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The unmovable stubborn Jun 13, 2011 07:42 PM

FIASCO: A game of powerful ambition & poor impulse control.
 

So that was Mrs. Lundegaard on the floor in there. And I guess that was your accomplice in the wood chipper. And those three people in Brainerd. And for what? For a little bit of money. There's more to life than a little money, you know. Don't you know that? And here ya are, and it's a beautiful day. Well, I just don't understand it.
— Marge Gunderson, Fargo

I think a plan is just a list of things that don't happen.
— Parker, The Way of the Gun

Do you see what happens, Larry? DO YOU SEE WHAT HAPPENS WHEN YOU FIND A STRANGER IN THE ALPS? THIS IS WHAT HAPPENS, LARRY! THIS IS WHAT HAPPENS WHEN YOU FEED A STONER SCRAMBLED EGGS!
— Walter Sobchak, The Big Lebowski (TV edit)

FIASCO is a game of big dreams and catastrophic failures, small-time plans and ugly consequences. It's driven largely by random chance and narrative creativity: there are no character sheets, no monsters, no stats — just people, making awful mistakes. If you'd rather tell a story than worry about which sword does more damage, this is your game.

The rules are fairly simple; again, this game is narrative-driven. We'll learn as we go. What we need to get started is:

5 players (including myself), so: 4 of you.
A setting.

Fiasco's developers release a new setting every month, so we're not starved for choices. The setting defines what sort of characters are available, what motivates them, what sort of trouble they can get into, that sort of thing. I need you guys to pick one. Even if you don't want to play, feel free to chip in your advice on setting.

Boomtown: The Wild West.
Main Street: A small town in the southwest.
Tales From Suburbia: Self-explanatory.
The Ice: McMurdo Station, Antarctica.
Touring Rock Band: Self-explanatory.
Transatlantic: Aboard the luxury cruiser Leviathan, 1952.
Reconstruction: Southern Virginia, 1867.
Manna Hotel: A 20-room motor lodge three miles north of Manna, Kansas (population 1,200).
Lucky Strike: A United States Army Replacement Depot near Le Havre, France in the autumn of 1944.
Last Frontier: The forests and fishing villages of southeast Alaska.
Gangster London: London's East End.
Flyover: Middle America. High school football, endless cornfields, and the occasional Mexican drug mule.
Dallas, 1963: The president is coming, although he really shouldn't.
All The Damn Time: Sam Howard is a time-traveler (though he would really rather not be). NOT RECOMMENDED FOR YOUR FIRST GAME, but we'll do it if you insist.
1913 New York: Change is in the air — sweeping, terrible change — but it's a good world if you can get on top of it.
London 1593: The Queen has enemies everywhere; a reckoning draws nigh.
Town and Gown: A small-town university.
Dragon Slayers: The fallout after a group of brave heroes finally takes care of the troublesome local monster.
Quest for the Golden Panda: Mythic China. You live in interesting times.
Objective Zebra: Mid-WW2 aboard the U.S. Navy submarine SS-495 (USS Saddleback), stranded in the mud off the coast of lower Saxony.
News Channel Six: In the trenches at Action Six News, losing ground in an already-tiny market. The bastards at Action News Eleven always seem to be one step ahead.
The Jersey Side: Jersey City. Corruption and envy in the shadow of Manhattan.

There are so many options that if everyone just picks their favorite we'll never see a consensus, so: vote for three. Most votes wins; again, feel free to vote even if you can't or don't want to play.

Warhammer is still on schedule, I'm just delaying it for another week or two so Zephyrin can get back from his Army Man business. Fiasco is a comparatively brief game, we have a good shot of finishing within June.

Stop Sign Jun 13, 2011 07:48 PM

Sign me up :tpg:

I vote for Tales From Suburbia, The Ice, and uh, fuck it. Touring Rock Band.

Sarag Jun 13, 2011 08:10 PM

gimme gimme

votes: Tails of Suburbia, 1913 New York, and News Channel Six.

nuttyturnip Jun 13, 2011 08:12 PM

Sounds like fun, I'd like to be in.

I vote for Tales of Suburbia, Reconstruction, and News Channel Six.

i am good at jokes Jun 13, 2011 08:40 PM

Count me in!

Hmmm...

Touring Rock Band, Dragon Slayers and News Channel Six all seem quite good for bad behavior.

