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As DM, ever TRIED a T.P.K. -- and FAILED?
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<blockquote data-quote="Steverooo" data-source="post: 1426396" data-attributes="member: 9410"><p><strong>The Origin of the Phrase...</strong></p><p></p><p>I once played in a four person <u>2300 AD</u> adventure... On the second session, only my Contact specialist and the Space Pirate's players were present. After messing around in the basement of the (aptly named) Battlefield Mall, looking for the infected ship's crew that we had tracked there, the GM sent in a dozen plus of the local crooked cops to flush us out the other end, and hurry us along...</p><p></p><p>This is where the now-famous catch-phrase "Players always run the wrong way!" comes from, among our group. Instead of hurrying out the other end, the old Space Pirate fires off a plasma burst at the wall, misses it, and hits the cops! (This was the GM's fault, as he made it difficult to hit the wall, and routine to hit the cops, but I didn't argue, as the SP had enough skill to only miss on a Fumble... which, of course, is exactly what he rolled!)</p><p></p><p>So the "dirty cops" are down, and we go in to check them out. The plasma burst should have killed them, but the GM said they were all alive, just unconscious. I said we patched them up, as best we could, and I radioed the ship to call for an ambulance. Since one of the PCs (whose player was absent) was a Doctor, he and the other PC (whose player was also absent) went off with the ambulance.</p><p></p><p>After that, the GM, again, sent in another dozen cops to hurry us along... He learned! This time, the old Space Pirate went down to talk to them, while I hid (I'd tried to talk to some of them before, and they weren't being helpful). The cops took the SP prisoner, were questioning him, and their leader then pulled a gun on him...</p><p></p><p>Now I could have run, or perhaps caused a distraction, but my PC was the "chosen leader" of this team... They chose me, and then ignored any orders I gave! ;-p Anyway, back in those days, I hated all the focus on combat, plasma rifles, bombs, etc., so I had had my PC take some engineering skill, and work out an Autoinjector Magnum pistol, which fired the 24th-century equivalent of tranquilizer darts. So, I sat on the steps, calculating how many I could hit with an area fire burst, and found it was 10 of the 12.</p><p></p><p>When the officer drew his gun, I opened up on everyone except him, the SP, and the one other guy outside of range. I hit all ten, for enough stun damage to make them pass out, and the SP managed to use the surprise to deck the officer holding a gun on him, draw his gun, and blast the other guy across the room!</p><p></p><p>As deadly as combat is, in 2300, you'd expect two dozen cops to be enough to toast four adventurers, even with surplus military weapons. Fortunately (for us) they didn't! Our remaining two PCs managed to go on to find the infected ship's crew, and the SP (true to form) killed both of them. We cleaned up the mess, and quickly left the planet!</p></blockquote><p></p>
[QUOTE="Steverooo, post: 1426396, member: 9410"] [b]The Origin of the Phrase...[/b] I once played in a four person [U]2300 AD[/U] adventure... On the second session, only my Contact specialist and the Space Pirate's players were present. After messing around in the basement of the (aptly named) Battlefield Mall, looking for the infected ship's crew that we had tracked there, the GM sent in a dozen plus of the local crooked cops to flush us out the other end, and hurry us along... This is where the now-famous catch-phrase "Players always run the wrong way!" comes from, among our group. Instead of hurrying out the other end, the old Space Pirate fires off a plasma burst at the wall, misses it, and hits the cops! (This was the GM's fault, as he made it difficult to hit the wall, and routine to hit the cops, but I didn't argue, as the SP had enough skill to only miss on a Fumble... which, of course, is exactly what he rolled!) So the "dirty cops" are down, and we go in to check them out. The plasma burst should have killed them, but the GM said they were all alive, just unconscious. I said we patched them up, as best we could, and I radioed the ship to call for an ambulance. Since one of the PCs (whose player was absent) was a Doctor, he and the other PC (whose player was also absent) went off with the ambulance. After that, the GM, again, sent in another dozen cops to hurry us along... He learned! This time, the old Space Pirate went down to talk to them, while I hid (I'd tried to talk to some of them before, and they weren't being helpful). The cops took the SP prisoner, were questioning him, and their leader then pulled a gun on him... Now I could have run, or perhaps caused a distraction, but my PC was the "chosen leader" of this team... They chose me, and then ignored any orders I gave! ;-p Anyway, back in those days, I hated all the focus on combat, plasma rifles, bombs, etc., so I had had my PC take some engineering skill, and work out an Autoinjector Magnum pistol, which fired the 24th-century equivalent of tranquilizer darts. So, I sat on the steps, calculating how many I could hit with an area fire burst, and found it was 10 of the 12. When the officer drew his gun, I opened up on everyone except him, the SP, and the one other guy outside of range. I hit all ten, for enough stun damage to make them pass out, and the SP managed to use the surprise to deck the officer holding a gun on him, draw his gun, and blast the other guy across the room! As deadly as combat is, in 2300, you'd expect two dozen cops to be enough to toast four adventurers, even with surplus military weapons. Fortunately (for us) they didn't! Our remaining two PCs managed to go on to find the infected ship's crew, and the SP (true to form) killed both of them. We cleaned up the mess, and quickly left the planet! [/QUOTE]
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