When we last left our space-faring heroes, they were delivering a cargo bay full of “mining equipment” to a (one assumes) secret base on Sebastus, a moon orbiting the main planet of the Dauphine system.
I say “one assumes” because, culturally, Dauphine is pretty anti-space — they tried it once, their attempt failed miserably (from their point of view — the scientists and settlers they stranded on Keepdown feel otherwise), and since then the highly insular conservatives have pretty much controlled the planet.
The conservatives don’t control their system, though — quite the contrary — since they’ve largely rejected any exploration of space-faring technology, the resource-rich system of Dauphine is pretty much defenseless and ripe for plucking, which the “indentured privateers” funded by resource-starved Caliban are more than willing to do.
So, when the crew is told that they’re delivering “mining equipment” (yes, it could be configured as mining equipment — it could also be configured to be a LOT of other stuff) to a base relatively close to Dauphine, on the spaceward-side of a tidally locked moon, they assume it’s for some kind of secret pro-tech Dauphine organization.
They’d be right.
Anyway, after their run in with some privateers/wildcat mining poachers when they arrived in system — three ships who’d apparently been informed they were coming, which begs the question of how anyone knew — they proceed in-system and radio the base to let them know their delivery is almost home.
They continue inbound, discussing the radio silence, allow that that might be perfectly normal for a secret base, and simply try to raise the base every six hours or so as they fly (it’s a six-days-plus trip, so they have a lot of time).
They get one ‘normal’ reply once they get about two days out, very brief and a little too enthusiastically ‘covert’, and then nothing.
Until they pull into orbit and prepare to take the Squall (the Tempest’s shuttle) down to the base to finalize delivery plans; that’s when they get one very brief call for help.
So the group suits up and prepares to land. Miranda, Phyll, Iago, and Kaetlyn are all going, and Miranda decides to bring Anjela (no-nonsense gunnery mate) along for a little extra firepower (Anjela’s an Orpheus native, and lovingly totes along a pack-powered personal laser).
The Short Version of What Happens
The group sneaks into the base, discovers via the security cameras that most of the personnel in the base are barricaded in one of the crew quarters, which are being cut through with plasma welders by a group of… well, they look like ninjas. Sort of burqa-wearing ninjas, but ninjas.
The ninjas and our heroes come to blows — guns are fired, swords are swung, a mining laser (and a smaller kind) are fired, and while the base is a little worse for wear afterwards, everyone is safe.
Once things settle down, the scientists in the base say they were attacked by a particularly militant fringe faction within the Dauphine conservative movement — a group that would rather see them dead than move into space any further. Since they sent assassins to end them, it’s clear this base location is compromised, so they need to move out to another base that’s much further away from Dauphine.
The question: can you carry our delivery just a little bit further… and… if it’s not too much trouble… could you escort our pathetic excuse for an intra-system cargo-hauler as we f l y v e r y s l o w l y to the other base?
How about if we pay you?
“Pay us? Why didn’t you say so?”
And that was the session.
The Long(er) Version
Well, it’s actually not that much longer in terms of relating what happened, but I didn’t want to talk a bit about the mechanics of the personal combat, and how it played out during the session, as well as note some of the cool and not-so-cool products of play.
As you can see from the picture of the map, I laid out the base as a sort of series of pre-fab modules. As I was sketching the thing out, I read through the personal combat section to get an idea of the various kinds of things one normally does with these personal combat settings in this system.
See, while there’s definitely a story going on here (factions, politics, sides to pick, et cetera), the first three or four sessions of the game are very specifically “there” to introduce the various mini-games within Diaspora (with the exception – for now – of platoon combat). In this session, my goal was personal combat, so I wanted to explore and introduce as many of the relevant bells and whistles as possible.
To that end, I set up the bad guys to use various maneuvers, to be good at the sorts of things that one is good at in combat, and then messed around with the map a lot.
S’possible I messed around with the map a little TOO much.
What I WANTED was an over-crowded, super-cluttered base — stuff stacked along the walls, no truly straight path to anywhere, and kind of hard to get around. The nice thing about the way this expresses itself in this iteration of FATE is that you can create such things really easily, WITHOUT mapping some kind of crazy, maze-like environment — it’s enough to just draw in a really big room, break it into a couple zones, and give each zone “Stunts” like “Complicated” or “Cluttered” to limit the range of fire and things like that.
Truly difficult rooms, like those those circular ones with a central ‘core’ that you have to walk around anyway, which are then additionally filled with clutter, boxes, crates, desks, partitions, et cetera, I’d break into multiple zones, which means it would simply take more “movement” actions to get through them. And oh yeah: put in those hissing automatic doors that don’t really stop you but which do keep you from really tearing along at full speed.
Looked good in theory.
In practice, I started the bad guys on the opposite end of the base from Our Heroes, and it took us like… I dunno, six or seven rounds of just… moving to get anywhere close enough to DO anything.
And in that time, the players had managed to move like… I dunno. Two rooms. (One, for Tim, who didn’t have any levels in the requisite ‘moving quickly’ skill.)
So, that was that bad, most of which I could have totally fixed by breaking those smaller rooms up into two diagonal zones instead of one.
The good was… well, everything else.
The computer-hacker person actually had lots to do every round — she entrenched herself in the security station and proceeded to put Aspects on various zones that people would then tag for bonuses left and right: sprinkler systems flipped on and off, lights cut out, doors locked in front of a guy about to run through them (wham!), or right behind him, so he couldn’t retreat from a bad situation.
The gun-loving character got to shoot a lot of stuff, which worked out well. I feel like he was plenty effective.
The swashbuckling pirate’s daughter got into a nice little sword fight with one of the assassins, which included a lot of leaping around and also some sliding around on the sprinkler-system-slicked floor.
And we got to try out Iago’s stunt “Applied Biology”, which (a la the most recent Sherlock Holmes flick) lets him use a large chunk of his Scientist skill in lieu of Brawling — this led an exchange where one of the bad guys was left standing right in front of the mining laser that Iago had been pushing around on a cargo cart, just as Phyl flipped it on, remotely.
The bad guy grabbed the front of the laser, shoved it to the side just as it fired, and LIVED… although he sustained a Severe Consequence of “Amputated AND Cauterized” — the mostly wince- and chuckle-inducing consequence of the evening.
All in all, it was a pretty dynamic fight with a lot of good stuff going on, some nice tactical stuff happening, where one player was setting up another one or taking advantage of something someone else had just done — it felt like synergies were happening all over.
The weird part?
The weird part was that I set up a really big fight on a really big map and it took pretty much the whole game session just to do that one fight.
I haven’t had that happen since… well, DnD, honestly. I don’t think it’s every happened in any kind of “indie” game in, well, ever. Some of those games are plenty deadly (Dogs, for example), but even then, fights are nasty, brutish, and short.
FATE does a lot of wonderful, character-driven, evocative stuff — using Aspects in all their various permutations are THE Killer App of the game, without a doubt, even in spin-offs like Diaspora — but to a certain degree SotC and Diaspora and all the “Version 3.0” FATE games are still very traditional in a lot of ways. The detailed play of session two’s combat reminded me of that.
That’s not a BAD thing, at all. Or good, really. It just is. A feature (in the landscape, not software, sense).
Anyway, the fight wrapped up, deals were made, and session three (which I’ll write up next) involved the crew of the Tempest splitting up a bit to pilot/escort the Dauphine collective’s “Intrepid” to a new base elsewhere in the system.
And, finally, some space combat. Heat up the iridium, Phyl, it’s Shootin’ Time…