OOC- Zombie Apocalypse Chapter 2- General Discussion

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Not so fast Steve-

I have to agree with Suaside about the principle that characters should be played as distinct individuals.

In otherwords you can't have McCain issue an order to Cole, anticipating Cole might be doing something risky, in order to free up Alice or Jim or anyone else.

This is not about character interactions, but about distinguishing between character and players.

You can play multiple players, but you should play each character as a unique individual. The only tie between them is that they are played by you.

(OK and exception might be if you play a female and a male character and they manage to "hook up" but we'll leave the transexual nature of those relationships alone for now).

This is also a courtesy to the other players that are playing their characters as distinct individuals. So no ordering Cole to his doom just to save Alice's sexy butt. This goes back ot the issue of civility.

My point above is that the chain of command exists. How characters deal with that chain of command is largely up to them. If there is tension or disagreement, fine. But let's keep that contained on the IC thread and not in the OC thread.
 
I agree with Welsh here. If you have any questions, feel free to ask them.

I don't have much time to post at the moment, but there are a few things I wanted to cover. Later tonight I may make an IC post.

I realize that it's confusing not having a map and knowing an exact layout of the place. This caused problems in Chapter 1 even for the Keepers, when Welsh and I had different ideas about how the buildings were arranged. I'll try to describe it as best I understand. Welsh, please make any corrections or additions you feel are warranted.

The field of tall grass extends to the west of the motel as far as the eye can see. It is on the north side of I-80 (possibly on the south side as well, but I'm not sure of this), and it only ends about 20 or so yards west of the motel. It's highly likely that the whole area was covered with this wild grass before the buildings were there, and that the grass was cut down and the land paved over to make way for them. Because of this, zombies (or humans, for that matter) could come very close to the motel without being seen until they're right on top of it. People with good eyes will need to constantly watch for threats from this direction. Also, don't forget that the troopers carry Claymore mines. Deploying them strategically could be helpful.

The front door of the motel faces east, and there is a stretch of 100 yards between it and the diner, which fronts on the southwest corner. Halfway between them is a dirt road leading north to Route 30, the river, the turnoff to the PMS compound, and the spot where the meteorite burst open.

The zombies gunned down by the choppers are in the grass field to the west of the motel, almost a mile away (though some were also killed on the highway). None of them show any sign of movement at present.

I also pointed out the risks in moving both fire teams to the west earlier. It also might not have been obvious just how far away the bodies in the grass are. The two near the motel were killed by Stephanie and Mr. Foo earlier, but the ones killed by the choppers are nearly a mile away. If one fire team stationed at the motel were to try to cover the other, they would not be able to fire on any zombies they saw moving due to the extreme range. The M-16 only has a base range of 130 yards (260 with precision aim), and the zombies are well over a thousand yards off. Anyone shooting with an M-16 would be at 1/8 skill and be highly unlikely to hit. The SAW has only 110 yards base range, plus you risk hitting your own men with a burst.

Sending the snipers to the roof of the motel is a good idea, and the zombies in the field would be within their effective range. Both have long-range sniper rifles with scopes, bipods, and laser sights. Sam Black can actually shoot at that range with the Barrett without penalty. I don't have time to do the math at the moment, but the M24 has a base range of 110 yards (though doubled a few times). I believe Bobby Sheen would be at half skill if he fired from that range, so he would be better off spotting while Black shoots.

I also mentioned that zombies as well as humans could pose a potential threat from the east. There are a few troopers on that side of the motel, but the fire teams are better equipped and have better range. It would be a good idea to leave one team watching that side, but McCain is Steve's character and the decision is his. Steve, if you would like you may edit your post to change their orders in light of this information.

The weapons/ammo list is a post in the middle of the Character Thread. Welsh or I may split it off later and make it its own thread so it is easier to find. Mitchell brought up one of the crates, but he offered it to Duke, who was on his way outside, so he could drop it off on the east side of the diner. There are also two more crates down in the warehouse.

Duke's crate contains one Colt M1911A1 .45 automatic, two M1 Garand .30-06 rifles with scopes, and one Winchester M1894 carbine, as well as ammo for all of them. I have a feeling that the crate will soon be empty of everything but extra .45 ammo, so someone on their way down might want to carry it back once all of the weapons are claimed.

Fearlessfred, you should have Ramirez ask specific questions of the people gathered around him about whatever he wants to know, as part of his dialogue. That's his job, after all.
 
