GM: Shaun Hayworth
Players: Travis, Sean and Kristin
System: Free Market
Our rivals tried to turn our Thunderdome into a plant garden with holographic projections of solar systems filling the geodesic shapes it was built from. WTF? We blasted them with some Tina Turner and set them straight.
But we were still left with the problem that my ex wanted me to Death a rival and we had no good way of making the Death look like a celebrity death match.
In come the Mobsters. Professional Mobbers that could make her into Joan of Arc so she could be Death’ed in a means that fit within our idiom. However, Mobsters never do work for Free. Not in this Market! They wanted someone to test drive and experimental tram that would cycle the station. With a Geneline that includes the traits High Octane and Highly Flammable, I was sold before they even started Haggling.
So, Tommy Two-Fingers got on that tram and rode it so hard the car busted right off the track and crashed into a shopping mall. Amazingly, he was not Death’ed himself in the process. Tommy will be learning Breaking VERY soon.
The Thunderdome is coming along nicely. I’m happy with the hippie influences as I’m sure a few of them will linger into our full-scale production when it’s done.
The nature of the challenge (experimental race tram driving) was awesome. I loved the lubricant drying up, the sparks flying, my mechanical hand being sacrificed to hold the gears together. All of it was killer narratives.
The potato farmer made me a John Travolta voice enhancer so I could narrate in John Travolta voice as I raced round the track.
What could have improved
We’re having some trouble figuring out stake settings. For instance the first challenge was an attack against us, yet we ended up setting our own victory condition when we won. The race car challenge I was sure my life was on the line, but it turned out not to be. I want to play with this more to figure it out.
GM: Shaun Hayworth
Players: Sean, Omar, Travis and Kristin
System: Free Market
Omar and I were being introduced to Free Market; the others had played at least once before. Shaun went over the basic premise of how you gain and spend flow as well as a basic run down of the challenge system. Here’s what we came up with:
Tommy Two-Fingers the Gas Station Gangster, Holly Hate Fuck the Amazonian Death Metal Diva, The Potato Farmer and the Roast Beef Assassin (sorry T and Omy, I forgot the names).
Our characters clearly had some violent streaks in them, so we opted to base a MRCZ on Celebrity Impersonation Death matches in Thunderdome!
Our antics involved trying to hire would-be-fake-celebrities and failing. Then we made our own video (ephemera) which was an awesome slumber party turned kung fu fighting fiasco. I had a lot of fun playing on the high octane and highly flammable aspects of my genealogy. The video was a success and there are people now running around with short term memories of Holly Hate Fuck as Joan Jet slaying us all with her guitar of wrath. Finally Tommy wanted to built a place for us to have these fights properly and the MRCZ got together to create a Thunderdome by “recycling” our steel bed frames and stolen neon lights on top of a parking structure. It was a tough challenge and the potato farmer ended up burning out all of his interfaces to make it happen but after nearly falling to his death himself Tommy called the job done. Woot, the Thunderdome of Social Engineering!
There are lots of character ideas that don’t really fit into any game that can find a home easily in Free Market.
The fact that MRCZ are formed out of a common interest rather than actually knowing or liking each other makes for a great group dynamic.
The experience system is cool. I really like that memories become your skills. Makes total sense.
We fricken made Thunderdome!
What could have been improved
It took us a while to figure out what we should be doing in the game. As freeing as “do whatever you want” is, it also leaves people to flounder a bit as they figure out what they want. I’d like to see short term (or maybe long term) memories serve a little more like beliefs in that they should guide the members to specific actions.