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[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] (SGA) is a loose community of role-players centered around Seattle, Washington.  The club started aggregating in the late 1990s, and eventually solidified in 2000 when its mailing list was transferred to Yahoo! Groups. 
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[[Category:Resources]]
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[[Category:Short Adventure]]
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[[Category:Community Building]]
  
SGA holds weekly meeting where members take turns running one-off or short-run games in indie, oldie, or oddball systems. This wiki provides a place to keep some notes on the games we've played.  
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[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]
  
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[[Seattle Gamers Assemble!]] (SGA) is a loose community of role-players centered around Seattle, Washington.  The club started aggregating in the late 1990s, and eventually solidified in 2000 when its [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 mailing list] was transferred to Yahoo! Groups.  
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==Title==
 
; Game System
 
:
 
; Pitch
 
:
 
; Game Master
 
:
 
; Players
 
:
 
; Date
 
:
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
  -->
 
  
 +
SGA holds weekly meetings where members take turns running one-off or short-run games in indie, oldie, or oddball systems.  This wiki provides a place to keep some notes on the games we've played.
  
=2006=
+
* [[SGA 2007 Archive|2007]]
==Crisis on the Island of Forgotten Toys!==
+
* [[SGA 2006 Archive|2006]]
; Game System
+
* [[SGA 2005 Archive|2005]]
: ''[http://www.atomicsockmonkey.com/products/zoz.asp The Zantabulous Zorcerer of Zo]''
+
* [[SGA 2004 Archive|2004]]
; Pitch
+
* [[SGA 2003 Archive|2003]]
: There has been a coup on the Island of Forgotten Toys! King Moonchaser has been overthrown by a cabal of action figures and their army of Devil Ducks. Can the heroes - all Forgotten Toys - restore King Moonchaser to the throne?
+
* [[SGA 2002 Archive|2002]]
; Game Master
+
<!-- * [[SGA 2001 Archive|2001]]
: Edmund Metheny
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* [[SGA 2000 Archive|2000]]
; Players
+
* [[SGA 1999 Archive|1999]] -->
: 7
 
; Date
 
: December 18, 2006
 
; Technical Notes
 
: All characters were pregens, based on Dollar Store toys and gift-wrapped.
 
; Recaps
 
: See the [http://forum.rpg.net/showthread.php?t=302189 Actual Play thread on RPG.net].
 
; Player Thoughts
 
: See the [http://forum.rpg.net/showthread.php?t=302189 Actual Play thread on RPG.net].
 
; Additional GM Thoughts
 
: See the [http://forum.rpg.net/showthread.php?t=302189 Actual Play thread on RPG.net].
 
  
==The Voyage of the Olympic==
 
; Game System
 
: [http://www.heliograph.com/space1889/ Space: 1889]
 
; Pitch
 
: The adventure will take place on a ship called the S.S. Olympic, a massive cruise liner making its way to Mars. The Olympic is swinging high above the ecliptic to make the very first close-range observation of Rackham's Comet.  This shall be a Triumph of British Spacemanship and result in all kinds of juicy advances in Science.
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:1em">My original concept was 1889 + Aliens + Deep Impact + Fred Saberhagen.</blockquote>
 
; Game Master
 
: Johnzo
 
; Players
 
: 6
 
; Characters
 
: Edmund: MAJOR KENTEGERN TROUBLEFIELD, VC, CMG, DSO, SPDR, a soldier en route to his post on Mars.
 
: Kev: DOCTOR ALFRED MOUSER, an expert British zoologist and a bit of a tippler.
 
: Sophie: DOCTOR KORNELJA BREZINSKA, a Polish doctor and scientist, now residing in France.
 
: Laura: MISS GEORGINA FINCH, a photographer from America.
 
: Kerri: MRS. MADDIE STOCKTON WEST, a rich widow from America.
 