Welsh,
At first I was trying to figure out how to get Alice and David to the truck without being seen but Mr. handy told me that as long as they were not making threatning moves then they would not be shot. That being said I wanted to check out the field but I was not aware how far away the helicopters were. I thought they were right near by which is why I was going to send the people in. That being said I will edit the posts to have Black still cover the motel roof but Cole and his men stay on the East side.
I was never trying to save Alice's sexy butt as if you remember in the last chapter I tried to kill her off. Now I have found something she can do since I have her secrets and I wish to keep her around. So I did not want to have her shot in the first round of this chapter so I had the soliders move. But if you wish to kill her off I guess I will keep Cole there.
 
Steve-the-Zombie-Killer said:
Welsh,
At first I was trying to figure out how to get Alice and David to the truck without being seen but Mr. handy told me that as long as they were not making threatning moves then they would not be shot.
for Cole it wasn't a problem, but that changed since McCain gave a "shoot first, ask questions later"-order on everything that moved away from the diner.

unless you consider that order revoked as well.

Steve-the-Zombie-Killer said:
That being said I will edit the posts to have Black still cover the motel roof but Cole and his men stay on the East side.
edit out the shoot order then ;)

Steve-the-Zombie-Killer said:
But if you wish to kill her off I guess I will keep Cole there.
Welsh doesnt want anyone dead & Cole probably doesnt either.

but if you gave keep the "shoot first, ask questions later"-order... there might be trouble depending on how Cole's squad reacts...

so lemme know if that particular order stands or not, mkay?
 
Steve-the-Zombie-Killer said:
Welsh,
At first I was trying to figure out how to get Alice and David to the truck without being seen but Mr. handy told me that as long as they were not making threatning moves then they would not be shot. That being said I wanted to check out the field but I was not aware how far away the helicopters were. I thought they were right near by which is why I was going to send the people in. That being said I will edit the posts to have Black still cover the motel roof but Cole and his men stay on the East side.

Hey Steve- that's all fine. If you have questions or concerns feel free to ask. As mentioned, you can call an idea or know roll if you like or ask other players advice on the OC board.

You do have the chain of command, Steve. But with command comes responsibility too- and creating confusion among your troopers is a risk. So be careful. CoC, and life in general, suggests that men with guns and willingness to use them can lead to some awful violence. You guys are playing roles that you're probably not very familiar with- so being careful is probably wise.

I was never trying to save Alice's sexy butt as if you remember in the last chapter I tried to kill her off.

I remember. But as ass like Alice's is a terrible thing to waste.

(Yes, I know. Welsh is terribly sexist.... sorry stardreams. But hey it's true. Winona Ryder does have a great looking ass).

Now I have found something she can do since I have her secrets and I wish to keep her around. So I did not want to have her shot in the first round of this chapter so I had the soliders move. But if you wish to kill her off I guess I will keep Cole there.

Ah, but here is where Suaside points out the problem. I don't mind you as the player wanting to save her ass. I would think about protecting her if I were a character.

But you should not manipulate characters that don't have a relationship between them in ways that might protect your (as player) interest in preserving them.

You have to seperate the player from the character. As a player you have three characters to play. But those characters should be seen as individuals and should act based on how those characters perceive themselves and their environment

Does that make sense? As a Character I could see McCain not wanting to see Alice and David shot because that would really screw up relations between the T-Bone survivors and the recently arrived Air Force group.

But how would McCain do it? Well he might not order the "shoot them if they move" order, but might give the T-Bone people a very clear warning that the Motel is off limits and that they may be shot if they approach. If McCain sees David and Alice moving, he might issue an order to Cole, who is close, to "turn those civilians around and make sure that they don't approach within 100 yards of the Motel."

But McCain would not redeploy soldiers merely to keep Alice and David alive. You, as a player might want to, but then you would not be acting in-character as McCain.

Yes, you might have an additional reason for moving Cole to a new mission. You can order Cole to act, as he is junior. But if you, as player, are motivated to do so to save another of your characters as the risk of another player's characters- that's not cool.

Don't get this the wrong way. I am not lecturing you here, but I am trying to set down a rule of game etiquette that all players should share. Players may have multiple characters, but characters should be played as individuals and should be played realistically. They should not be seen merely as chess pieces to move around the board, but as individual human beings.

Also note that McCain has the rank, but Steve does not. Among the players you're just a poster and you should be playing your character as if they were unique and seperate individuals. You have rank and power, but with rank and power come responsibility and consequences.

That said, don't let this bother you. The line between a player's preferences and a character's possible behavior is sometimes difficult to split. For example- Suaside got pissed off with me last chapter because I chastised him for being slow to respond when Sean and Bo got shot by Hammond. I was primarily pushing him to be more aggressive as a law enforcement officer responding to the shooting of other law enforcement officers by a person who appears mentally imbalanced. One could interpret Suaside's response as an cop's attempt to negotiate in a tense situation but it might also be interpreted as the risk averse behavior of a player protecting a character from harm. Considering that Bob, a cop type character, would probably first act to eliminate the risk that Hammond poses other law enforcement and nearby civilians. But that's a tough call to make- there are lots of risks present and players need to have autonomy how to act.

