaranteed failed planet. I didn't abuse it that way, but in retrospect, in the late campaign such abuse might be necessary to make the PCs ever choose to use a Starkiller or Orbital bombardment. The most broken interpretation of the power might not actually be broken, but since the rules were vague and didn't weigh in on the topic, I made a point of not testing it at my PCs expense. I wish the rules had covered it.

Monday, January 10, 2011

The Danger of Improvisation

Yesterday, we had a guest player at my 3:16 Carnage Amongst The Stars campaign. Naturally, people tried to bring him up to speed with what had happened in previous sessions. The resulting summary was unbelievably bizarre.
 
There's next to zero planning going in to these sessions, which is a big part of it. 10 to 15 minutes GM prep per session tops, and at least once it didn't even get that (as a player once showed up half an hour early and arrived before I'd put any thought into the session at all). Week after week, it's all almost entirely improvised.

Plus, I've made a few attempts to emulate bits out of Tim O'Brien's Going After Cacciato. Cacciato has served as my primary inspiration. Like 60% Cacciato,  30% Band of Brothers, and 10% all other war movies I've seen. Going After Cacciato, for those unfamiliar with it, is sort of a surrealist take on the Vietnam War, told from the point of view of an unreliable imagination-prone narrator.

So when a crazy idea pops into my head mid-session, I make a point of just going with it, instead of suppressing it (or even asking myself if it's a good idea or not).

It all pretty much made sense while we were playing it, and seemed only a little over-the-top at the time each element was being introduced. I had suspected that the ridiculousness was beginning to accumulate, but trying to summarize all that went before for the benefit of a new player made me kind of cringe. What seemed "a little out there" when take by degrees, ends up being completely bonkers and really hard to swallow when dumped on you all at once.

Monday, January 3, 2011

Planets Picass0 and Cezanne

It was pointed out to me at this week's 3:16 Carnage Amongst The Stars game that I didn't blog about last week's 3:16 game. So, here's two birds with one wordy stone...



Last week, the platoon was sent to help the 3:15 out of a bind. Captain Schwimmer told them that their real goal should be to make the 15th look bad. "They need rescuing, and we don't want them to ever forget who had to haul their butts out of the fire."

Planet Name: Picass0
Planet Decription: Asteroid Belt
Basic Creature Form: Artificial Lifeforms
Alien Special Ability: Isolate

The asteroid belt was designated Picass0. The planets of the same system were Picass1 to Picass7. Perhaps I'm taking the mispronounciation bit a bridge too far. The Picass system was inhabited by Robots, who'd apparently detonated their own homeworld for better mining access. They had gravity-weapons, robo-factories, 7 different chassis types, and a cultural fetish for self-modification. Some of the encounter took place at the robot equivalent of tattoo parlors. At one point Lt. Demolay got pierced with a glowing neon bit... as long as it was stuck into his armor, his com channels were overloaded with a constant stream of "1100101001000111001010001001001011111010011010111...." which I shouted at a volume and rate that probably annoyed my neighbors. Because shouting a faux military briefing with a bad southern accent about a place called Pick Ass Zero wasn't annoying enough, apparently. Not sure what I was thinking...

In fact, I was in improvisational overdrive that session, managing to somehow merge every previous improvised plotpoint together as though it almost was an intentional plot. Except, had any of it been planned, it wouldn't have been quite so ridiculous. So AWOL Trooper Watkins really was hidden amongst the 3:16 fleet, in a cloaked alien vessel hanging off the side of one of the Troop Carriers, with his shape-changing alien girlfriend. Maybe when Trooper Pudaguluk saw Watkins riding on a dinosaur a few planets back that wasn't just space-madness. Maybe. Or, perhaps the one and only PC that had this talk with Watkins aboard the invisible spaceship was herself suffering from space-madness.



I thought I'd just leave it there, to be mysterious, but of course no battle plan survives contact with the PCs. At the start of this session, they insisted on searching the ducts and crawlspaces of the ship, trying to track down whether or not Watkins and his alien sweetie were actually on board.  If my players wanted to pretend this was some sort of investigative game, and not just a campaign about firing overpowered weaponry at helpless hordes of aliens, who am I to disillusion them? So today I threw them a bone. There was a traumatized MP bound and gagged and tucked away inside the duct work. This satisfied their investigative streak enough. They raised the alarm, and then passed the mystery ball across the court to other NPC MPs to run it to the endzone.

Time for the action to go planetside again.