Dullenplain Jun 13, 2011 09:35 PM

I wonder how this will turn out.

I'm partial to Town and Gown, 1913 New York, and Main Street.

coeccias Jun 13, 2011 10:00 PM

My votes go to Dragon Slayers, All The Damn Time, and Quest for the Golden Panda.

No. Hard Pass. Jun 13, 2011 10:18 PM

I'd be in. London 1593, Gangster London, Dragon Slayers

LIAR Jun 13, 2011 11:04 PM

Aw, I wanted in, but it looks like I've been beaten to it. Regardless, my choices:

1) Quest for the Golden Panda
2) News Channel Six
3) Dragon Slayers

The unmovable stubborn Jun 13, 2011 11:25 PM

STOP SIGN IS UP, but if the rest of you have questions don't hesitate to ask.

That's 24 votes, 12 from players and 12 from spectators. Let's see how it breaks down:

SUBURBIA: ///
THE ICE: /
1913 NY: //
NEWS 6: ////
RECONSTRUCTION: /
ROCK BAND: //
TOWN & GOWN: /
MAIN STREET: /
DRAGON SLAYERS: ////
ATD TIME: /
PANDA: //
LONDON 1593: /
LONDON EAST: /

A TIE between Dragon Slayers and News Channel Six. I'm going to go ahead and make a tiebreak call in favor of News Six, since — well, clearly I love swords and sorcery as much as anybody, but let's mix it up a little.

We've got 5 players, which means we need a lot of dice: 20 in total, 10 white, 10 black.

WHITE DICE POOL: 2, 2, 2, 2, 3, 3, 4, 4, 5, 6

BLACK DICE POOL: 1, 1, 2, 3, 4, 4, 5, 5, 6, 6

The dice colors don't matter in the setup phase, but they will later.

What we'll do here is take dice from the pool in sequence, going around the "table". For simplicity's sake we'll just go in an arbitrary order starting with me; this doesn't give me any real advantage. So:

PANG -> STOP SIGN -> RYCHORD -> NUTTY -> LURKER -> PANG etc

Before we can start, we each need a Relationship with each of our neighbors; I need a relationship with both Ry and Stop Sign, respectively. If you create a Relationship, it need not involve you! For example, since I'm going first there are no relationships in place yet. I'm going to create a relationship between Lurker and Nutty: "Up To No Good". This is a 5 on the News Six Relationships List, so I remove a 5 from the pool:

DICE POOL: 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 6, 6, 6

So now, Nutty and Lurker are collectively Up To No Good. Another player can choose to make this more precise, or they can add other details to the situation; but they can't change the essential NATURE of the relationship; those two are up to no good, period. In addition to these relationships, the game also needs 1 Location, 1 Need, and 1 Object. You can have more, that's just the minimum. The Need is generally the impetus around which the fiasco itself forms, and the more Needs there are, the faster conflict develops.

It's now Stop Sign's turn to add a detail. He can add a Need, A Location, an Object, or a Relationship. We need 5 total relationships to start. Only the existing Nutty-Lurker relationship is in position to become more detailed; everything else will just be a vague idea, so you can ignore the popups unless you want to clarify that relationship. Just like Relationships, a Need, Object, or Location is tied to a pair of "neighboring" players — it further defines their relationship. While there's no RULE against placing Objects/Needs/Locations before all Relationships are established, knowing the relationship between two people can make later details easier to understand. Here are your options.


RELATIONSHIPS


1 ACTION SIX NEWS TEAM

2 FAMILY

3 FOOLING AROUND

4 WE'VE GOT HISTORY

5 UP TO NO GOOD

6 US VS THEM


NEEDS


1 TO GET LAID

2 TO GET FAMOUS

3 TO MAKE A DIFFERENCE

4 TO GET RICH

5 TO SETTLE THINGS

6 TO COVER OUR ASSES


LOCATIONS


1 HARD NEWS

2 HUMAN INTEREST

3 ON THE AIR

4 OFF THE AIR

5 FACE TIME

6 OFF LIMITS


OBJECTS


1 SECRETS

2 CONTRABAND

3 TOOLS OF THE TRADE

4 WHERE'S THE WARNING LABEL?

5 PERSONAL

6 PROPS




So, just to keep track, here's what we know so far:

Nutty and Lurker are UP TO NO GOOD.

