Transcript
WEBVTT
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Hey everybody, and welcome to just
played. This is the podcast where I
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recap the TIPTOP RPG's I've recently participated
in as a player or game master.
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I'm Jim Crocker and today I'll be
talking about masks, the new generation.
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So this was game number three of
a four game run officiated by low Francis.
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I've done just played episodes on the
first couple of games I've played here.
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This, of course, was part
of the gaunt like comics run that
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I've talked about before. This is
the game where I am playing Harvester,
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the soldier played built from masks.
Other players are Chris, who is torrent,
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Michael was shadow boxer, Simon was
Zan and Stephen was Sarah sparks.
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At the beginning of this session,
if you'll recall from last time, we
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had just found out that Edwardo,
who's a kid that goes to school with
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us, will turn into Asphyxia,
a big, scary supervillain, and shadowboxer,
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who is the beacon character, who
really needs to prove themselves. They
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have decided that they're going to,
on their own, go after the bolt,
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who is a no kidding, serious, hardcore adult super villain. Who
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broke a bunch of other supervillains out
of prison. So he is going to
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try and go take down the bolt
on his own, and that was where
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we left last time. So this
time around, of course, this is
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a game with a lot of time
travel and, to mention hopping. So
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the plot in this is kind of
Chris Claremont complicated, with future selves and
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alternate selves and dimensions and things that
might happen and might not happen in visions
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of the future and stuff like this, all going on in addition to kind
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of the normal straightforward superhero stuff we're
doing. So there's going to be a
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lot of twist and turns here.
I'm do my best to hit the high
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points, but to any of the
players in the game, if I missed
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anything in like our complicated time jumping
stuff, I'm sorry and feel free to
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drop something in the comments and let
me know remind me what I forgot.
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So the high points where shadow boxer
went to this bar where the bolt was
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hanging out and provoked him into taking
a swing at him and in defending himself,
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his powers kind of switched on and
went hey wire and there was a
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burst of power that swapped everyone in
the bar with an alternate version of themselves
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from another dimension. So kind of
all of these supervillains and shady types that
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had been on the bar where suddenly
swapped out with alternate versions of themselves,
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and it turned out that not all
of them were bad guys. Meanwhile,
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Crosstown at school, Harvester called into
a on, which is the organization that
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she's a soldier for, that she's
an officer for, with the Info about
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Eduardo Slashes Phyxia and that he was
here and that they needed to do something
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to keep everybody safe. So they
agreed to send a capture team to bring
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him into kind of do some research
and maybe help him control his powers.
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As Zan and I raced to keep
him busy, keep him occupied and keep
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him in one spot so that an
could get there and actually take care of
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business. But by the time we
arrived, it was clear that asphyxia,
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his adults self, was somehow there
too and was trying to prevent us from
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having him get taken in by a
on because of arently, and whatever universe
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he's from, something bad happens as
a result of that and that's kind of
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how he becomes asphyxia. But we
didn't want anyone in the school to get
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killed. So we're trying to clear
everybody out and lock that down. So
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we called in Sarah, sparks and
torrent to come running and help us out
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with that, because this is a
boss fight basically. So we call them
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in, we kind of get together
and take out asphyxia and the AON team
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arrives and they collar Edwardo and neutralize
his powers and take him in for help,
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to study him to see if they
can figure out how to to help
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him keep these powers under control.
Meanwhile, over the bar, shadow boxers
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talking out this situation with bold who, as we learn, is actually a
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benevolent analog of the utter bastard that
we know from our universe. So it's
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kind of a sort of reverse mirror
universe thing going on, where the good
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version of him has been pulled into
our universe and meanwhile on this other universe
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the evil version of him is running
rampants. So good bolt is pleading with
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shadow boxer to send him and his
friends back. So eventually we end up
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at Sarah's secret base that she inherited
from her uncle, who's this s slasher
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vigilanty named night terror and kind of
as we're kind of talking with each other
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trying to figure out what the heck
is going on. This cosmic fixer character,
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who's kind of one of these eternity
type of kind of marvel day sex
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mocking a character, shows up a
and declares that they can fix it and
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put everyone back in their right dimensions, which they're going to do right now,
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but that they will not always be
around to do this again, so
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we had better be careful and not
make a similar mistake in the future.
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So that happens and we kind of
all breathe a bit of a sigh of
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relief. But in the after fight, talking arguing, there's a whole bunch
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of comforting, sporting and people asking
about each other and sort of where we
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find out about each other's backgrounds.
But Harvester and torrent, who kind of
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haven't really been getting along because Harvester
doesn't trust torrents whole time travel thing that
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they've got going on and torrent has
suspicions about Harvester because the stuff they've seen
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from the future. They kind of
get into it and they mix it up.