: Mark: CAPTAIN SIR NIGEL S. S. WENTWORTH III, M.V.O, Master of the /Olympic./
 
; Date
 
: November 27 and December 4, 2006
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">This game was scheduled for two nights so that in the first night, the characters could break something, and the second night, they could try to put it right.  I figured this would be a good way to drive emotional investment.  I'm still trying to figure out how do a good single-session game.</blockquote>
 
; Technical Notes
 
: Streamlined version of the system; the rules for Invention were not used.  All characters were pregens, based on  players' requests.
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">The 1889 rules were tough to read and understand, and it didn't seem like a worthwhile use of our time to explore, so I used only one rule in the game: the roll-1d6-under-your-score-to-succeed.  We freeformed off those results.  I tried to remember to set stakes in advance of the roll but often failed to do so.''</blockquote>
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">The first session was mostly traditional and simulationist, with a fixed scenario presented by the GM, although the "whatever sounds good" solution to the worm infestation was No Myth, as I understand that.</blockquote>
 
; Recaps
 
: FIRST SESSION
 
The PC's were passengers aboard the ''Olympic'', except for Mark, who was the ship's captain of the ship.  All were seated at the Captain's table for the close approach to the comet.
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">The player characters were the only interesting people on board.  Everyone else was an ineffectual aristocrat or an untested spacer.  I've been on a no-NPC kick for awhile, and this was part of that.</blockquote>
 
: The approach revealed something unexpected, though -- a series of artificial installations built into the ice of the comet, and a small crashed Earth ship not far from them.
 
: The ''Olympic'' investigated, sending the PCs down aboard her auxiliary, the ''Ajax''. 
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">Everyone at the table had a good reason to join the expedition, and Mark brought them all along.  I hate those things in Star Trek where people wind up split between the ship and the surface, so this was nice.</blockquote>
 
: They discovered an unconscious Persian, apparently concussed, aboard the derelict ship.  In the pockets of his spacesuit, they found two long, extruded hexagons of pure ruby.  These piqued interest.
 
: The Persian became delirious and had seizures.  The crew restrained him, left him in Maddie's care and went on to explore the other installations.
 
: The comet contained an observation viewer showing a perfect, real-time high-resolution view of London and other Earth cities.  Other installations contained perfectly preserved dinosaur and mammal specimens from the Late Triassic era.  A great wide shaft led into the core, where the characters found a difference engine as big as a palace.
 
: Aboard Ajax, while Maddie watched, the Persian's head detached, grew spider legs from its stump, and ran for the ship's head.  Maddie took a shot at him and missed.  The crew barricaded him into the ship's head.  He chewed his way out through the toilet gasket and disappeared onto the surface of the comet, where he skittered away.
 
: Down in the shaft, Troublefield, Wentworth, and Brezinska explored the interior of the difference engine -- it had gaps large enough to float around in.  They found the ruby-rod hopper and an engraving machine and deduced that this was some kind of data storage system. 
 
: A peculiar species of inchworm floated in the zero gravity of the cometary interior.  These worms were attracted to the carbide mining lanterns of the spacers.  The spacers didn't take any notice of these worms until they snuffed out the lanterns.
 
: Then a worm got into Troublefield's air tube and from there into his helmet.  As he flailed in his helmet, it chewed a hole in his cheek.  He bit it in half and swallowed bits of it.
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">I was hoping someone would be infected with the worm, and Ed was the lucky recipient.</blockquote>
 
: As they retreated, the Persian's head scuttled past them into the depths of the difference engine.  It had observed enough of the Terran's technology to decide to trigger the comet's berserker protocol.  The characters, too freaked out by their worm encounter, and without their carbide lights, did not pursue it.
 
: The comet's thrusters fired up as the ''Ajax'' was egressing.  ''Ajax'' was slammed into the side of the shaft. 
 
:The ship emerged from the comet to discover that the comet's thrust had knocked the ''Olympic'' spinning off into space, and that the comet was now on a collision course with Earth!
 
: SECOND SESSION
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">When I prepped this, I didn't have a concrete plan at all for session two, just for session one.  We'd put enoughterrain into play in the first session; I was confident that people would do interesting things with it.  Also, there was no Kerri for this session so her character faded into the background.</blockquote>
 
: The ''Ajax'' five reboarded ''Olympic'' and commenced damage control.  The ship was in bad shape; her boiler was unable to hold pressure, her interplanetary heliograph was destroyed, and her first officer was dead, leaving the inexperienced second officer in command.
 
: The scientists remained in quarantine aboard /Ajax/ with their experimental subjects -- Troublefield, the headless Persian, and worms they'd picked off their suits.  Troublefield's temperature and blood pressure were both abnormally high.  The scientists suspect he's infected.
 
