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Most Memorable / Funniest RPing Moment(s)

Originally posted by Bruce:
The most stunning, for me at least RP moment was when after a long running campaign in the spinward marches my character discovered that she was an inadverdant key in the start of the 5th frontier war.

It seems, one of our NPC's, a one Phaldo Thirel [yes, do the math, that's Adolph Hitler, I did'nt realize it till YEARS later, shows I was really into the story] had taken over two planets. Dinom and Dinomn. He had raised the workers up and had martialed the forces of "democracy" and become chancellor. We thought it was cool, one of our NPC's making good and all.

Well Phaldo came to my character, Doris Starblaze Dehaiviland one day and asked if her shipyards could make some 100 and 200 ton merchants and scout type ships for the Dinomn confederation. Well i jumped on it! Yes, I had megacredits in my eyes!!!

Well this really put my compnay on the map, so to speak. Well the game progressed and I did'nt think much of it. The bookwork was being done, the ships were made and delivered. It was all good.

Well, until we learn that 100 ships had all been used as weapons to blow up the starports of 100 primary systems all across the marches!!!

At the moment, we were stunned, until *I* was really stunned to find out that it was Phaldo and it was the 100 ships that i had made for him!!!!!

I am sure my GM, John, I am so sure he loved the look on my face. Oh I was pissed. I was so mad. I had been so thoroughly played that I did'nt realize until then!!!

You wonder how all those people feel in the con movies or on the old mission impossible show when they find out they been played? Oh, i found out.

So, that started the 5th frontier war and our playing out the secret of the ancients adventure and one of our more "militant" players getting the "star trigger" to blow up Dinom to end the war.

But the ironic thing here is I actually came out better..after the media disaster..we did damage control. I donated 1 credit out of every 2 credit purchase of a havacola cola purchase and gave it to the war orphans fund...that brought back the good karma!

So, the moment was...that single instant when I knew i'd been played, set up months and months in advance!!!

Now if that is not embarrassing...I don't know wha t it...

But you know what? I remember it fondly!
And it did help later on that I messed with the GM in my CoC game...*evil grin*

Bruce
The Man Behind the Curtain

P.S. No cheeseburgers today, I'm saving them for you Liam... [Devil]

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Don't just eat a cheeseburger, eat the HELL out of it.
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Outstanding Bruce/Bob.
I like extra ketchup on mine, and mayo--hold the onions! (Stacked about three deep with chees e between each patty. Thanx fer lookin out fer me!
I'll watch yer six any day.
 
Originally posted by Tom Schoene:
From my most recenty Traveller campaign, very short-lived, unfortunately. I was running the BITS adventure "The Khiidkar Incident" (M:0, nobles vs. pirates, very swashbuckler-y)

[Begin Session 1]

Scene opens with the party at the end of a long and fruitless anti-pirate patrol. Their liege lord has just sent a somewhat testy message asking what, if anything, they've accomplished and instructing them home post-haste to report. I must have made it sound that he was severely pissed off, not just a bit arch. Anyway, our hero (Count Julian Talaton) decides that he can't go home completly empty-handed. He wants a gift for his lord Duke. On being informed that the Duke is a big game hunter of some repute, he decides that some novel animals would be an appropriate gift. The more dangerous the better.

So they go off to the docks looking for anyone with a cargo of big, nasty animals to sell. (Needless to say, this is TOTALLY unexpected and I'm improvising wildly at this point.) They eventually find a trader who is very willing to dispose of a cargo of Denevian devil boars. (Hey, I said I was improvising). Well, the boars are duly bought. Now the party realizes that they have a middling-sized patrol ship, not a cargo ship. The only cargo space available is in the ship's boat. This will be important later.

Well, having finally got the boars stowed, they take off for home. Jump is largely uneventful, aside from the reek of devil-boar permeating the entire lower deck. But just as they emerge, the recieve a distress call, Turns out the pirates they are seeking have just struck the Duke's home system. They've raided a passenger liner and our heros are the only ship close to the scene, so they charge to intercept. Several rounds of fire are exchanged, damage is done, and the pirates make a narrow escape proceeded by the requisite taunting. (Hey, it's the first session; you don't expect them to be caught so early, do you?)
[End Session 1]

[Begin Session 2]
As the pirates jump out, the party turns their attentions back to the liner. There may be survivors, though the pirates have been ruthless thus far. The Marine boarding party is called away, only to discover that the ship's boat -- in which they were to travel -- is now loaded with very agitated devil-boars. After much shuflfing, they get the boars into the ship (stuffed in a large air-lock IIRC) and board the merchant, discovering some vital clue or other.

Needless to say the Duke is not impressed. Before he was merely annoyed. Now he's very angry indeed -- the pirates have hit his home system and his appointed pirate-chaser was off gathering wildlife! To cap it off, the Duke's daughter (the would-be scientist) discovers that devil-boars are endangered and should on no account be hunted. The Baron is severely crestfallen, and the devil-boars are packed of to the zoo.

Things went rather down hill from there.
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;) I was gonna wonder what a weeks worth of Denevian devil boar sh@t in the ship's boat musta smelled like boarding the liner, and back ontothe ship! Phew! :eek:
Sorry things turned out that way... Good story Tom!
 
NICE Labs posted-"Starting a game session by telling the players "When you wake up...." is always fun

When I ran the adventure "Memory Alpha" I wish I had a camera... The adventure starts with a patron wanting to hire the party for a job that pays stupid amounts of money, but it so secret they have to agree to a memory wipe. In the middle of the players debating whether or not to take the job the patron takes out an envelope full of cash, says "A pleasure doing business with you." and walks off. The look on the players' faces of "Oh @#$@! What did we just do?!" was absolutely priceless!