Planet Name: Cezanne
Planet Description: Temperate World
Basic Creature Form: Furred
Alien Special Ability: Unused

3:16 takes about 10, maybe 15 minutes of prep-work on the GM's part per session. Which is especially great for the month that includes X-mas, New Years, my wife's birthday and our wedding anniversary. However, that busy schedule lead to me being quite lazy and establish some bad GMing habits. I've been starting my prep work closer and closer to the actual session every week. Today, due to a bus scheduling snafu, one of my players ended up arriving over half and hour early to the session... and I hadn't yet done any prep. My bad.


As a result, the planetary portion of the adventure was largely incoherent, and largely a pastiche of Warner Brothers cartoons. I have no one to blame but myself. I went to describe the aliens. Since I hadn't done any prep, I just rolled with the sample in the rulebook for "Furred Creatures", being large fuzzy humanoids with ammo bandoliers and shotguns. Someone said "we're fighting wookies?" and I countered with "more like that big red furry monster that sometimes chased Bugs Bunny". It was downhill from there.

They were packing shotguns. As a long-time fan of Cyberpunk 2020, Logan's Run, and any setting or system with oddball alternative weapon load-outs, I mentioned in the first round of fighting that the aliens were using these large drum-fed shotguns with each shell being a different type. One guy got hit with flechettes, the next with a slug, then a proximity-detonating explosive round, then a compressed monowire round that ripped a man apart from inside (40k fans will recognize this as a variation off the "Harlequin's Kiss"). And then I foolishly said to the PCs that I'd let them narrate what sort of round hit them any time they took damage. They nobly started with taser rounds, but the ACME catalog kicked into high gear before the second turn of the fight was over. There were micro-drills and rocket nets, chemical tracer rounds that dyed your skin, shells that unpacked into tiny robots that sat on your head and hit you in the face with a hammer, and other patently absurd ideas. Again, it was all my fault. If I'd just done my homework before the game, instead of pushing it off to the last possible minute...


I think it was still enjoyed by everyone, but there wasn't the slightest pretense of suspension of disbelief this week.



Enemy Artillery and other Big Guns
In both of these last two sessions,  I made the mistake of narrating enemy artillery. It was just for color, but both times it lead to the PCs capturing the enemies big guns, and attempting to turn it on the aliens. Good for them, but bad for the mechanics.

The first time I tried to make it hard on them, requiring several NFA rolls to load, aim and fire. As it played out, I realized this just further emphasized the existing problem that NFA is so much better than FA. So on the second planet, I just hand-waved it, and let a normal FA roll cover it. Less realistic, perhaps, but given that it was ACME artillery, I clearly wasn't letting realism get in our way.

For kills from the Artillery: on Picass0 they did 3d20. On Cezanne they did d100. I wasn't completely happy with either. Was I rewarding the players for thinking outside the box, or just reducing the earned bonuses of those who'd already invested in their own heavy weaponry? Here I am grousing one week that the d100 E-Cannon is too good, and the following weeks giving all the PCs special opportunities to roll something equivalent. Again, I blame my procrastination, if I'd put a little forethought into it, I could have at least avoided the problem in the second week (ie: today).

E-Cannon House-Rule, a related aside: For the E-Cannon and Rocket Pod we've settled on using the modified "low roll" d100. You roll two d10s and read them like percentile dice, but with the lower roll always being the 10s place. So a "7" and "1" is always "17" and never "71". 88, 89, 99, and 100 are still possible critical successes, but more reasonable rolls are going to come up more often. It's fast and easy, has memorable big power swings that encourage good stories, and yet mostly keeps these guns from completely dominating every firefight. We've used it in two sessions, and everyone loved the change.

So, of course, the PC who first got a d100 weapon again makes his Promotion roll, and becomes a Captain. Promotion to Captain rank includes the acquisition of the coveted "TPK Bomb" a nuclear hand grenade that could well do 5d100 kills in a single action. Apparently, the E-Cannon wasn't busted enough...

3:16 is a deeply unfair, highly competitive game. I must admit, that's part of the charm.

Monday, December 13, 2010

Planet Titian

I'm pleased to report that I had a much better session of "3:16 Carnage Amongst The Stars" this week. Not that the previous week's session was bad, per se, but it had left a weird aftertaste.

