This is the actual play report from the MJ game I ran at furnace on the saturday afternoon. Feeedback on the game and how the AP comes across welcome. Once I have some feedback here I will post it on other sites.
Boss: Iain McAllister
Players: Neil Gow, Steven, Gareth
Playing:Keneth, Isaac and Roy respectfully
Quick notes
I ran two Mob Justice games at Furnace, one on the Saturday morning for Matt Machell and Andrew Kenrick, which I think Andrew is going to report on, and one in the afternoon for Neil Gow, Steven, whose surname I have forgotten, and Gareth Dunstan. Both games were based on the ‘Brothers in Arms’ scenario that I had prepared before the con.
The scenario is based around 4 brothers whose father is killed at the beginning of the scenario, and the consequences of that event upon them. The four brothers of the O’Connor family are:
Isaac: oldest with a family of his own. Very much following in his father’s footsteps and the glue that holds the family together once their father is out of the picture.
Roy O’Connor: The twin of Kenneth, he is a bit of a playboy without the resources to back it up. Does a bit of drug dealing on the side and has a fear that his fiancée will find out about his illicit activities.
Kenneth: The mores successful of the twins he has found himself rising in the ranks of the Cosa Nostra through his work as a lawyer. Selfish with strong code of self preservation he is the most likely to turn on the brothers for personal reasons.
Aaron: The youngest of the brothers and a bit of a street punk, he is involved at low levels with the Irish and Italian gangs. A bit selfish like Kenneth but idolises Isaac.
You can find fuller descriptions of the brother’s here insert link to other discussions.
As there were only 3 players we used Kenneth, Roy and Isaac. Aaron was assumed to not exist rather than leaving a floating character that we would have to explain the absence of.
And they’re off
As with the morning game, the scenario starts off in the alleyway behind ‘Fat Sam’s’ in Chicago, the family’s favourite restaurant. The corpse of their father discovered, the brother’s hear sirens in the distance, approaching quickly. They get their mother into a car and shepherd her off. In the meantime Isaac rings his police contact and gets him put on the case, guaranteeing their father’s body will be safe.
Shortly after they speed from the scene a contact rings Roy telling him that there is a hit out on their father. A little late it would seem. The brother’s set about getting their father’s men together to establish their loyalty. An hour late most of their father’s men are at one of his pub’s. The few missing are of no importance. As they are questioned they remain tight lipped. The hitman calls Roy again giving him a name ‘O’leary’ and some details about an Irish-Italian alliance forming in the city’s underworld. The next day Kenneth sets out to buying up O’Leary’s businesses which we dealt with in a narrative rather than mechanical fashion. I didn’t want to touch on the network rules in such a limited context. It was an unexpected if interesting move by the player.
They try to get a hold of O’leary and find they can’t and set about putting the rumour out that he is dead. Thing is he is. Along with his family. They turn to the Irish community for answers.
Kenneth and Isaac try to call a meeting of the Irish gang leaders only to discover that they are all ‘otherwise engaged’ and too busy to meet. Roy meanwhile has headed to the Jailbird, a mafia controlled speakeasy in the posher end of town, only to witness a procession of Irish gang leaders making their way into the joint. Roy informs his brother’s of this and they make their way to the jailbird.
Greeted at the Jailbird by a bouncer with a rather knowing smile they are shown through to a tiny booth where an old mafia gentlemen essentially employs them to whack the guy who whacked their dad. This Mafioso who killed their father, Correlli, is a young turk who is gunning for the boss of the city, a friend of this gentleman. In return he will protect their business as the Italians expand. They agree, reluctantly.
As they are about to leave they get a phone call that someone has their mother and a location to meet at. They head to the location and Kenneth enters alone. He is about to cut a deal, turn to the Italians and shoot his mother when roy follows him in and he chooses to change tact, playing on his high loyalty to roy, and taking his mother and leaving. The figure, who has been silhouetted the whole time, makes Kenneth promise to not interfere any further in what is going on. This he agrees to and leaves with his mother in tow.
