gbsteve (gbsteve) wrote,

Gaming - Time & Temp 3

We decided we've enjoyed it so much so far that we'd play another session (or as it turns out, two) of Time & Temp. Because of the vaguaries of attendence, there were three players this week, John the Victorian undertaker, Mark the current network manager and Dibble the future sprunge retuner. Todd was feeling a bit generous and so gave them the choice of two missions, either go back to 9 Thermidor An II (27 July 1794) and prevent someone from stealing Robespierre's head or travel forwards to 2037 and prevent some kind of slave trading (I'd seen Children of Men yesterday so you can imagine what that was, and how grim).

The French Revolution was chosen over the ghastly future (perhaps we might tackle that next week, although I should probably come up with another lighter option). So our brave heroes set the dial and turn up in a cupboard in the Palais du Louvre. Being an equal opportunities employer, Browne Chronometric Engineering, Inc have supplied two female and two male costumes for the three men. Mark is forced to go about as crone. They do have some francs but the spare costume will be sold for some more.

After a discussion with someone in charge of mending holes in the roof, there is suddenly a jump forwards to that evening. Our heroes are in a garret room with the door barricaded, outside are guards from the Comité de Salut Publique looking to arrest our brave fellows as Montagnards friends of Robespierre and traitors to the revolution. A jump in time! This indicates that someone around is messing with time and probably has their own time travel device. They must be found and stopped (or perhaps not) [In game terms an anomaly occurs every 30 minutes or so of game time until the culprits are apprehended, things are going to get paradoxical more quickly unless this is sorted toute de suite. It also means that as GM, I can dump them in any kind of situation without explaining how they got there - because they don't remember].

Our brave heroes run across the roofs and on the way grab some disguises. John decides he would like an aristocratic look for some reason but fortunately makes a mess of things and looks like a guignol character. Taking advantage of this, the group decide to stage a little play outside the Jeu de Paume (I should have said Salle du Manege) so they can gain entry and find Robespierre. However on purchasing a newspaper, they find that he has already been arrested and with his co-conspirators is to be executed on the morrow. A plan forms, one of them shall take the place of the executioner to make sure the head is not waylaid by stealing it themselves and then making sure it gets buried with its body.

And so they go to the Palais de Justice and learn from the guards that the executioner Jean Marie Arouet (well, I had to think of a name, his real one was Henri Sanson) lives in a street just behind. He was having a bit of a party with friends. Mark manages to chat up the maid and whilst he's having a dalliance with her, the others crash the party with some wine and spirits they've bought with their francs. A conga is organised with Arouet at the back. He is promptly banged on the head and stuffed in a sack only to be tied up and put into bed with the now comatose from drinking maid.

Eventually the friends go home and everyone retires to bed except for John who stays up drinking to steel himself for the morrow when he will take the place of the bourreau. At around 4am he hears a noise and the front door is pushed open. Two young men in strange dress, tight blue trousers and sleaveless shirts are breaking in. When challenged, they introduce themselves as Bill S Preston, Esq and Ted "Theodore" Logan, together "WYLD STALLYNS!!". Some strange contraption is parked in the street. It seems that this pair of time travelling larcenists have had the same idea as the Temps and are seeking to replace the executioner. But no worry, Dibble, now awake, challenges them to a drinking competition. He seems to have managed not to get too drunk but Bill & Ted are unaffected, will having already snuck back later on and replaced their brandy with iced tea. Fortunately Dibble has created a time loop and so the drinking competition starts again. At this point a rather fatter Dibble takes over from his younger but drunker self, having arrived from the future to save the day. He wins easily and bundles Bill & Ted in their time travelling phone box to take them back to be arrested.

The death of Robespierre The rest is almost anti-climax except that when John is called to make a statement to the crowd before the executions can take place, he signs the Executioner's Song from the Mikado, and gets the crowd to join in with the chorus. Thus filled with revolutionary fervour, they cheer everyone of the 22 decapitations that he undertakes that day.

Another succesful outing for our temps, once again paradox has been averted and the world not yet destroyed. How long can they keep this up?

Generally play was much smoother this week. There is still a bit of confusion about bonuses (which affect size not number of dice) and paradox. The first is not a problem, the players just need to pay more attention but even I'm not sure how paradox works. The rules are just too concise in this regard and so have asked for some clarification - hopefully we'll have it in time for next week's game.
Tags: gaming

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