Problem Solving, mafia-style
I solved the dilemma of how to "punish" the PCs for their recent failure (and repeated officer-icide) without punishing the players, without boringly locking them all up in the brig, without lining them up with blindfolds and cigarettes, without invalidating the promotion rules, and without making a Lieutenant scrub latrines beside the enlisted men. I simply reminded myself (and the players) that this is a setting with an implied Fascist government, great personal power and latitude to the upper military ranks, a high rate of battlefield promotion due to death of superior officers, and (most importantly) severe overpopulation back home. They have been warned that if any more high-ranking officers die in the vicinity of the PCs platoon, family back home will go missing. The awesomeness of this is that it shows the total corruption and evilness of high command, and if and when the PCs eventually kill another officer, all their loved ones can be abducted in the dead of night or possibly just executed... thereby contributing directly to the "Hatred of Home" Weakness that is guaranteed for your final level-up.


On to the planet:

    •    Planet Name: Titian
    •    Planet Type: Low Gravity
    •    Alien Type: Dinosaurs
    •    Alien Ability: Regeneration

Physics is not 3:16's friend, nor vice-versa. 40 foot dinosaur people in a giant jungle seem perfectly fine for a low-gravity world, but to have them exist in the large quantities that are needed for 3:16's kill counts would require a lot of surface area, which means large planet, which probably means high gravity is more realistic... and I shut down the science talk at that point, because a couple players were starting to debate whether the atmosphere could be breathable and whether it would be thicker or thinner than our own. It's military fantasy with ray guns, not science-fiction.

The dinosaurs had lots of peanut-sized nerve clusters instead of a centralized brain, and so you couldn't be certain that even blowing off their heads would keep the entirety of their body from getting back up and smashing you again... and that was how I explained Regeneration.

Kill counts were high, but would have been much higher if one of the PCs hadn't chose to pre-empt my big climactic final battle (which was going to be modeled on the Little Big Horn) with a Strength Flashback on the first action of the very first round. Bizarrely, the group had just spent 5 minutes debating whether or not to call in an orbital bombardment on the massed aliens they'd spotted in the distance. They decided unanimously not to do so, to give them all a chance to rack up some kills and only fall back on the bombardment solution if things got dire. One die roll later, someone decided to end the fight prematurely purely for their own benefit. Thankfully, said player did not end up with most kills, so his attempt to hog the glory was a little wasted.




3:16 with 5 PCs
It appears the level-up mechanic in the rulebook is balanced for smaller parties. With 3 or 4 PCs, you get a level-up every session to the person with the most kills, and those with fewer kills have a 50% or 33% chance of getting the "bonus" level up. With five players, that chance of the extra level up drops to merely 25%, which seems a little low.

(When you think about it, the default rules seem to assume you're going to be leveling up at least half the sessions, but with 5 players that just wasn't happening. In fact, one PC had yet to level up as of the end of our 4th session. The dice just hate her. She started with FA 7, and yet has never gotten the most kills in a session.)

So, as I've decided that since I don't want this to be a really long campaign, I'm going to compensate for that extra player. I will now be handing out level-ups for the highest kill count, and the second highest kill count, and one random amongst the remaining players.




More on the E-Cannon:
Hopefully this extra level-up will also help compensate somewhat for the lone E-Cannon at d100 in our group. He only fired three times last session, and got 163 kills. I'm tempted to house-rule that as well, down from d100 to 3d20 or 5d10 or something along those lines. Maybe keep it at d100 but you always read the percentile dice in their least favorable order (so a "2" and "7" could only be "27"), but I'd have to analyze what the curve on that is. For the moment, I'm going to leave it at the normal d100 and just see if the level-up for second-highest kills is compensation enough.

The jump from 3d10 kills to d100 kills on the E-Cannon and Rocket Pod is excessive, but at least I was able to mitigate it a bit this time by some clever NPC maneuvering. Aliens hit the PCs, and pulled back to Far Range. Nearly all the PCs closed the gap to get back to Near Range, some forgoing shooting at all to make that happen. So then the Aliens swung it the other way and rushed to Close range. This was all possible because I had my highest Alien Ability rating thus far (7) which made them far more likely to succeed in consecutive rounds and get to manipulate range after their attack. I imagine that as the campaign progresses and the Alien's ability rating continues to rise, this sort of thing will happen a lot more often.

There's this delicate balancing act where you try to keep the E-Cannon from totally dominating every fight, yet still leave it useful enough that the player who purchased it feels it was worth it. Seems like a lot of hoops to jump through. Definitely the most annoying part of an otherwise recommendable system.

Tuesday, December 7, 2010

Why 3:16?

After my recent post about 3:16 Carnage Amongst The Stars and how some of the polish had worn off the mechanics, I got an interesting question in the comments.