: Men sent out to patch up the ''Oly's'' boiler were brought under rifle fire from some unknown sharpshooter.  Wentworth brought his men in just as a night-black pirate ship swooped between them and the sun, revealing itself.  This was the Persian's mothership. 
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">Between sessions, I prepped the encounter with the Persian pirates.  They were not part of my original planning, but were added after Mark asserted that the smaller ship could not have possibly made the journey from Earth to the comet.  I like to play off character assertions like that.</blockquote>
 
:The ship scattered English leaflets in its wake, demanding that ''Olympic'' turn over the six most wealthy passengers on board, for ransom.
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">The pirate leafleting was something I planned to draw Maddie in.  If Kerri had made the second session, she would have needed to take point on any of the pirate negotiations.  She spoke Farsi, and the pirates would not have spoken English at all -- they hired an English speaker to print the leaflets on Earth.  But since Kerri wasn't there and the Captain had to negotiate with the pirates, they spoke English, and the leafletting was just an oddity.</blockquote>
 
: There was a great deal of debate about what to do about this.  In the end, Major Troublefield was released from quarantine, and he and the Captain and Miss Finch journeyed to the Persian ship, intending to cripple it. 
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">I was hoping the Captain would consider trading the six proposed hostages.  I'd prepped all of them heavily.  They were a diverse bunch--a noble, a woman, a child, an elderly man, a foreigner, and a clergyman.  I was hoping to get a discussion going on who it was okay to trade, and who it was not okay to trade.  But the Captain wasn't willing to compromise on that and went for the total win instead of the compromised win.</blockquote>
 
They succeeded with some daring zero-gee sabotage of the Persian ship's guns by Major Troublefield, which included an untethered leap across space and a standoff with pistols pointed at an ammunition hopper.
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">The ammunition hopper standoff -- next time I do something like that, I'm going to use the Riddle of Steel red die / white die initiative rule.</blockquote>
 
: Crippled, the Persian ship moved off, and repairs on ''Olympic'' proceeded.
 
: The scientists aboard ''Ajax'' determined that a shock of electricity would cure the worm infestation.
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">I knew the scientist players -- Sophie and Kevin -- would come up with a fun and genre-appropriate way to treat the infestation.  I was waiting for them to do so before I triggered Ed's hallucinations.
 
: Troublefield started hallucinating, seeing his Brigadier interrogating him about the capabilities of Britain's Royal Space Navy.  He refused to answer and volunteered for shock treatment.  The worms' motives remain curious...</blockquote>
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">I was hoping to create a situation where Ed had to choose between curing his problem or communicating with the aliens.  This didn't seem to be a very hard choice for him.  :)  In retrospect, I would've liked to move the halluncinations to the standoff scene with the Persian.  C'est la vie.</blockquote>
 
: Repairs are completed.  ''Olympic'' overtakes the comet.  The plan is this: while the other auxilliary, ''Achilles'', draws off the cloud of worms with carbide heliograph lanterns, Troublefield and Brezinska and Wentworth will attempt to disable the difference engine.  They do this by triggering another massive thrust burst, but before this operation is completed, the Achilles founders as the worms chew through her rubber seals. 
 
:The comet trembles.  Its reactors fire up.  Steam starts pouring from its surface.  Within the comet, superheated rods start heating the ice.
 
''Ajax'' pauses in the retreat to try to tow ''Achilles'' out of the comet.
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">Mark and I rolled off.  His d6 indicated how quickly he could bring Achilles under tow; my roll showed how long before the comet underwent catastrophic acceleration.  I won that roll, and the comet rocketed away, out of the ecliptic and into deep space with the ''Ajax'' five still aboard her... 
 
:Everyone got medals, pothsumously.
 
::<blockquote style="background:aliceblue; border:1px solid black; padding:.5em">This TPK was an improvisation, and a dangerous one.  It could have screwed up the entire adventure, but no one seemed to mind.</blockquote>
 
; Player Thoughts
 
  
  
 +
* [[Proposed Game Ideas]]
  
==High Noon on the Warworld of Alshain==
 
; Game System
 
: [http://www.morriganrpg.com/ Terran Trade Authority]
 
; Pitch
 
: Forty-two light years from Earth, and the TTA, the crew of the Epsilon Tiger find a world ravaged by an ancient war. Did everyone die in one massive apocalypse or are there survivors somewhere on this devastated world of Alshain V? But beyond that, this world is rich with alien technology, something that the crew of the Epsilon Tiger could turn around and sell at Proxima, or one of the other less than legal ports.  Care to find out what awaits you on the Warworld of Alshain?
 