And here's the dice pool after Pang's turn:

DICE POOL: 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 6, 6, 6

Stop Sign Jun 14, 2011 01:21 AM

You know, I could start screwing around right now, but from what I understand of this game, there's going to be plenty of opportunity to do that later :cmb:

Right then. I'm taking a 4 from the dice pool and establishing that between Rychord and I, WE'VE GOT HISTORY.


Nutty and Lurker are UP TO NO GOOD.
Rychord and Stop Sign HAVE HISTORY.

Here's the dice pool after Stop Sign's turn:

DICE POOL: 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

Lurker's turn.

The unmovable stubborn Jun 14, 2011 01:57 AM

I should have clarified this better: relationships are always between people with adjacent turns. For the sake of keeping things moving, I'll just swap Ry and Lurker's turn order, so you can have a History with Ry while still keeping Nutty/Lurk's relationship intact.

In future, though, please create relationships with between "neighbors": if Lurker creates a relationship for herself on her turn, it'll have to be with me since she already has a relationship with Nutty, and Rychord would have to create a relationship for himself with Nutty, since he already has a relationship with Stop Sign, etc.

Actually let's just list all the possible relationship pairs that aren't already established.


PANG <-> STOP SIGN

LURKER <-> PANG

RYCHORD <-> NUTTY


Regardless, since I fiddled with the turn order for the sake of expedience it's now RYCHORD'S TURN.

Stop Sign Jun 14, 2011 02:49 AM

Oops, sorry about that, Pang.

i am good at jokes Jun 14, 2011 11:26 AM

Let's see if I got this right.

There's a rumor that Lurks and Pang have been FOOLING AROUND.

That's a 3 out of the pool.

DICE POOL: 1, 1, 2, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

Yes? :D

nuttyturnip Jun 14, 2011 11:59 AM

I'm certain that I read somewhere that Pang and Stop Sign are FAMILY.

That's a 2 out of the dice pool.

DICE POOL: 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

The unmovable stubborn Jun 15, 2011 07:43 PM

Actually it was your turn. Is your turn.

Oh wait I can totally rollback your post!

For the record:

PANG <-> STOP SIGN <-> RYCHORD <-> NUTTY <-> LURKER <->

Pang and Stop Sign are FAMILY.
Stop Sign and Rychord HAVE HISTORY.
Nutty and Lurker are UP TO NO GOOD.
Lurker and Pang have been FOOLING AROUND.

DICE POOL: 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

LURKER'S TURN

Sarag Jun 15, 2011 08:49 PM

We were... busy. Being up to no good.

The unmovable stubborn Jun 16, 2011 08:12 PM

Well somebody take lurker's turn, I'll be damned if I let this thing die before it even gets started.

Sarag Jun 16, 2011 09:05 PM

Not my fault that he didn't post again like a normal person. :mad:

Ryochord and Nutty are Axtion Six News Team Go. So that's a 1, so the pool is:
1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

The unmovable stubborn Jun 16, 2011 09:49 PM

I'm going to clarify Rychord/Nutty's Action Six relationship: Rychord is a reporter, and Nutty is his cameraman. That's the last of the 1s!

PANG <-> STOP SIGN <-> RYCHORD <-> NUTTY <-> LURKER <->

Pang and Stop Sign are FAMILY.
Stop Sign and Rychord HAVE HISTORY.
Rychord and Nutty are part of the ACTION SIX NEWS TEAM, and WORK PARTNERS.
Nutty and Lurker are UP TO NO GOOD.
Lurker and Pang have been FOOLING AROUND.

The pool: 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

STOP SIGN's turn.

Stop Sign Jun 16, 2011 10:01 PM

Pang, let's say I wanted to use an object. Will I be able to take a die for the category of object and then another die to specify what object it is this turn from the popup, or am I only allowed to take one die a turn?

The unmovable stubborn Jun 16, 2011 10:10 PM

Yeah, you'd only be able to define the category right away, one die per turn. Odds are someone else would choose the specific object before it came round to your turn again, but then they might not.

Just a reminder: Objects, Locations and Needs all go between two neighboring players, just as Relationships do.

Stop Sign Jun 16, 2011 10:22 PM

Thanks, Pang. In that case, I'm going to say that Nutty and Lurker are up to no good with CONTRABAND, removing a 2 from the dice pool.


The pool: 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6

RYCHORD's turn.

i am good at jokes Jun 17, 2011 01:37 AM

It seems that Lurker and Pang were fooling around ON THE AIR!

