Project Galatea

27 dec 2011

We are currently on a rather rough and very arid planet called Hades. In the desert, we discovered a loopy old man living off of poisoned moss, who claims he’s a boatsman and who ferries people across the fully dried-up riverbed on a piece of wood (takes forever, most people opt to just cross on foot). He’s very evasive with details about himself, and our characters have no knowledge of Greek mythology, so we haven’t spent much time with him.
But we’ve been looking for natural water to survive on this planet and the boatsman turned to be a pretty good fluvial expert. So we’re making him draw maps of underground rivers on the planet while he prattles on about how people used to pay him with coins but how nowadays he also takes credits and so on. Unable to resist using some OOC knowledge, our IT-guy points to one of the new rivers on the map and asks “So, what’s this one called, then?”

And the boatsmen says “I don’t know. I knew it once, but I keep forgetting!”.

It was the perfect evasive answer, telling us everything OOC and nothing IC. We were laughing so hard we had to cut to the other half of the party (who were creating life elsewhere) just to keep the game going.

***

Our sci-fi homebrew campaign went all Neon Genesis on our butts this week. Tons of religious references, surrealistic moments and our characters being given a choice between the paths of Cain (Straightforward, honest, violence completely optional. Sign up now and get a shiny “magic” mirror for free!) and Abel (Harsh punishments for sins (like eating shellfish) committed, but spiritual and personal growth at the end! Sign up now and get a warm fuzzy feeling as a bonus!). Needless to say, our characters chose to forego warm fuzzy feelings for shiny objects and went with Cain.
(We’re so doomed.)

***

We had a fun session of our scifi homebrew campaign where we did some investigation, joined the army as specialists and got a ship assigned to us. Whoo! Session report here.

I particularly like the group’s slow introduction into capitalism. They come from a society where there is no money: your corporation will get you what you need (and if it doesn’t get you something, well, then I guess you didn’t need it, did you?).

But recently their planet has been conquered by capitalist Space Nazi’s, everyone’s become citizens and received 100-200 credits to get started. One character is turning pretty materialistic, another has just discovered the joy of bargaining, but no one really knows what to do with their money yet. Especially since all the bartenders are also old-school and have a hard time breaking the habit of giving people drinks for free.

I really like sociology stuff like that, stuff that happens in the background of your game.

***

A transition session in which we received our ship and had our first shore leave, on a nice habitable planet! We manage to actually stay out of trouble for the most part, and went to the beach – a marvel for some of our space-station reared PC’s, partly because of the sea, partly because of it suddenly being socially acceptable to walk around in brightly colored underpants in public. The scandal!

We did some more touristing by visiting an temple of no particular denomination – where my PC got suckered into a “first one’s for free” meditation session that will probably only pay off after you pay for premium and stay for months. And shore leave is only four days!

***

We played two sessions of our sci-fi homebrew campaign, in which we investigated the disappearance of a transport car near the planet’s dead zone. Time dilation, worm holes and other shenanigans made for a very cerebral two-parter and we still have no clue what actually happened!

My favorite part was entering the ghost village that had been the target of a planetwide attack some 60 years ago in the universe war. Complete stillness, blast shadows of people crouching and praying, Adagio for strings playing in the background… Of course then we found out the blast shadows were moving..

***

A strong session in our sci-fi homebrew campaign where we debated parallel worlds theory, flooded a church in blood and saved four psychiatric patients from being used as a creepy alien’s backup drive. Whoo!

Huge session report here!

***

We played a session of our homebrew Sci Fi campaign where we met a friendly but self serving secret organisation called Bellerophon. Fortunately, they were generous with their intel which got our group out of “who’s this guy? why did that happen? Where are we?” state.

Bellerophon also knew a fair bit of the mystical side of things and guided us to “The Orient” where a bored gatekeeper playing the sci fi equivalent of Angry birds eventually looked up long enough to ask us some mythical questions and let us through. In the room were more mystical puzzles and a mirror in which my character was playing her favorite childhood song on the piano!

I have no clue why or how it was used there specifically, but I’m glad I submitted a song along with my character background now.

***

A nice session in which we played through one of our GM’s favorites tropes: players following the story and getting into bad and consequential situations because of it. First we got one of us shot in the leg and the rest of us forced to give up information because we entered a cult hiding place. Which was fair because we got a warning never to mess with these guys. Then we let loose the first rider of the Apocalypse!

This being our 2nd (arguably 3rd) “Apocalypse is coming” game, we have some experience in getting the party started. Last time it was fairly depressing since we were all devout believers in the three monotheïstic religions and releasing them felt more like failure and a set up.