Kenneth is hit very hard by his tell for his mother, reducing his stature to 0 with the Irish gangs. Visibly shaken he heads back to his office to drink and consider his next move. Isaac chose not join the brothers to get their mother, instead setting up the attack on Corelli, and also gets hit by his tell to his mother, reducing his reputation temporarily as he has ‘family man’ as one of his descriptors.
Isaac and Roy decide to go after Corelli, whilst Kenneth is broken by his failure to carry through his plans. As the brothers call in favours, get their resources together and plan their attack, Kenneth calls Corelli moments before they break in and warns him they are coming.
However the warning has come too late. The various men Isaac and Roy have collected take out Corelli’s men in the surrounding area and they burst through the door. Corelli is sitting quite confident behind a poker table and before he gets a chance to speak they plug him. His men fire back and a gun battle ensues leaving Roy a bit worst for wear, but the Mafia more so. As a thank you to the mafia they firebomb the place as they leave, walking away bathed in the light of the burning building, satisfied in their quest for immediate vengeance.
Pursuing their brother, who they now know has turned tale, they find he has drained their fathers finances and fled for Mexico. The fallout of the scenario was the remaining brothers look to re-establish themselves using their new ‘friend’ in the mafia to takeover the irish quarter. This is an entire campaign in itself as they rise the ranks, destroying what has gone before and making a new world order.
We decided that they sent a hitman after their brother, who is eventually found and killed as he sips his last pina colada on a beach somewhere.
General afterthoughts
I had a blast running this game and it restored my faith in my ability to run interesting games that are engaging for the players. It was very social, apart from the end, and I can’t decide whether that was because of the way the players approached it or the way I ran it. I may include more opportunity for a more ‘direct’ approach in the full scenario pack. Below are some specifics of the good and bad from the game.
Things that went well
Drip feeding the system was great, starting them with decisions and then introducing skirmishes when appropriate.
All the advice on how to set things up, crisis points, bangs etc. much appreciated worked really well.
Playing bangs off their tells and loyalties taught them the mechanical consequences of narrative decisions. I would like to include more of this in future games balancing the characters own personal needs against those of the community around them.
Things I would have done differently
I should have turned the promise from Kenneth into a code, at low level, for Neil. I just forgot to at the time. This will be rectified in the fully written scenario.
Ended the scenario with corelli still alive though I haven’t quite figured out how to do that so it is a satisfying ending to the game for the player’s. I would have preferred them not to get him but couldn’t see the end without him dead. One suggestion was to foucs the ending on the betrayal by Kenneth giving the brother’s a choice between getting vengeance on Corelli or their brother, but not both.
Any feedback and suggestions welcome.
Cheers
Iain


Thanks for writing up the
Submitted by Malcolm Craig on Fri, 26/10/2007 - 05:42.
Thanks for writing up the AP, Iain.
First off, how did the players get to grips with their input into the game, in terms of adding to the scenes and so forth? Did they grasp their codes and loyalties and use them extensively, or was it more a case of you taking them and framing them as bangs?
You say it was very social, apart from the end. Why was this?
Cheers
Malc
Contested Ground Studios
Maybe
Submitted by Neil Gow on Fri, 26/10/2007 - 07:05.
To be fair I think we got the Loyalties more than the Codes - if we had I think that we would have had second thoughts about the consequences of our actions. Well, the others may have as I had decided very early on that my loyalties to my two brothers were not high enough for me (being a devious swine of a character) not to make the powerplay for the head of the family, and therefore those loyalties were acceptable casualties...
I think in the limited time we had some of the nuances of the gameplay may have been constrained because of another factor - none of us played poker and therefore putting together those killer hands was proving a little difficult for the first half of the game.
Neil
Quote:Steven, whose surname
Submitted by Newt Newport on Fri, 26/10/2007 - 14:48.
Steven, whose surname I have forgotten
How can you forget Stephen's surname? Its probably one of the most apt for a roleplayer! His surname is Elves.