And that's a 3 gone.

The pool: 2, 2, 2, 3, 4, 4, 4, 5, 5, 6, 6, 6

nuttyturnip Jun 17, 2011 12:11 PM

Not only do Stop Sign and Rychord have history, but the restraining order is still in place.


That's a 5 out of the dice pool.

The pool: 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6

Sarag Jun 17, 2011 06:13 PM

Pang and Stop Sign have the need to settle things.

Swipe a 5, so the pool is now: 2, 2, 2, 3, 4, 4, 4, 6, 6, 6

The unmovable stubborn Jun 18, 2011 12:06 AM

It's true that Stop Sign and I are family; in fact, we're Married. If nothing else crops up, I think we've got an obvious conflict here, and it's pretty clear what we need to settle if no one adds to that.

That's a 2.

PANG <-> STOP SIGN <-> RYCHORD <-> NUTTY <-> LURKER <->

Pang and Stop Sign are FAMILY, MARRIED, and need to SETTLE THINGS (need).
Stop Sign and Rychord HAVE HISTORY, and THE RESTRAINING ORDER IS STILL IN PLACE.
Rychord and Nutty are part of the ACTION SIX NEWS TEAM, and WORK PARTNERS.
Nutty and Lurker are UP TO NO GOOD with CONTRABAND (object).
Lurker and Pang have been FOOLING AROUND, ON THE AIR (location).

2, 2, 3, 4, 4, 4, 6, 6, 6

STOP SIGN's turn.

Stop Sign Jun 18, 2011 12:57 AM

I'm not sure what Nutty and Lurker are up to with that ILLEGAL ALIEN, but it can't be anything good.

2, 2, 3, 4, 4, 4, 6, 6

6 taken, Rychord's turn.

i am good at jokes Jun 18, 2011 11:25 PM

Hey hey, sorry to delay. Went on an impromptu road trip today.

Me and Stop Sign had the restraining order put in place TO COVER OUR ASSES.

Another 6 gone!

2, 2, 3, 4, 4, 4, 6

nuttyturnip Jun 18, 2011 11:39 PM

Lurker and Pang should be ashamed for fooling around on the air, IN THE KITCHEN SET FOR CHEF RON'S COOKING SEGMENT.

2, 2, 3, 4, 4, 4

That's the last 6 gone.

Sarag Jun 19, 2011 05:18 PM

So I heard that Ryochord and Nutty were caught together OFF-AIR.

Swipe that 4, so:
2, 2, 3, 4, 4

The unmovable stubborn Jun 19, 2011 09:24 PM

They were "caught together" in the EXECUTIVE WASHROOM, but that doesn't mean anything: Nutty just has a wide stance.

Swipe another 4: 2, 2, 3, 4

Ok, with 4 dice to go this is the last round of setup! We should probably focus on filling in any gaps. For example: Why do Stop Sign and I need to settle things? Why do Stop Sign and Rychord need to cover their asses?

In addition, on your last setup turn you might want to clarify your role in the world. Lurker and I obviously have access to Action Six property, so we probably work for Action Six; Rychord and Nutty EXPLICITLY work for Action Six. Stop Sign doesn't, necessarily, despite having ties to two employees. One of you in the "restraining order" relationship needs to clarify which way the restraining order is going.

I'm going to go ahead and declare myself the weatherman.

One last thing: the last die is wild, so if — it'll be lurker, looks like — doesn't like the options available under that final 2, 3, or 4 she can just treat it as anything.

PANG <-> STOP SIGN <-> RYCHORD <-> NUTTY <-> LURKER <->

Pang the weatherman and Stop Sign are FAMILY, MARRIED, and need to SETTLE THINGS (need).
Stop Sign and Rychord HAVE HISTORY, and THE RESTRAINING ORDER IS STILL IN PLACE. They need to COVER THEIR ASSES (need).
Rychord and Nutty are part of the ACTION SIX NEWS TEAM, and WORK PARTNERS. Often spotted together OFF AIR, in the EXECUTIVE WASHROOM (location).
Nutty and Lurker are UP TO NO GOOD with CONTRABAND: An ILLEGAL ALIEN (object).
Lurker and Pang the weatherman have been FOOLING AROUND, ON THE AIR, IN THE KITCHEN SET FOR CHEF RON'S COOKING SEGMENT (location).

STOP SIGN's turn.