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Torrent basically calls harvester a fascist because
she works for this organization that has
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some very clear ideas about how they
can keep people safe, and you know
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that doesn't necessarily involve everybody always being
able to do what they want all the
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time. And Harvester essentially calls torrent
tourist and a coward because they can just
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leave whenever they want to. They
don't have to hang around, they can
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just boop trap through time and get
out of there and they've just dropped into
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moralize. But then they can leave
if things get tough, and this gets
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pretty intense and heated and the team
needs to forcibly separate them. When torrent
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takes a swing at Harvester, which
harvester just kind of laughs off the bloody
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lip that she gets because she's get
worse doing calisthenics. But clearly there's some
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tension there that is going to become
an issue in our final session. Absolutely
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so good times. That was pretty
neat at the end of the game where
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we ended up. We have a
number of recurring villains and NPC's that show
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up in cameos. Some of these
were folks I recognize from previous games.
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Some of them were kind of legacy
characters carried over from the first eight sessions.
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Those first couple of months that this
particular series was running, a couple
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of the characters that have been around
the whole time went, oh, it's
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that person, and it was kind
of neat to see them shown up and
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see people's reactions and stuff like that. But very clearly there's a bunch of
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time travel and dimension stuff going on. But you know, kind of the
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most exciting there for me was this
sinister alternate future version of my character,
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Harvester, steps out of a dimensional
portal in one of these little next isssue
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things that low likes to do at
the end of each session, which is
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pretty neat. And the end of
the session we kind of all won our
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separate ways, everybody back to their
own corners and we all went home,
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basically to kind of rest after this
crazy day that we had. My favorite
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moment from another player in this session
was Steve, who I really enjoyed playing
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with. I played with him a
bunch of times. He played in the
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hearts of Willin game. I ran
it dreamation. I always love to see
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that he's in a game that I'm
in. He was playing Sarah Sparks,
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the legacy character who is descended from
this family of crime fires that goes back
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to like the pulp days. But
it was neat because Steve hadn't been here
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last game but was here this game
and had Sarah Sparks, acting like a
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real leader for the team and obliquely
lecturing shadowboxer when she got to talking to
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shadow boxer about what it means to
be a legacy, but without naming names.
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So Steve as Sarah talked about what
it meant to have people that you
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looked up to and followed them and
had expectations of you, but didn't get
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into the fact that maybe it might
cause problems if we all knew that her
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uncle was this kind of Notorria slasher
vigilante that maybe was as much of an
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anti hero as a hero. He
was active during the s two was an
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image comics character in our much more
marvelly flavored universe, so it was kind
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of neat to see him, as
that character, do what she could to
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bring that experience into helping shadowboxer,
but without tipping too many of her cards
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at one time to let us know
actually what was going on, who this
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base that we were all enjoying hanging
out in actually really belong to, because
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that might have caused more problems.
So it was kind of NEAT to see
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Steve Navigate that so well. It
was really fun to kind of observe,
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even though I wasn't particularly a part
of that moment. So one of the
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things that really stood out for me
this game as far as jaming goes and
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low is just a really wonderful game
master. I really enjoyed playing with him.
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I watch videos of his game sometimes
kind of just try and pick up
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on some of the techniques that he
uses, because he just runs so much
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and has really refined running online down
to a really solid type set of techniques
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that he uses that I'm picking up
on a little bit every time as I
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play with him. But the one
that I really noticed this time that was
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neat and is really important in a
game like this where there's a lot going
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on and it's complicated and we're jumping
back and forth between locations, was that
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he was keeping tabs on everyone and
he was willing to just very matter of
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factly rewind and inact mechanics even though
we technically had moved past their effects in
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our enthusiasm roll on through and keep
telling the story. There were times were
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legitimately no getting. We triggered moves
that the rules are very prescriptive about.
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If you do this, that triggers
this move, you roll and then the
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dice and the rules help us tell
the story, so it just doesn't turn
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into just to share it storytelling session, and I consider that part of tabletop
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gaming really important. If we're all
going to agree to or rule set them,
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we do that. But he's really
great at doing this really smoothly,
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seamlessly and then just jumping right back
in and picking the narrative up right where
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it was, and this was a
really wonderful lesson a couple of times that
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I saw here in doing that without
overselling it, without making a big deal
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about interrupting and especially without making the
player who, in their enthusiasm, sort
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of ran over the fact that they
were supposed to actually roll to engage a
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threat there or maybe rolled to take
a powerful blow, that they didn't do
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anything wrong but that this is the
way the game is going to go,
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run it back and then just keep
going very smoothly. And Death happened a
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couple of times in this game and
both times it was really neat to see
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how he did it, and very
smoothly, without calling a ton of attention
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to it, but nonetheless firmly make
sure that the mechanics were they are and
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that they triggered when they were supposed
to. As far as missed opportunities,
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I was sad that only Michael's character, shadowboxer, got to interact with all
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the alternate versions of the regular bad
guys before they got kind of day sex
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mocky Nud back home. At the
time I was thinking, Oh man,
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that's such a bummer. It would
have been really cool to meet some of
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these guys and ask them about the
universe and stuff like that. I realize
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now that what I really was hoping
was for some kind of extra angst,
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because my character specifically an orphan because
it's builty, and that there's some kind
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of tragedy that results in there becoming
a soldier and they're being given these powers
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and they're now behold into this organization
instead of necessarily their family. I was
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hoping to run into someone who could
trigger me to be really emo about my
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family by telling me how happy and
alive they were in the dimension that they
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came from. But it's possible that
loll just didn't feel like being that cruel,
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which I certainly can appreciate that.