Regards
;O)Newt
D101games -An Imaginary Company
Come to Furnace Sheffield 20-21 Oct 2007, gowan Andrew Kenrick is !
Poker Hands
Submitted by Destriarch on Fri, 26/10/2007 - 18:36.
I think in the limited time we had some of the nuances of the gameplay may have been constrained because of another factor - none of us played poker and therefore putting together those killer hands was proving a little difficult for the first half of the game.
Suggest printing a list of the priorities of poker hands directly onto a prominent place on the character sheet, if you don't already.
Ash
To be fair...
Submitted by Neil Gow on Fri, 26/10/2007 - 20:29.
Iain does have a hand guide in the book and he did give this to us so that we could reference what we had. That still didn't mean that we could instantly recognise the best hand like poker pros. I know at least one time when one of the other players played a flush when he had a full house and I can only assume that was because he thought that was the better hand.
Moreover there was a couple of rounds of check-raise as well. Despite being a bit of a CCG card shark I have never been able to grasp poker and that all flew over my head.
I'll underline however that none of the above actually caused any detriment to the game and there was a certain gangster feeling when flicking poker chips around my fingers contemplating the cost/benefit of shooting my own mother... (!)
Neil
Some answers
Submitted by Iain McAllister on Sat, 27/10/2007 - 09:58.
Poker Hands
This is always going to be a problem with running MJ. I will certainly blow up a version of the hand ranks for future games and maybe do a little poker training before hand, just pointing out the hand ranks and what they mean. I think making up a more visual version, one that actually showed what each hand looks like, would be useful.
Social nature of the game
I think the scenario makes it clear to the players that going in all guns blazing to most of the sistuations is not a good plan. A shootout at the jailbird is possible, but likely to get the players arrested as police drink their as well as city officials.
Their are possibiities for physical confrontation early on in the scenario as well, but both groups went for the social route. Either way their are conflicts early on to teach players the system.
Codes, tells and loyalties
There are 2 or 3 of these each on each character sheet and I think it might be a bit overwhelming. I am thinking about reducing them a little. I will keep the loyalties to the brother's but maybe only include 2 tells and 2 codes.
Character Sheets
I don't want to include the poker hands on the character sheet but I do want to reduce it to one page. I think I can happily take away some of the unecessary skills, the entire network section, and most of the gear section. The friends and enemies section is unused as well so can be removed.
Story Chips
We used these a little in the game, mainly in the context of using reputation and stature to do things to the narrative. I would like to see their use a little more, and should really have provided a cheat sheet with a couple of things the players can do with them.
Do you think adding these would distract from the game itself?
Mob Justice now available! 'The Giant Brain':Small games, big ideas.
Demo vs Campaign
Submitted by Neil Gow on Sat, 27/10/2007 - 10:22.
Mob Justice was a game that I had no interest in whatsoever before Furnace. Simply not my 'thing'. However I set a challenge to myself to really try some games that I wouldn't normally do there so it was a natural choice.
What I came away from the table with was a decent understanding of the basic system and a really good gaming experience, as well as a feeling that there was a lot more 'under the hood' that would come out in a campaign game. That came from your comments during and after the game about the different parts of the sheet that we had never used - specifically Networks - and looking at all of the unused stuff on the character sheets.
I think what might be cool is having a demo character sheet which is the stripped down version with just the information that is applicable to the scenario and then busting out the fully fledged and detailed character sheet during the post-demo denouement. So rather than having nameless contacts with placeholder denominators like 'FBI Informant' have the full information etc.
I think that if a game shines in campaign play it's important to give a hint of that in the demo so that those of us that thrill to campaign games can see beyond the edifice of the demo?
With regard to Story Chips I like them but I have some sort of built-in inhibition to using them. I like them when they have defined uses (and hence I like the idea of a cheat sheet) rather than being used as 'Miracle Chips' which can do just about anything that the player can imagine. Well, except stop another player coming through the door...
Neil