Stop Sign Jun 19, 2011 11:12 PM

Even though there is a restraining order against Rychord, there's still that FILE THAT NEEDS TO BE DESTROYED. Maybe Stop Sign has access to it, maybe she doesn't. Maybe Rychord has it. We'll see!

I am a part-time administrative assistant to one of the station bigwigs. I spend my free time peddling a dubious health product through an obviously bullshit multi-level marketing scheme.

Taking the last 4:

2,2,3.

RYCHORD'S turn.

i am good at jokes Jun 21, 2011 11:32 AM

Well, apparently Pang and Lurks were just doing what they did on the air TO GET FAMOUS. Huh.

That's a 2. so:

Dice Pool: 2, 3

I'm a reporter for Action News Six. They hired me because I'm a man of action. Thinking it through isn't the action reporter's job, that's what the folks at home are supposed to do.

nuttyturnip Jun 21, 2011 12:23 PM

Pang and Stop sign are going to settle their marital differences using TOOLS OF THE TRADE.

Last 3 gone, so the dice pool sits at 2 (but Pang said Lurker can choose anything she wants because the 2 is wild LIKE PANG AND STOP SIGN AFTER A FEW BEERS).

I'm the lead anchor for the ACTION SIX NEWS, and I was hired for my looks, not my brains. On camera I'm the star, and if I think you're trying to steal my job, I'll do anything to stop you.

Sarag Jun 21, 2011 08:30 PM

You didn't hear this from me, but I heard that Pang and Stop Sign have to settle things... WITH THEIR MUTUAL EX.

deuce is wild, boys.

Oh, I'm pressbox hot: the female sports reporter! I buy my suits from Don Cherry's garage sales.

The unmovable stubborn Jun 22, 2011 03:29 AM

Let's put that all in one place:

PANG <-> STOP SIGN <-> RYCHORD <-> NUTTY <-> LURKER <->

Pang is a weatherman for Action Six; a miserable track record has him worried about his job. Snow in August? Those bastards at AccuWeather have it out for him.
Stop Sign is an administrative assistant to one of the station bigwigs, and spends their free time peddling a dubious health product through an obviously bullshit multi-level marketing scheme.
Rychord is a reporter for Action Six, and a man of action.
Nutty is the lead anchor for Action Six, and extremely protective of his position.
Lurker is the Action Six sports reporter, and a goddamn snappy dresser.

Pang and Stop Sign are FAMILY, MARRIED, and need to SETTLE THINGS (need) WITH THEIR MUTUAL EX. If things get violent, some TOOLS OF THE TRADE (object) are probably getting hauled out of storage.
Stop Sign and Rychord HAVE HISTORY, and THE RESTRAINING ORDER AGAINST RYCHORD IS STILL IN PLACE. They need to COVER THEIR ASSES (need) because of THAT FILE THAT NEEDS TO BE DESTROYED.
Rychord and Nutty are part of the ACTION SIX NEWS TEAM, and WORK PARTNERS. Often spotted together OFF AIR, in the EXECUTIVE WASHROOM (location).
Nutty and Lurker are UP TO NO GOOD with CONTRABAND: An ILLEGAL ALIEN (object).
Lurker and Pang have been FOOLING AROUND, ON THE AIR, IN THE KITCHEN SET FOR CHEF RON'S COOKING SEGMENT (location), and NEED TO GET FAMOUS (need).


Alright, setup's done. Time for

ACT ONE



where things get a little more complicated. First things first, let's re-roll all these dice — and the colors matter this time.

White dice: 1, 1, 3, 4, 4, 5, 5, 6, 6, 6

Black dice: 1, 3, 3, 4, 4, 4, 4, 5, 5, 6

A little bit top-heavy.

HOW ACT ONE WORKS: When it's your turn, you choose to either ESTABLISH a scene, or RESOLVE one. Either way, your character's in the spotlight.

If you choose to ESTABLISH, you set the scene: expressing the situation, who else is in the scene, what your character wants, the conflict, etc. The entire group then takes turns adding details, inserting dialogue from their own characters (if present), possibly having their characters collude or conflict with — then, when it's clear the situation has to be resolved one way or another, a non-spotlight player RESOLVES the scene. To resolve, choose a black or white die and give it to the spotlight player. If it's a white die, the scene ends well for them — the conflict goes in his or her favor. If it's a black die, they fail — they don't get what they want. Once the course of the scene has been set, it's down to the players in the scene to narrate the scene's conclusion.