But this principle- the seperation of character and player is an important one. Characters should not be played as chess pieces but as real people.
 
welsh said:
For example- Suaside got pissed off with me last chapter because I chastised him for being slow to respond when Sean and Bo got shot by Hammond. I was primarily pushing him to be more aggressive as a law enforcement officer responding to the shooting of other law enforcement officers by a person who appears mentally imbalanced. One could interpret Suaside's response as an cop's attempt to negotiate in a tense situation but it might also be interpreted as the risk averse behavior of a player protecting a character from harm. Considering that Bob, a cop type character, would probably first act to eliminate the risk that Hammond poses other law enforcement and nearby civilians. But that's a tough call to make- there are lots of risks present and players need to have autonomy how to act.
i thought Bob was a pilot Welsh ;)

anyhow, Steve don't take it personal, i'm just one to rant a lot when things get 'illogical' (or what i perceive to be illogical anyway). but you're welcome to do exactly the same to me.

and keep in mind that it appears that i look to be twice as harsh to a murican than to fellow eurotrash. maybe, we are used to more? :P
 
Suaside- I am not going back over that old ground, dude. Suffice it to say that Bob might be a helicopter pilot, but he's also a NPS officer and an armed one- and these guys are essentially the cops of the National Parks.

Also Steve, you've got to distinguish what a character says and what a player says. Cole might sound like a grumpy flamer and a prick but I don't think Suaside is a always a grumpy flamer. :)
 
You have a number of choices for how to deploy the mines. There are only 11 of them in all (one carried by each trooper), and you also want to be careful not to plant them where someone might accidentally step on one. I'd say this would be more of a Military Science roll than a Know roll. McCain's skill is 53%, so you can go ahead and roll that. If you fail that, I'd say you can then roll Idea (his score is 75%) and at least get some concept of where best to plant the mines. If you fail both rolls, you'll just have to decide where to deploy them.

McCain can also ask the troops under his command for advice. Carlos Duran is the team's main demolitions man, though others also have Demolitions skill. He would probably be the one to set up the Claymores. Corporal Alanen is also good with explosives. Justin Hockey and Manuel Ortega have decent Demolitions skill as well. Keep in mind that each soldier you order to set up the mines will be pulled away from other duties. Malanowski has Demolitions too, but he's otherwise occupied. Since the troopers are under McCain's command, you should look at their character sheets on the Character thread to see what they can do.
 
You can roll now if you like. I don't think I'll have enough time tonight to make an IC post, or tomorrow for that matter since I'll be going back to work. I'd like to give Stardreams, Gonzalez, and Carib FMJ a chance to post before I update anyway.
 
Okay right now I will roll Millitary Science and if that fails I will roll Idea. I will wait to ask Duran for help during the next turn if either of those fail. I will post what occurs on each roll of course ok?
 
Two questions

1. Would black need a spot hidden roll to see anything in the T-Bone
(thats not sneaking around)

2. I was thinking about what Ramirez would ask but couldn't think of what to say.

I wonder how the military will take it when a civi heli shows up.
 
@Steve:
That sounds good. You can make the rolls when you're ready.

EDIT: I see you've already made them. Here is what McCain can gather from his Idea roll:

Claymore mines are very devastating at a good distance, so he'll want to place them far enough from the motel that they won't damage it or the people there, and far enough from each other that one won't set off others when it detonates. They are a very limited resource, as he only has 11 available, and once one goes off it cannot be replaced.

The weapons list has an entry on Claymore mines (which you do not need an Idea roll to know about) with important information about them. To place one, you must roll Luck. Failure won't actually set it off, except possibly if you roll a malfunction (99 or higher), but more likely that would mean that the mine isn't actually armed: you would only think it is. I'd say a normal failure just wastes time. Alanen is actually the best one to plant the mines, since he has 80 Luck. If he and Duran work together, they can also deploy the mines faster. The Claymore's range is 10/25/50 yards. Within 10 yards, it does 6d6+6 damage. Anything more than 10 yards away but within 25 takes 3d6+2 damage. Anything more than 25 yards away but within 50 will take 1d6 damage.

Any mines buried in the field of grass could be concealed very easily. It would be almost impossible to see one until you step on it, at which point it's too late. The mines can help in two ways: as antipersonnel devices, and as an early warning system. It's possible for a few zombies to get through a small minefield through luck alone, but a large mass of them is bound to set them off - and a lot of zombies would get hit at the same time.

