We played two games of 3:16
at Go Play NW Jr.
this past weekend. It was wildly fun and a bit moving, too.
Ben Robbins was the (amazing) GM.
In the first game we had:
- Corporal Syphon (played by Ryan)
- Sgt. Benito Cabral (played by John)
Cabral and Syphon exited the landing craft with their squad (NPCs Miller, Esche, Dvorak, and Bure) on the planet of Narcissus. It was a beach planet. Turquoise oceans, white sand, cool breezes. Another glorious day in the corps!Sgt. Cabral
(over radio): "Control, 42 Echo Six Actual reporting planetfall at grid marker Hotel niner Kilo seven three stroke five, over."Control:
"42 Echo, Control. Drop point confirmed. Move to Hill Bravo Six One Four, anticipate light resistance, copy."Sgt. Cabral:
"Control, 42 Echo Six Actual. Moving to Hill Bravo Six One Four, light resistance expected, out." (to the troops) "Alright, bugfuckers, let's move out. Everyone keep your dicks dry."
And with that, it was on. The squad met "light resistance" from the xenos as we started up the hill. In other words, a swarm of needle-toothed, killer starfish things exploded out of the sand and proceeded to attempt to crack us out of our armor and eat the soft parts inside. We lost Bure. He had a good singing voice and will be missed. (Ben ruled that whenever we, the PCs, took a hit, one of our NPC squad mates -- there for color only -- would die)
Corporal Syphon fooled around with grenades, exploding starfish left and right, narrowly missing his squad mates. Cabral (Reputation: "By the book") dressed him down for improper usage of high explosives while in close contact with the enemy, but Syphon did his best Private Hudson impersonation and shrugged it off.Cabral:
"Corporal, the Expeditionary Forces have invested over 4 million credits in your training, not to mention the training and equipment of your squad mates. Unlike your personality, looks, or breeding, this expenditure of resources gives your sorry life some value. Please treat the investment of the Expeditionary Forces with more respect in the future, or, at the very least, find a more distant site at which to blow yourself up."
The game system is super fast, intuitive, and colorful. It does a very good job providing the razor-edge balance between "tough but fair" and "doomed." You feel death right around the corner all the time, but there's a chance that you just might make it. It's a cool feeling, which adds nicely to the vibe of the game. This holds true for all the mechanics, as it turns out.
More to come...