If you choose to RESOLVE, it's much the same except for one detail: you don't set the scene, the rest of the players do. However, when resolving, you get to choose your own die. Resolving gives you less control over the overall story but a little more control over your own character's fate.

In ACT ONE, don't keep your scene-conclusion die! Pass it to another player.

It's obvious that characters will crop up that don't really belong to anybody; the illegal immigrant, the bigwig that Stop Sign works under, the "mutual ex", etc. If they'd add something to a scene, go ahead and put them in! NPCs are community property; if you're not in the spotlight, feel free to yank on their puppet strings.

This will probably be a little clumsy to start but we'll soon get the hang of it.

It's my turn. My character has a lot of complications to deal with. Let's see. I choose to RESOLVE. Put me through the wringer, people: starting with STOP SIGN.

It's another day at WTGF Milwaukee. What do I want? Who do I want it from? Who's going to help and who's in my goddamn way and who hired this goddamn Mexican intern is it so hard to get a decent fucking cup of coffee, for the love of—

Stop Sign Jun 22, 2011 05:53 PM

ESTABLISHING scene.

Location: in the Action Six break room. It's a break room like any other, except with Action Six posters plastered all over. Anchors staring at you from the posters everywhere. There is no escape.

There is a soda machine, snack machine (with an unusual number of pork rinds) and a coffee machine that looks like a Doctor Who prop. There is also an open ice chest filled with bottles of spinach-green, viscous liquid.

Characters: Stop Sign (Hilary), Pang, Rychord, anyone else who wants to step in for a coffee break. Hilary has asked Rychord into the break room to discuss... the file (and perhaps sell him some of her miracle product). But Pang gets in the way. As always.

* * *

Hilary finishes writing on the sign next to the cooler. It says, in big block letters:


FREE SAMPLES FOR MY LOVELY CO-WORKERS!

VITAPURGE Natural Vitamin Drink and Colon Cleanser

"Give in to the urge - VITAPURGE!!!"

Official Milwaukee Distributor: Hilary Thunderhumpen


"God, married for a year and it still looks weird," Hilary says, under her breath. Of course, to other people, it's more like: "Oh, Thunderhumpen, yes! Such a great name for a weatherman, don't you think? It's German, of course. Very noble... blue blood somewhere in his ancestry, I'm sure."

At that moment, an Action Six reporter walks into the room and opens his mouth to speak to Hilary... but then, the Thunderhumpen also comes in, empty coffee cup in hand and a scowl on his face. Hilary shoots the reporter a meaningful glance that seamlessly turns into a practiced, cheesy smile. "Oh, boys, just in time to try some VitaPurge Formula 45! Give me your cup, darling..." Hilary moves over to her husband. As she's doing so, she looks over to the reporter. "You can help yourself. Not that I hate you or anything, just... oh, you know. Court order and all that, ha ha ha. " Her smile widens, showing a set of perfect teeth. Perfect, that is, if you don't count the slightly green tinge around the gums.


Let me know if I'm doing this wrong. Sorry for godmodding your name, Pang, but since you didn't specify your name, and it's my name too, I couldn't resist :tpg:

* * *

RYCHORD's turn.

i am good at jokes Jun 22, 2011 08:59 PM

Randy McMann, action reporter, steps into the break room briskly. With a round of "Hey-o"s and "hey hey hey!"s to his fellow workers, and a special "Teeeee-Humpster" for Hillary's husband, he briskly heads towards the coffee machine and stops dead in his tracks when he notices the free drinks in the ice box. Without so much as glancing at the sign, he proceeds to down one in a gulp.

"Wow, not bad!" He exclaims as he reaches for another one, and then puts one in his coat pocket for later.

Then, as he's looking around to see if anyone cares about his beverage stocking, he notices Hillary, standing next to the ice chest with the juice. She's looking away from him as she does, and he looks her up and down once very carefully (with stops to admire the naughtier bits), before starting to reminisce about his meteoric rise to action reporterdom, which she had aided to bring about.

Oh, the things they had done in their days as young, idealistic journalists looking for their first big scoop. And to say that she has gone to such lengths to keep him away from her in public, even though she can't stay away when she knows no one else is around.

But who can blame her? She knows just as well as everyone that "Old Man" Thunderhumpen doesn't have what is needed to keep a woman like her happy.