Fortunately, our sci-fi characters are mostly free of burdens of faith. They have been told this is “their path” so they are happy to set free whoever is on there. They gladly helped him string his bow and sent him on his way remarking only that he seemed to be a bit of a sinister fellow.

21 may 2014

We had our belated session of our space opera homebrew. We left the planet of Arcadia and used the super secret datastick to play a piece of music as we went through the jump gate. This triggered a key sequence bringing our ship into a shift to an alternate dimension.

In this dimension, our destination planet has the same name, but our planet of origin never existed and none of the megacorps we’re all from have ever been heard off.

But we did find back an old friend who we’d saved on a previously visited planet who we’d arranged to get witness protection. They must have done a really really good job f they transported her across dimensions to keep her safe.

9 june 2014

Great self-contained session in our Homebrew Scifi campaign in which we landed in a parallel world (at least, we think we did) were we had to protect our parallel world selves from being killed by our nemesis. And also from our own party member after we found out we could absorb the other selves and their knowledge. So far two still live but the forces are overwhelming as always so we’ll see how it goes. Since our nemesis is kind of bound to us, the best thing to do would be to leave as soon as possible!

Session report here! Project Galatea: Every me, every you

***

In our previous homebrew session we were told what we were supposed to do (save the world) and how (travel through a bunch of worlds, destroy them and then recreate them so they’d never been destroyed. We were pretty happy to have some direction but someone mentioned we should talk to the Devil who might have some insights. The devil was running a nightclub called Heaven and Hell on this particular planet (our SciFi homebrew has a bit of an American Gods flair), and hanging out in his pool he offered us a completely OTHER way to save the world which had completely different pro’s and cons which we ended up debating free will, determinism, reïncarnation, quantum existence, ethics and other quandries for

THE
ENTIRE
EVENING.

Phew! Funnily enough, I’m the one with a bachelor in Philosophy, but I have the least tolerance for endless philosophical debates. In the end we had to take a decision out of character to move the story forward. Hopefully we can get to that next time!

***

The devil, in exchange for our soul, has given us Hell which is a stable location that connects to every parallel reality (he much prefers his own nightclub “Heaven and Hell”), which should be very useful for our questing. Last session we got the key and entered, and this session… we played Dogs in the Vineyard! The connection between the two was unclear, until the story turned out to be about lost and the GM said he intended us to travel through the layers. Interesting.

Our first game of Dogs were fun – our group consisted of a passionate bible-thumper (me), a reformed society girl (Meavre) and an adopted Native American ranger (Conlaen). One of the villages was a bit overzealous and had greatly overreacted when someone from a nearby village knocked up the daughter of the village elder. They promptly went over, massacred the village and blamed it on Native Americans. We had a bit of a tense moment when, having uncovered it all, we tried to arrest the village elder in fron t of most of the village – but some proper preaching and bible thumping scared them off. In the end, in Dogs tradition, we got to dole out the punishments.

It was a fun game, but a bit timid because we, the players, didn’t know anything about the setting. So we could really bring our characters to vivid life. It’s a fun setting, though! A shame that we’re only using the setting and not the system that comes with it, though apparently it’s very complicated.

***

We played our second game of Dogs in the Vineyard last week. We got into it better than the first game, but still asked the GM for some source material to get into the mood a bit more. We’re kind of making up the religion bit as we go, and our characters are a bit flat, but we don’t know how we can expand on them.

Yelling “DO YOU KNOW WHO YOU ARE TALKING TO” to people and threatening him with damnation doesn’t get old, though it’s a bit sad no one on the planet respects our authority.

Session report up!

2nd layer of hell: Gluttony

***

We still travelling through the Nine Layers of Hell in nine DitV one-offs. This week it was ‘Wrath’. Two sister-towns were at war because each thought the other had stolen their icon of the Tree of Life. The group assumes the mysterious lone wandering dog set them up. In the end we found the trees and dug up one piece of silver under each one. I’m guessing we’ll find 30 pieces in the end. The pieces of silver are dull if we’ve managed to save people’s souls by making them act against their sin, and shiny if we haven’t managed to rescue anyone.

I’d had a horrible week at work last week and I was tired as hell this session! The first part of it I mostly struggled to keep my eyes open, the second I actively started nodding off. It was very strange – I ended up missing every other sentence. I don’t recommend it!

***

Our Dogs in the Vineyard trip through the layers of hell. Heresy took place in the city of Babel, where Lucifer’s sword had fallen when he did, and lifted up the heart of the city into a big tower. In the end we scaled the tower/mountain and sent the sword into space!

Yeah, not your mom’s Dogs in the Vineyard game!

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