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=Chien Noir= ; Game System : [http://www.septemberquestion.org/lumpley/ Dogs in the Vineyard] ; Pitch : Who killed the Black Dahlia? The Black Dog Detective Agency is on the case! ; Game Master : Ed Freeman ; Players : 3 ; Date : January 23 & 30, 2006 ; Technical Notes <blockquote> <p>Instead of the DitV default setting, used a noir detective agency setting in 1947.</p> <p>'''MODIFICATIONS:'''</p> <p>'''FAITH'''</p> <p>The King of All Life? Thought I saw him in a Mission Street soup kitchen. Looked pretty stung out.</p> <p>Listen up, bub. Los Angeles may look like paradise but there are snakes everywhere you step. This town will eat your soul for a snack if you let it. You've gotta have your own code, right and wrong. Keep to your code and you can walk through the muck with your head held high. Lose your code and the tinsel will pull you down like seaweed pulls down a drowning man.</p> <p>'''DEMONS'''</p> <p>Demons? I thought I saw a couple last week over on Norton street. The F-Troop rolled 'em for lunch money and set them back to Bridal Falls.</p> <p>Who needs demons when the corruption is so thick a guy can't breath? Every cop, judge, and DA is on the take.</p> <p>This is a town where justice gets bought and sold. There are a lot of good people that get the shaft, and bad people doing the shafting, and sometimes you're the only hope people have for $50 a day plus expenses.</p> </blockquote> ; Recaps : ; Player Thoughts <blockquote> <p>'''[[User:Mechante Anemone|Mechante Anemone]]:'''The intensity was great and Ed was wonderfully prepared. It's a minor downside that we didn't get to try the "Dogs in the Vineyard" system much because it was one of those games where everyone is so immersed in the story, that we hardly break out the dice at all.</p> <p>'''[[User:Shosuro Kando|Shosuro Kando]]:''' Here are my semi-random, barely caffeinated thoughts -</p> # Good game Ed Freeman! Well researched, fun setting, interesting case. Overall I think a very enjoyable game.<br> # The "Dogs" mechanic is weird. I liked the idea that you take damage depending on how much you escalate the combat, but the system itself sometimes felt more like a dice matching game such as "Button Men" than an RPG system.<br> <p>Player: "I shoot the bad guy! Pow! Pow! Pow!"</p> <p>GM: "OK, what dice are you throwing into it"</p> <p>Player: "Well, you have lots of dice to block, but nothing higher than a 6, so I'll go for two dice that add up to '7' to wear down your dice pool."</p> <p>GM: "OK - instead of using my large dice I will use 3 of my smaller dice. So I take some damage."</p> <p>Player: "So I hit the guy?"</p> <p>GM: "Yes."</p> <p>Player: "Does he go down?"</p> <p>GM: "I still have dice in my pool, so no."</p> <p>Player: "Is he injured? Hindered? Slowed down?"</p> <p>GM: "Well, once we run out of dice we'll roll to see how injured he is. You might have killed him. Maybe not though."</p> <p>Player: "But he's going to keep shooting at me."</p> <p>GM: "Until we run out of dice, yes."</p> <p>It seems like in Dogs you should always leave your persuasive arguments, special intimidation techniques, clever sword blows, and head-shot sniper attacks to the very end of the combat because until you wear down your opponent's dice pool they will be fairly ineffective no matter what.</p> </blockquote> ; Additional GM Thoughts :
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