No. She needs a special kind of man.

A man of grace, passion, and FIRE.

A MAN...

of ACTION.

Anyway, how was he supposed to know that those kids they had filmed while on their Columbian human watch trip for that report were actually hiding out from a gang of vicious drug cartel thugs, and that his choice to air the footage was going to lead to them getting caught? Did they really expect him to read that whole report they had handed him before going in to do what he was supposed to do, get a gripping story to awaken to folks back home to what was happening down there? The whole 15 pages? And could he really be held responsible for switching the out the tape that had been edited to remove the incriminating footage at the last minute with Hillary's and his own edit, mostly centered around it, while making sure no one saw him do it? No one was going to be moved with the boring footage of fields and farmers that the editors had chosen to run for their piece. And no one would notice his action reporting skills with it. The fight that he and Hillary had about his actions and how to stop themselves from being found out became ugly quick. But her haste in having that restraining order put on him was overdoing it. He knew it, she knew it, "Old Man" T-humpen was oblivious to it. Heck, he didn't even know they had a relation other than working in the same building, and the restraining order forced Randy to ignore Hillary in public anyway, so how could he know.

If only he had not left the paper trail that he did. Somewhere in the very voluminous archives of Action Six News, that file was waiting for someone to find it, and it was going to be him. If he could only bring himself to actually step into the archive room and spend those long hours sifting through the volumes of files to find that unmarked one with the notes on the scam. And then, she would be his again, he knew it.

But what could be less akin to action than sitting in a musty old archive room, diligently sorting through files and READING every unmarked one to find it? Just the thought of it made his bowels move. A lot.

Additional Spam:
Also, I hope I didn't screw up the established story with my nonsense here.

nuttyturnip Jun 23, 2011 07:01 PM

Chet Bradley, lead anchor for the past 10 years, enters the break room with droopy eyes and his usual plastered on anchor smile. He stayed up entirely too late last night at the local Emmy Awards in Topeka, celebrating yet another second place finish to that bastard Dave Reynolds at 10 Eyewitness News. "One of these days, Dave," he mutters under his breath for the umpteenth time.

Chet's mood brightens when he sees Hilary peddling her energy drinks. He purposefully strides into the room, shoves Randy and puffs up his chest. "I'll take one of those, darlin'," he drawls, tipping his cowboy hat at the supple Mrs. Thunderhumpen. After a manly swig of Vitapurge, he feels the stress of the previous night melting away, and he give the surly weatherman a hearty pat on the back.

"So what's it going to be for the weekend, pal? Should I start latherin' on the sunscreen now?" Dr. Thunderhumpen starts to answer, but before he can get a word out, Chet interrupts him. "Why am I askin' you anyway? I'd get a more accurate forecast from Randy's balls!" Chet guffaws to himself as the weatherman's frown deepens.

"Speaking of your piss-poor forecasts, I've got someone I'd like you to meet." Chet points to a beat up cardboard box in the corner of the room. The anchor walks over, bangs loudly on the side, and a flap opens on the side to reveal what appears to be sleeping quarters for a hobo. A small man crawls out and stares unblinkingly at the confused Action Six News staffers.

"Everyone, this is Carlos. Me and the sports genius were drivin' home from the bar last night after the awards, you know, 'cause what else is there to do in this town? Anyway, we see Carlos here trying to hitch a ride and we think to ourselves, you know what'll win Action Six the Emmy next year for sure? Mexican news! So we stuffed him in the trunk, and now we're going to put him on the air. We'll get him started with the weather, 'cause if you can do the job, Thunderhumpen, then this little frijole can do it blindfolded with a chicken tied to his head."

Thunderhumpen's face turns a very dark shade of red, and he turns to the coffee machine and begins noisily pouring a cup of coffee. It takes all of his self control to keep from rushing Chet and grabbing him by the throat, but one more of those incidents and he'll be giving the snow drift reports in Juneau.

With the weatherman distracted, Chet glances underneath the bottle of his sports drink, and sees a white dot. He smiles. "If Thunderhumpen only knew what a vixen his wife is," he thinks to himself. Hilary had a system: white dot means "meet me in the executive washroom at 11" and black means "not today". Chet can see a white dot under Randy's bottle as well. The day is really looking up.

The unmovable stubborn Jun 23, 2011 07:47 PM

Derek Thunderhumpen seethes in the presence of the anchorman: the bastard's local celebrity had gone to his head.