Lee 'Spikey' Nethersole wrote:
After having read all of your posts about this game/system i feel the need to ask exactly why you are playing it. ...I still wonder what you are getting out of it...

What am I getting out of it?

Well, honestly, it's fun.

It's not perfect, and I freely admit a large part of why it's so much fun is because I really like my current play group, but it's still fun.

The other big thing I'm getting out of it is a 3rd night of GMing each week, with a completely different feel and experience than the other two nights. That might not be feasible with a heavier system.

I'm currently running a twice-a-week Continuum game that takes a ton of GM prep. Continuum is a game where every PC can teleport and time-travel with very few restrictions. As a result, the GM has a lot to track, needing to know the rough whereabouts (and whenabouts) of about 60 NPCs every session, and keep thorough notes in case the PCs decide to spontaneously drop in at some previously unexplored corner of the setting, or revisit a scene you've previously run. I love GMing Continuum, but it's a lot of work.  I spend two to four times as many hours each week prepping for the sessions as I do running them. It's a lot of work, but it's worth it.

In stark contrast to that weekly marathon, sometimes I'm looking for a chance to just flex my improvisational GMing muscles without having to sweat the details. 3:16 is great for that. My sessions have taken about 10 minutes prep each. Roll on 5 inspirational charts, think up one war movie trope I want to lean on, come up with the name of the officer of the week. Go.

3:16 is some sort of dehydrated adventure flakes. A better analogy might be frozen pizza, I suppose. Yeah, it wouldn't be smart to make frozen pizza the main staple of your diet in the long term, but when your stomach is your rumbling and you lack the time or energy to make a fancy meal, you'll gladly grab 3:16 out of the fridge and toss it in the oven. 15 minutes later, you've got a game.

Yesterday I was griping about some of the rules that weren't quite to my tastes, but upon further reflection, I'm going to resist the urge to start house-ruling. It's not perfect, but it's simple, and easy, and it works well enough for what it is.

A 3:16 campaign is not a fancy sit-down dinner. Neither is it the elaborate masterpiece work of art you slave over all day and wake up thinking about in the dead of night. Instead, it's more like the drinks and snacks you enjoy while you casually shoot the bull with your friends.  And every so often, that's exactly what I want.

Monday, December 6, 2010

Planet Klimt (and mechanical observations on 3:16)

Yesterday I ran my fourth session of 3:16 Carnage Amongst The Stars. It was an interesting, but oddly paced session. Let's look at the planet/mission stats:
  • Planet Name: Klimt
  • Planet Terrain: Ocean World
  • Alien Type: Sirens
  • Alien Ability: Invoke Weakness
The remains of the platoon, after having suffered heavy losses in the past three sessions, was given the "easy" job of providing security to a detachment of officers and science corp personnel taking R&R on a colony world in a rear area.

So I set up a bit of a mystery scenario, with mind-altering skin-swapping deep ones. They could somehow read your memories and make themselves look like your relatives. Early in the session, before we ever got planetside, I had an NPC Trooper in the platoon get a Dear John letter. This not only hit a war movie trope we hadn't touched on yet, it also worked as both a red herring and foreshadowing. A few scenes later, when the NPC cried out the name of his unfaithful girlfriend and tried to kill himself, no one stopped to consider that maybe he did so because an alien shapeshifter was impersonating his girlfriend. (And really, why would they?) One of the players played straight into my hands by offering that her character's cousin, an deep-space colonist, might be on the planet. So I said sure, and later had the "cousin" try to kill her. At the start of the session, none of the PCs had ever used a Weakness, but by the end of the session, 3 of them had.

Setting up the mystery scenario was kinda neat, but it ran afoul of 3:16's mechanics a few times. In a game where the emphasis is on the carnage, and each attack roll could kill dozens of enemies, it's hard to do a slow simmering mystery scenario where there aren't massed enemy troops. As GM, you feel bad telling the PCs that it doesn't matter that their E-Cannon could kill d100 baddies this round, as there's only one target available. After all, the PC got his E-Cannon to that level of bad-assitude by spending several sessions advances on it, and here I am essentially stealing (or at least disarming) his thunder. Plus, taking too much of the focus away from the fighting starts to over-emphasize the NFA stat (see below) which is already over-emphasized (see below).