McCain might want to place mines in the field at varying distances from the motel to cover the west side, but he also needs to worry about the other directions, which don't have the grass to conceal the mines. He only has 11 mines in all, so he'll have to decide whether to use more mines to cover one or two high-risk angles or if he wants to spread them out more evenly, but only use a few mines on each side.

@Fred:
Black would be unlikely to see anything inside the T-Bone itself, or on the east side since the building blocks his view, but he can see Randall, Jimmy, Samantha, and Beth, and he'll be able to see David and Alice now that they're walking towards the truck. You can go ahead and roll Spot Hidden for him, and we'll tell you what else, if anything, he notices.

You mentioned in your post that Ramirez was interested in what an EMP would do to infected people, and about the PMS compound. He can ask the people with him (Mr. Foo, Stephanie, Ellen, and Jenny) specific things about them that he wants to know, but they can only tell him what they know. The people at the T-Bone may have different knowledge, so Ramirez should also ask them the same questions when he goes there. You might want to reread the first post of Chapter 2 where they are discussing things to see if any questions come to mind.

You can roll Idea for Ramirez. This is done just like a skill roll, only against his Idea score, which is equal to his INT x 5. In his case, this is 70%. If you get a 70 or less on 1d100, I'll give you some hints about specific things he can ask about. You can also take your time and keep thinking of questions to ask, since you've got time before the next update. Even afterwards, you might think of things to ask. One advantage of play-by-post is you have plenty of time to think before you post and plan out what you're going to do.

Yes, it will be interesting to see how the military responds when a civilian (albeit State Police) helicopter arrives. Welsh and I have discussed this topic. Fortunately, the three military helicopters won't be around when that happens, since Erica Spears made her Luck roll. Things could have been more awkward had they stayed a little longer.
 
Fearless- you should note that Ramirez, as a DIA investigator, has relatively good scores on a lot of the personal skills plus spot hidden. He can fast talk and persuade, as well as (because of psychology) get a good feel on others. You can consider his a good interrogator, but more, a person who can network well and relate well to others.

That said, these are not criminals or suspects, but normal people under crisis conditions, so Ramirez should address them as survivors of a terrible ordeal.

Furthermore, he's being placed in a position as liaison and intelligence collector. While standing back and letting the scientific team ask scientific questions is probably a good strategy (and allows both to become more familiar) he will need to drive the inquiry.
 
Mr. Handy or Welsh,
it would make it easier for me at least if not everyone else if you could split apart the character locations and the weapons list onto another thread. It is hard to find for me
 
I must have critically succeeded on my Luck roll or something. On my first day back at work, they let all non-essential employees leave at 2:00 because they had to shut off the water in the building, which gives me three extra hours today.

Welsh copied the list of everyone's locations into a new thread, and I copied the weapons/ammo/skills list there from the character thread. I'll only update the copies in the new thread from now on.

One more thing about the chain of command: military personnel will normally only go to their immediate superior and should not skip a link in the chain. An Airman wouldn't just go up to Captain Lereux and ask him something. I'll post a chart below to illustrate this, but it's text only so it may be a little harder to understand. I'll use the symbol -> to mean "is the immediate superior of".

Captain Lereux->Lt. Malone->Airman Lewis
Captain Lereux->Lt. Malone->Airman Mikhalin
Captain Lereux->Lt. Blanco->Zorie Spooner (though Zorie's not military, she is Blanco's assistant)
Captain Lereux->Javier Ramirez
Captain Lereux->Sgt. McCain->Sgt. Black->Airman Sheen
Captain Lereux->Sgt. McCain->Airman Phillips
Captain Lereux->Sgt. McCain->Airman Malanowski
Captain Lereux->Sgt. McCain->Cpl. Cole->Airman Hockey
Captain Lereux->Sgt. McCain->Cpl. Cole->Airman Duran
Captain Lereux->Sgt. McCain->Cpl. Alanen->Airman Thayer
Captain Lereux->Sgt. McCain->Cpl. Alanen->Airman Ortega

Lewis and Mikhalin report directly to Lt. Malone, so Lewis should ask his question to her, rather than to Captain Lereux. As a military man he would know this, so Steve should edit his post to ask her instead and not piss off the CO. I'll have her answer in the next IC update. Lt. Malone has taken temporary command of Airman Malanowski to provide security and comm support to her group. Since she outranks McCain, there's not much he can do about that. Likewise, Sgt. McCain is borrowing Airman Duran from Corporal Cole so he can help plant the Claymores.
 
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