"The forecast is... it's... you're a jackass, Bradley."

His own wife won't even speak up for him. He's not exactly a paragon of faithfulness himself, but it still burns him watching Hilary giggle over Bradley's little bon mots. He storms out of the breakroom, barking his knee on the corner of the donut table.

"FFFFFFFfffff."

"Should've said 'Cloudy with a chance of vengeance', yeah", Thunderhumpen mutters under his breath en route to the Action Six Weather Center (a large closet with a laptop). "That's what I should've.... sigh. Let's see what... tsunami warning? Oh, what the fuck."

Scene ends badly for Derek Thunderhumpen, thoroughly humiliated and harboring a dim notion of revenge. I'll take a Black 4 from the pool: since it's Act One, I pass it... to Nutty.

Dice Held: Nutty (Black 4)

White dice: 1, 1, 3, 4, 4, 5, 5, 6, 6, 6

Black dice: 1, 3, 3, 4, 4, 4, 5, 5, 6


It's Stop Sign's turn in the spotlight: Establish or Resolve?

nuttyturnip Jun 23, 2011 07:51 PM

What happened to Lurker's turn?

The unmovable stubborn Jun 23, 2011 07:58 PM

Not everybody necessarily needs to have a part in every scene. This was Derek's scene, and the trajectory of it was pretty clear already; nobody in the room respects him, so he's obviously going to storm off. I didn't see any point in dawdling. Let me go ahead and make this explicit:

If you choose to RESOLVE, you can jump in to end the scene at any time.

and let's also say that

If the spotlight player chooses to resolve, Establishing players can go in any order.

That way people aren't repeatedly getting screwed out of a chance to participate by quick-trigger Resolvers.

Also, since I think this might not be clear:

When you Establish, you don't necessarily need to include yourself in the scene (unless you're in the spotlight).

Stop Sign Jun 24, 2011 09:25 PM

RESOLVING scene. Looks like Nutty is going to have a bad outcome (from Pang's passing a black die to him?)

* * *

Derek storming out of the room, and then the man in a box... whew, what a mess! But Hilary recovers quickly. "Oh, you poor thing, did that bad Chet put you in it? Here, let me give you a drink." She hands Carlos a stickerless bottle of VitaPurge and a business card. "If you like it, maybe we can talk about distribution opportunities in Mexico. Okay?"

Hilary turns to Randy. "Oh, right, I almost forgot. We need to talk about that coffee you promised me. You know, the Columbian coffee.... oh, what was the brand again? It has a long name.. I'll write it down for you and leave it at your desk. Oh, and yeah... Randy, that bottle isn't really for you. That's a special one I brewed up.... just... for... Chet." She winks at Bradley. What a moron. Hadn't he realized that the whole white sticker thing was phased out a while back? Today, the white sticker just meant that he had one of the bottles with her special experimental ingredient in it. It should kick in after he anchors the News At 10. And not during the broadcast. Hopefully~

Passing by Randy's desk, she slips a note into his drawer. "Midnight, tonight, at the park."

* * *

Taking a white 1 and giving it to Rychord. Do the numbers signify anything at this point?

Dice Held: Nutty (Black 4), Rychord (White 1)

White dice: 1, 3, 4, 4, 5, 5, 6, 6, 6

Black dice: 1, 3, 3, 4, 4, 4, 5, 5, 6


EDIT: Thought I'd try to get Lurker into it, but she isn't in the scene. So I'm passing the die to Rychord.

The unmovable stubborn Jun 25, 2011 04:02 PM

Okay, well. The point of switching spotlights, in part, is to create a new scene; you just re-resolved the existing scene without giving anyone a chance to make a new one. We'll just roll with what we've got for now, though. No harm done really.

(The dice numbers don't matter right away, but they do matter at the end of Act One, when we add the Tilt.)

Also - and this isn't really a rule, just a suggestion: when at all possible, set scenes in one of the existing Locations.

That all said, it's Rychord's turn. Rychord, would you like to Establish a new scene starring yourself, or Resolve one we create for you?

i am good at jokes Jun 26, 2011 12:04 AM

I'm curious to see what you guys can cook up for me as a situation, and as such I choose RESOLVE.

The unmovable stubborn Jun 27, 2011 03:10 PM

Well, this was a nice idea in theory.


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