Said, I recognize that introducing that
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concept of a whole bunch of alternate
cells and alternate families without having the implementation
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of that kind of metastasized to take
over the campaign is a real challenge.
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Lowe navigated it with flying colors.
He did great. He kind of gave
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us that picture of it. For
the players for whom that kind of alternate
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world stuff was important, they got
it and they got to see a snapshot
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of it, but it didn't derail
what was going on in the main narrative.
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So little bit of a missed opportunity
there, but I completely understand why
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it went down the way that it
did. So, as far as the
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thing I noticed, fictional positioning in
masks can sometimes be a challenge because you're
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operating in three dimensions. In a
story game, in a game that is
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strictly theater of the mind, you
don't have a map, you don't have
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minis, you don't have your champions
Hex map that you have if you're playing
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a more Trad version of a superhero
game. And one of the paradoxes of
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that is that having a whole lot
more freedom unfortunately means not everybody might have
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the same idea of exactly what's going
on. So we had a fight scene
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today where I narrated knocking asphyxia into
the air as a result of a move.
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So the point was a slam him
hard under the Chin and juggle him
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up into the air. So I
was hoping that we could then do a
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thing where we're doing like an air
juggling flight, almost like a like a
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fighting game kind of fight with him, so that he was high enough up
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in the air that he is halo
of asphyxiation was only affecting us as the
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heroes, because the other hero that
was there with me, their whole thing
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was their feet never touched the ground
and they're kind of flying all the time,
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and so I thought, ah,
this is cool, we can have
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a thing where they're they're flying them
up in the air. I'm using my
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arms to grab onto utility polls and
stuff like this, so we can kind
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of keep him in the air and
keep him up there away from the civilians
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until they all flee. So I
kind of did that. I sort of
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juggled him up into the air and
then we cut away to another scene and
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then another scene, and then when
we came back, the next player did
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their thing, narrated him being on
the ground. Now it may be that
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he flew up into the air and
drop back down and that's when the other
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DC pounced on him. But because
we didn't narrate that, it felt like
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my contribution to the fiction kind of
got overwritten or just sort of overlooked,
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like you did that. Yeah,
but then that went away and now he's
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back on the ground. Because of
how abstract the fights and masks are,
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it's incredibly important to maintain panel to
panel consistency on where everyone is, and
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the lesson for me there is that
when I cut away, to make sure
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that I have a little notepad or
on the tab where I have my GM
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notes to make sure that I'm make
a note of what's going on and maybe
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check in with the players when I
leave the scene so that we're all on
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the same page. Okay, so
the villain is down on the ground and
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when we come back, you guys
are going to pounce on him. Right,
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right, cool. Now let's go
over to the bar where this thing
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is happening, or to you are
staring each other down. It's supertense.
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You can hear pin drop known in
the bar is saying anything, but we
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can hear the jukebox music in the
background playing some song that is suggestive of
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tension between two characters. Right,
right, cool. will cut away,
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we'll go to the fight scene over
here, and this is what's going on.
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And so now we go to our
fight scene, but just to make
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sure that when we cut away and
back that that positioning maintains consistency with whatever
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was doing and, in particular,
that everybody gets to realize the full benefit
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of a move that they make a
hit on, because it can get very
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easy and certainly one of the things
that I know that I'm have been guilty
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of is somebody belt somebody. That
means that you tick off a box.
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That box gets ticked off and as
a GM I'm thinking, okay, I
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tick that box off and not necessarily
keep in close track of exactly where everybody
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is in the scene, in the
comic panel and in masks. It's I
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think that's probably awfully important. So
that was my takeaway from this time.
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So that's all I've got for this
episode. Thanks everybody for listening. If
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you're enjoying the show, please rate
it and review it wherever you found it.
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Check out the show notes for a
video of this session, if one's
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available, as well as where to
find the game that we played, which
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was masks, a new generation that's
published by Magpie Games. As always,
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you can follow me on twitter at
Jim Likes Games. That's real of the
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only social media that I'm on,
and buy games from me and check out
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my blog and my website, Jim
Likes Gamescom. That's the best way to
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support the show if you want to. I don't have a patreon or anything
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like that, but if you like
to pick up a game or two,
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if you could buy it from me, I would love it and that helps
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support the show. So, if
you excuse me, I am going to
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go play another game.