And this leads me to a few observations about 3:16s mechanical issues that weren't immediately obvious on my first (or second) read of the rules, but which have shown up in long-term play.
  • FA (Fighting Ability, used when trying to kill things) and NFA (Non-Fighting Ability, used when trying to do anything except kill things) are not balanced.  At first, I thought they were, or at least well enough for a rules-light game with just 2 attributes.  And honestly, given that it's a military game/campaign, I'd probably be okay with it if FA were a little better than NFA. But instead, it turns out that past your first or second session, NFA is much better than FA. All the advancement rules hinge on NFA rolls. So, while a high FA character starts out at a modest advantage (counter-balanced by being the lowest starting rank), they're going to be still slogging around with a Slug Rifle while the high NFA character sports a maxed out E-Cannon.  In fact, the PCs that start as Corporals in the first session seem to have a huge advantage over Privates and Sergeants alike. Corporals can start with an E-Cannon, and have high enough NFA to be able to reliably upgrade it to maximum and reliably requisition a second weapon to cover the E-Cannon's few weaknesses.
  • The progression of Kill potential of weaponry (essentially damage) seems a bit lopsided. Here's the scale: 0, 1, d6, d10, 2d6, 2d10, 3d10, d100. So the average damage roll at each band is 0, 1, 3.5, 5.5, 7, 11, 16.5,  and then it jumps to 50.5. It's that last jump that seems out-of-whack. On average, an upgrade gives you +2 damage, except for that last step which is +34. The game is very competitive, with Kill-count determining which PC advances each session. The E-Cannon is the only weapon that gets d100 at Near range, the Rocketpod is the only weapon that gets d100 at Far range. Once someone gets one of those two weapons to it's max rating, and everyone else realizes just how awesome it is, it takes the rest of the group a minimum of 3 sessions to play catch-up, and that's assuming they make their NFA roll at the end of each of those 3 sessions. I look at the PCs at the back of the pack, with NFAs of 3 or 4, and it seems like they're completely out of the running, and probably will be so for the next 5 or 6 sessions, despite supposedly having built characters that were highly-skilled bloodthirsty killers (high FA).
  • Pacing is really damn hard, mainly because of the built-in mechanism of each session takes place on a different planet. We run a 4-hour session, with a fair amount of role-playing between the big combat action pieces. As a result, in 3 of our 4 sessions, the GM (me) has decided late in the session to just "throw away" some number of enemy tokens and cut to the final battle. I'm "wasting" alien resources and effectively going easy on the PCs because of not having enough time. To solve this, I either have to cut down on roleplaying, or break the fundamental rule of "1 planet per session" and discover what ripple-effects that has.
  • Narrating the enemy actions is really taxing. On "the GM's turn" I have to narrate for a large but unspecified number of aliens. Either hundreds of foes fail, and I have to improvise what factor caused them to all screw up, or else I have to narrate hits on 3 to 5 PCs at once, and try to somehow make them unique and interesting despite everyone getting pounded on in exactly the same mechanical fashion. Which gets tricky since the PC has control of whether they take the hit as a Wound or soak it on their armor. So I need to quickly narrate 3 to 5 attacks or injuries that are vague enough the player can choose which type of wound to take. Most of the time it flows fine, but late in the session you start running out of ideas.
  • The system incorporates some number of expressly-defined Rewards, namely medals and promotions, but is considerably lacking in Punishments. So, a PC can be rewarded for heroism, or just being in the right place at the right time. They can be demoted as well, but per the rules, this can only happen if they use a Weakness (which is somewhat rare), and one of the other PCs chooses to rat them out to high command, and that rat succeeds at an NFA roll, and the person being ratted out fails an NFA roll. Meanwhile, in 2 of our 4 sessions, the PCs collectively have completely failed to achieve their in-character goals, and as GM I don't feel I have the power to punish them for it. I could demote by fiat, or strip them of equipment, but either option seems to be against the spirit of the written rules (which specifically spell out that every session ends with tightly-scripted skill rolls to advance in rank and requisition equipment). So, I'm left with the odd situation where I wanted to run this RPG because it's unique take on experience and advancement were so interesting, but now that I'm doing so I find that unique take is potentially standing in the way of compelling narrative (and eventually willing suspension of disbelief).
Don't get me wrong, I'm still really enjoying the campaign. For the first couple sessions I was very impressed with the extremely lite rules, with their unique competitive approach. Having watched several sessions of how those rules play out, I'm now finding them to be more of a hurdle than a step-ladder. The game is remaining fun, but that's mostly because I've got good players and we're improvising wildly. As I think about it, that is frequently the case with most RPG systems, and at least we're not having arguments about miniatures-positioning, attack modifiers, and such. So maybe I shouldn't be complaining?