A Graffiti Game...
The quick little vandalism game completed...
Our unnamed bold boy sets off. We are "playing" him.
All patrols (unless in LoS of him or directed towards him by people he has passed, but not paid-off) will move randomly, all NPCs likewise.
Basically I throw three different coloured dice per group/individual - an Activation Dice (if this is less that 3 then the subject is not activated that move), a Distance Dice 9hoe far they move) and a Direction Dice (where).
If our boy walks into the Ladies of the Night, drunks or the Crazy Cat/crazy Goose Lady (or vice versa) he is "trapped" for a move in conversation.
The cowled guy is a local, fruit-loop, serial killer. If he catches ANYONE alone and unawares from behind they are toast. However, if they sense him and turn (and scream/shout) he runs off... Shouting attracts Patrols.
Our unnamed bold boy sets off. We are "playing" him.
All patrols (unless in LoS of him or directed towards him by people he has passed, but not paid-off) will move randomly, all NPCs likewise.
Basically I throw three different coloured dice per group/individual - an Activation Dice (if this is less that 3 then the subject is not activated that move), a Distance Dice 9hoe far they move) and a Direction Dice (where).
If our boy walks into the Ladies of the Night, drunks or the Crazy Cat/crazy Goose Lady (or vice versa) he is "trapped" for a move in conversation.
The cowled guy is a local, fruit-loop, serial killer. If he catches ANYONE alone and unawares from behind they are toast. However, if they sense him and turn (and scream/shout) he runs off... Shouting attracts Patrols.
The muggers will attack our hero and relieve him of his bribe money. These ne'er do wells will shy away from any patrols...
NPCs and Watchs starting positions are decided by dice-throws. They are set up.
"Our" entry point and the Roman Patrol (at board edge) entry point are diced for, and we're off....
Our lad decides the front of the (currently unattended) Watch HQ (double points) in the small square is a good place to start... He makes his way there..
But "Old Cowley" the serial killer is lurking nearby.... He gets activated while we are painting, slinks round and moves towards our hero...
Luckily (dice) he is sensed, our boy turns, waves an aggressive paintbrush and the weirdo scuttles off.. Madam Palm also sashays into the square on the far side, but is too far away to distract our lucky lad...However, while our chap has been sneaking others have been moving about, and just as he finishes painting he detects the clink and stamp of "The Patrol" coming up from the direction of the dye works....
They see what he is up to and give chase. He nips into the Main Square, then down the side of Watch HQ..
Luckily (dice) he is sensed, our boy turns, waves an aggressive paintbrush and the weirdo scuttles off.. Madam Palm also sashays into the square on the far side, but is too far away to distract our lucky lad...However, while our chap has been sneaking others have been moving about, and just as he finishes painting he detects the clink and stamp of "The Patrol" coming up from the direction of the dye works....
They see what he is up to and give chase. He nips into the Main Square, then down the side of Watch HQ..
He loses some paint in running from them for the next couple of moves, but not too much - and they keep him in LoS... Racing along the back of the headquarters he turns a corner then risks pushing into a compound.. No dogs; so he hides there..
The Patrol pounds up to the corner, but he is nowhere is sight...
The Romans hang about a couple of moves, while the Centurion considers his options (no pun intended), and are joined by some Watchmen. For a moment it looks as if they will conduct an area search. But then some noisy drunks hove into view, blunder through the Patrol and cause a nuisance - and so are taken off by the Watch for a night in the cells. Their quarry having scarpered, and having lost a move tangling with the drunks, the Romans move off towards the main square.
Our hero climbs over the opposite wall of the compound where he is hiding (losing some more paint to spillage) and makes his way over to the dye works to refill his pot..
Once done he meanders along the streets, stopping here and there to slap up a slogan. Apart from a short delay, when he is buttonholed by the Crazy Cat Lady things go well - the Patrol seems to have decided to mooch about the main square for a while and this part of town seem quiet...
In another part of town the Cowled Creeper tries to sneak up on a Lady of the Night, but is spotted. There is some screaming and he is again foiled - but all of this is out of hearing of the Patrol (had they heard any screams they would have investigated). They remain mooching around the Square...
Another three sites sloganised our plucky lad reaches the warehouse, slaps some paint about, then moves across the road to the nice white wall of a private house. The Patrol is on the move again, but seems slow. Their hearts don't seem to be in it - or they are guarding the prime targets of the statue and the abandoned fort; who knows....
However, as he paints up another slogan the folks at the tavern spot see our boy and come across to see what he is about. Jolly and friendly they may be, but this will delay him - and he can only get rid of them by paying them off...
He does so.... Only another site or two and his job will be done. He by-passes the tavern and heads down an alleyway - where there is a nice quiet spot for graffiti on a well-to-do mansion...
However, while he is happily painting, one of the muggers turns the corner and heads his way.... Spooked, our hero runs off...
Unluckily the Roman Patrol is also heading for this part of town.. They spot him as he streaks past the end of the alleyway - and give chase...
He is, in theory, faster (that is his base speed is faster) than the Patrol, but luck, or the cobbles, are against him and....
Nicked......
Game over.... Not too shabby a result, in terms of damage done, but the capture wipes out the points accrued..... One to the Romans...
Summary;
All in all that was simple, but a lot of fun..
I may need to work on the NPC Activation/Movement mechanics... The basic principles, the Romans, drunks, weirdos and the Watch were fine... The other NPCs less so, but still, all flowed....
The principles of this outing, similar to last years Musketeer Adventures, can of course be applied to a wide range of mission types..
Next time, as the Generator moves along, things might start getting ratcheted up a tad. Whatever happens I will use this board set-up for a couple of games (possibly unrelated) before I pack it up......
I seem to have got the scratchbuilding buildings bug the last couple of weeks, so there is a danger my town could become a city......
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