; Game Master
 
: John Reiher
 
; Players
 
: 6
 
; Date
 
: November 20, 2006
 
; Technical Notes
 
: Playtest for John's official publisher-sponsored demo game to be run at [[Emerald City Gamefest]] 2006.
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
  
 
+
----
==To the North Pole - and BEYOND!==
+
[[Seattle Gamers Assemble!]]
; Game System
 
: [http://www.exilegames.com/ Hollow Earth Expedition]
 
; Pitch
 
: The year is 1936! Dateline: Washington. The National Geographic Society has announced that it is funding an expedition to the North Pole in hopes of discovering the fate of famed polar explorer Roald Amundsen, who vanished without trace eight years ago. Though Society spokesmen concede that there is little hope for finding Amundsen alive after so long in the frozen arctic wastes, the society hopes to honor his illustrious, if contentious, career by following in his footsteps and discovering, for good or ill, his whereabouts.
 
; Game Master
 
: Edmund Metheny
 
; Players
 
: 6
 
; Date
 
: November 13, 2006
 
; Technical Notes
 
: Playtest for Edmund's official publisher-sponsored demo game to be run at [[Emerald City Gamefest]] 2006.
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
==The Saga of the Dinner Cart Banditos==
 
; Game System
 
: [http://www.muthaoith.com/ Low Life] (Savage Worlds engine)
 
; Pitch
 
: Come join in the fun and mayhem!  Keep your goosin' peepers peeled for the next announced Low Life game and then drag your quivering keister down to the game!  Pregen characters are available!
 
; Game Master
 
: Edmund Metheny
 
; Players
 
: 3-7
 
; Date
 
: February 27, March 6 & 20, April 17, May 8 & 15, June 5, 12 & 26, October 16 & 23, November 6, 2006
 
; Technical Notes
 
: See the [http://www.tlucretius.net/LowLife/index.html official site].
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
==Halloween Falkenstein==
 
; Game System
 
: [http://www.talsorian.com/CastleFalkenstein.php Castle Falkenstein]
 
; Pitch
 
:
 
; Game Master
 
: Laura Mortensen
 
; Players
 
: 5
 
; Date
 
: October 30, 2006
 
; Technical Notes
 
:
 
; Recaps
 
: Fourth episode in a long-term mini-series.
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
==NEXTWAVE! Part 2: Cosmic Schmosnic==
 
; Game System
 
: [http://www.atomicsockmonkey.com/products/tj.asp Truth & Justice]
 
; Pitch
 
: Ptero-Men, M.O.D.O.K., AIM-Brocs, Awesome Andy, the Mad Thinker, GAL (Galactus' retarded clone), and his cosmic herald Hellcow!!
 
; Game Master
 
: Kevin Perrine
 
; Players
 
: 5
 
; Date
 
: September 25 & October 9, 2006
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
==Wushu Noir==
 
; Game System
 
: [http://bayn.org/wushu/ Wushu]
 
; Pitch
 
: Come try Wushu, the game where you bring the action! If you ever felt limited by a game sysetem, then this is the night for you! Character creation takes seconds, and the game will be set in a homebrew noir/wuxia setting.
 
; Game Master
 
: Cain Young
 
; Players
 
: 5
 
; Date
 
: October 2, 2006
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
==NEXTWAVE!==
 
; Game System
 
: [http://www.atomicsockmonkey.com/products/tj.asp Truth & Justice]
 
; Pitch
 
: It's like Shakespeare<br>But with lots more punching<br>It's like Goethe<br>But with lots more crunching<br>Like Titanic<br>But the boat's still floating<br>No it's not!<br>The mother(honk)ing boat is exploding!<br>NEXTWAVE!
 
; Game Master
 
: Edmund Metheny
 
; Players
 
: 5
 
; Date
 
: September 18 & 25, 2006
 
; Technical Notes
 
: Game author Chad Underkoffler helped Edmund design the characters.
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
==The Devil's Race==
 
; Game System
 
: [http://www.memento-mori.com/octane/ octaNe]
 
; Pitch
 
: octaNe -- inspired by movies like the Mad Max trilogy, in a weird post-Apocalypse, post-modern America where you play road warriors and six-string samurai.
 
; Game Master
 
: Sophie Lagacé
 
; Players
 
: 6
 
; Date
 
: August 14 & 21, 2006
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
==Cavemen Conundrums==
 
; Game System
 
: Land of Og (2nd ed.)
 
; Pitch
 
:
 
; Game Master
 
: Kevin Perrine
 
; Players
 
: 6
 
; Date
 
: August 7, 2006
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
==Capes!==
 
; Game System
 
: [http://www.museoffire.com/Games/ Capes!]
 
; Pitch
 
: ''[... smoke-covered barren wasteland, the burnt wreckage of d20 ships seen dimly through the haze, the shattered remains of O.G.L. units cast around the landscape, a small hidden hatch flips open and a figure with frizzy hair and large black hat peers out. "Another d20 flamewar. I've seen worse." ... ]''<br>CAPES!<br>Super-powers are super-nifty. But do you deserve to have yours? And more importantly, can you make the other guy sweat bullets to prove they deserve theirs?
 
; Game Master
 
: Ed Freeman
 
; Players
 
: 8
 
; Date
 
: July 24 & 31, 2006
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
==Necessary Evil: The Band of STEEL==
 
; Game System
 
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Necessary Evil] (Savage Worlds)
 
; Pitch
 
: When all the super heroes of the world are blown to kingdom come by an army of invading aliens who will save the day?  Evil... The only forces left to take on the alien menace are the crafty and self serving super villains!
 
; Game Master
 
: Karl Hubbs
 
; Players
 
: 7
 
; Date
 
: February 6, 13, & 20, 2006
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
==Chien Noir==
 
; Game System
 
: [http://www.septemberquestion.org/lumpley/ Dogs in the Vineyard]
 
; Pitch
 
: Who Killed the Black Dahlia?
 
; Game Master
 
: Ed Freeman
 
; Players
 
: 3
 
; Date
 
: January 23 & 30, 2006
 
; Technical Notes
 
: Instead of the DitV default setting, used a noir detective agency setting in 1947.
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
==The Case of the Irish Roses==
 
; Game System
 
: Call of Cthulhu
 
; Pitch
 
: The characters, with the exception of Lady McFarland, all went to St. Joan's College in the tiny costal town of Elsinore, RI. St. Joan's is a former Women's University that went co-ed in the 1960s.  You all met up again a couple years ago at the home of a college aquaintance.  Now Father Drake has sent each of you a letter asking you to come to Ireland to help him invesitigate some strange events in and around Waterford City.
 
; Game Master
 
: Laura Mortensen
 
; Players
 
: 5
 
; Date
 
: January 16, 2006
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
==Kung Fu Christmas==
 
; Game System
 
: [http://www.atlas-games.com/fengshui/index.php Feng Shui]
 
; Pitch
 
<blockquote style="border: thin solid black;"><p style="text-align: center; font-weight: bold;">Teaser I: </p>
 
BLACK SCREEN<br>
 
Voiceover: "Some things are inevitable."<br>
 
FADE IN: A deserted highway at night. Snow falls thickly. In the
 
distance the headlights of a semi truck crest a hill.<br>
 
FADE TO BLACK<br>
 
Voiceover: "Like the changing of the seasons - the wheel turns."<br>
 
FADE IN: Close up of the front wheel and part of the cab of a semi
 
truck. A flash of lightning reveals a pig painted on the door.<br>
 
FADE TO BLACK<br>
 
Voiceover: "No matter where you start, your path is a circle."<br>
 
FADE IN: medium shot of the semi truck turning off the highway onto an
 
access road. Some sort of large factory complex is visible in the
 
distance. As the truck turns the words "Pork Chop Express" are clearly
 
visible on the side panel.<br>
 
FADE TO BLACK<br>
 
Voiceover: "And if you leave trouble, all that is certain..."<br>
 
FADE IN: truck pulls up at a security gate, and is checked over by
 
guards carrying submachineguns. Searchlights pan across the scene, and
 
there is the sound of a helicopter passing overhead. Guards wave the
 
truck through. As the truck pulls away from the kiosk the words
 
"WALMART WELCOMES YOU" painted in yellow, friendly letters, are revealed
 
on the side of the security station. <br>FADE TO BLACK<br>
 
Voiceover: "...is that trouble will find you once again."<br>
 
FADE IN: close up of the ground beside the truck. Sound of door
 
opening and a pair of booted feet appear. Camera pans up and back to
 
reveal JACK BURTON.<br>
 
BURTON: "All right people, lets get those Roboraptors loaded - its a
 
long way to Portland and the Pork Chop Express has a schedule to keep!
 
Chop chop! And where can a real american get a decent cup of coffee
 
around here?" <br>FADE TO BLACK<br>
 
Voiceover: "When a champion is needed - he will appear."<br>
 
Cue soundtrack "Mortal Combat"<br>
 
CUT TO: Medium shot of GRACIE LAW and JACK BURTON standing on a
 
catwalk, looking down.<br>
 
GRACIE: "Jack, we've got to do something!"<br>
 
CUT TO: dolly shot of Jack sneaking up on an elderly Walmart guard.
 
Jack hits the guard over the head with a board. The guard turns and
 
smiles at Jack.<br>
 
GUARD: "May I help you?"<br>
 
Guard punches Jack in the chest, sending him flying back off camera.
 
CUT TO: shot of warehouse interior. Jack and Gracie run across frame
 
closely followed by a dozen ninja dressed in Walmart blue. Cue sound
 
effects of fight, and ninja come flying back to land unconscious on the
 
ground.<br>
 
Cut soundtrack.<br>
 
BURTON (off camera): "Aw no! No no no no NO! Who the hell ARE you guys anyway?"<br>
 
CUT TO: Medium shot of SANTA and ELF in kata poses, surrounded by unconscious ninja.<br>
 
ELF: "Who do you think, numbnuts?"<br>
 
SANTA: "Ho ho ho!"<br>
 
Resume soundtrack. CUT TO BLACK
 
 
 
<p>HE SAVED CHINATOWN - NOW CAN HE SAVE CHILDREN'S MOST BELOVED HOLIDAY? <br>
 
JACK BURTON IN KUNG FU CHRISTMAS</p>
 
 
 
<div align="center"><p>Directed by John Carpenter<br>
 
<b>Starring</b><br>
 
Kurt Russell - <b>Jack Burton</b><br>
 
Kim Cattrall - <b>Gracie Law</b><br>
 
Dennis Dun - <b>Wang Chi</b><br>
 
Bob Hoskins - <b>Santa Claus</b><br>
 
Jackie Chan - <b>the Elf</b><br>
 
Diane Salinger - <b>the Spirit of Christmas</b><br>
 
Sam Walton - as himself</p>
 
<p>Voiceover by Victor Wong</p></div>
 
</blockquote>
 
<blockquote style="border: thin solid black;"><p style="text-align: center; font-weight: bold;">Teaser II: BILLBOARD ADVERTISEMENT</p>
 
Shot of warehouse interior. Left foreeground of frame shows several metalic robot dinosaurs. All appear frozen and covered with ice, and icicles are dangling from their snouts and limbs. Right foreground is SANTA CLAUS, facing dinosaurs in Buddha's Palm stance.<br>
 
Upper caption: :"HE KNOWS IF YOU'VE BEEN BAD OR GOOD"<br>
 
Lower caption: "KUNG FU CHRISTMAS. DECEMBER 19"</blockquote>
 
 
 
; Game Master
 
: Edmund Metheny
 
; Players
 
: 6
 
; Date
 
: January 9, 2006
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
==Everway==
 
; Game System
 
: [[Wikipedia:Everway|Everway]]
 
; Pitch
 
: Sometimes a Gate flares and the normal destination isn't reached. You all spill out of a gate in this fashion, pulled together by fate.
 
; Game Master
 
: John Poole
 
; Players
 
: 4
 
; Date
 
: January 2, 2006
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 
 
 
 
 
=Template=
 
==Title==
 
; Game System
 
:
 
; Pitch
 
:
 
; Game Master
 
:
 
; Players
 
:
 
; Date
 
:
 
; Technical Notes
 
:
 
; Recaps
 
:
 
; Player Thoughts
 
:
 
; Additional GM Thoughts
 
:
 

Latest revision as of 16:22, 28 November 2012


MondayNight logo.gif

Seattle Gamers Assemble!

Seattle Gamers Assemble! (SGA) is a loose community of role-players centered around Seattle, Washington. The club started aggregating in the late 1990s, and eventually solidified in 2000 when its mailing list was transferred to Yahoo! Groups.

SGA holds weekly meetings where members take turns running one-off or short-run games in indie, oldie, or oddball systems. This wiki provides a place to keep some notes on the games we've played.




Seattle Gamers Assemble!