One time we nearly blew a gaming session at one of our player's expense...he was playing a vargr. For the next three hours it was one dog joke or pun after another

I had a group where one of the players was this mousy 'Nials Crane in Space' type of guy. One night after a successful bout of reverie after an equally successful job, he wakes up in his hotel room....with the sisters of the very gruff, often violent, and very protective Marine we have in our party. At that moment the Marine, who was sleeping upside down in the closet (it was a GOOD party) has awakened and was out in the common area of the suite. It was hilarious watching my player not only try to keep everything a secret.'

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Great, :D all three of them!
 
While in one group we ran one of the Dragonlance adventures. One guy, Ray, was playing the Kender. Boy did he play him to the hilt. About 1/3 of the time we were laughing from the improv little side adventures he was doing. Even when we were on track, there was the concern because the Kender was excited because he will get the chance to meet an actual dragon.

After one "on the road" encounter Stirm's warhorse actually paniced and it needed to be calmed down. First the kender jump on the horse to control it. That didn't work because the warhorse only like Stirm, and absolutely dislike the kender. So his next move is to move up the horse's neck and cover it's eyes. This only made things worse, and the horse kicks Stirm in the crotch.

They finally calmed the horse. Ray, acting out the kender, picks up two dice as stones. He hands them to Stirm: "Did you drop something?"

That just made the DM just lose it. He literally feel into a near by chair and kept laughing for 5 minutes.

After that Ray was forbidden to play kenders.

Moral: Don't run kender PCs unless you're ready to deviate extremely from the outline.
 
Well there was that time in an old top secret game that my character dived into a river holding two briefcases full of money in order to avoid a sniper.

I made the mistake of asking if I could paddle myself along with the cases.

The image that conjured up resulted in a near game derailing series of jokes revolving around 'oddities of the undersea world'
 
Once, along time ago. My Crew, being the usual band of pirates (i was assigned them by the Duke in 1104) had gotten them selves locked up by the local union officials. we had a guest player in from out of town that week, and He was all I had left to rescue ym crew while I ran the gaunlet of ships and move our ship into position. My crew had been given the choice of giving up and telling the Big crime boss where the cargo was going and what it was. Sooooooo the wear locked up in little rooms and were going to be gassed. when the Last of the crew broke in and before the gang had give up the info Matt had broken in and was going to let them go. His comment to the crew was "do you want to live." Robin asked why they should leave. matt asked them ' Are you Heros or are you Pirates?" To a man the all hung their heads and under their breath the all said at the same time "we're heros". they proceeded to break out and retake the cargo pod we were looking for and saved a cargo of slaves from going to Ardan.

We still ask the same question (Are you hero's? )

Gets a laugh everytime.

Capt. Blacklight
 
I haven't been able to do any Traveller roleplaying recently (hopefully that will change soon since my group wants to resume playing again), but I can share something from a short D&D campaign we did recently.

We were doing the typical dungeon crawl adventures to get familiar with the new 3rd edition rules. One player had a thief/rogue character. After listening at a door and checking for traps, he would say 'Clear!' after either successfully determining that things were OK, or after failing a skill check (since his character didn't know the check was failed).

Well, some of those failed checks occurred when there was a trap or something dangerous on the other side of the door - it really wasn't clear. So, it came to be a running joke that whenever the thief/rogue failed a check, everyone would shoot 'Clear!' and then joyfully walk into the room (and sometimes trouble).

We still kid him about that in similar situations ;)
 
Ung and this Noble chick were flying along the coast in an enclosed air raft with a top mounted laser. (basically a small apc)

Now Ung (Short for Ungrrgh<snort>rr) was a pretty cocky vargr. (played by me of course) He was a pilot and had a bit of mechanical skills, but no weapon skills other than gauss pistol. The noble gal was played by a friend of mine, more of a corteasian type personality.

Anyways, we totally trashed the GM's planned events for the night as we were flying to another city for some reason or another. There were gurilla elements in the area, causing trouble and it so happened that they chucked a SAM at us about halfway in the middle of nowhere.

Ung gave the controls over to the noble gal and jumped into the laser gunner position. Now he never ever, ever ever ever has used one of these in his life, in fact, he fails the warmup roll the first time. The noble calls back "Can you hit it?" Ung smacks all the buttons and the system comes up.

The GM was at this point looking at me like I was crazy for not ditching the craft and Mel knew I had no weapons skills (OOC knowledge though ;) ) and was looking at me like I was crazy too. Gm says only got time for one shot, ung took carefull aim, threw the 2d6, and two 6's popped up on the table.

The missile exploded, and moments later, a strutting vargr came out of the cabin to the worshipful eyes of the Noble who's life he just saved. "I've never seen anyone shoot like that!" she said (IRL trying not to laugh, cause I was doing the vargr's strut as a demo). And of course you know the vargr's ego just went straight through the roof...

Was a fun game a looooooong time ago, 95 I think. Didn't get a chance to go much farther than that though. :(

RV
 
Originally posted by George Boyett:
While in one group we ran one of the Dragonlance adventures. One guy, Ray, was playing the Kender. Boy did he play him to the hilt. About 1/3 of the time we were laughing from the improv little side adventures he was doing. Even when we were on track, there was the concern because the Kender was excited because he will get the chance to meet an actual dragon.

After one "on the road" encounter Stirm's warhorse actually paniced and it needed to be calmed down. First the kender jump on the horse to control it. That didn't work because the warhorse only like Stirm, and absolutely dislike the kender. So his next move is to move up the horse's neck and cover it's eyes. This only made things worse, and the horse kicks Stirm in the crotch.

They finally calmed the horse. Ray, acting out the kender, picks up two dice as stones. He hands them to Stirm: "Did you drop something?"

That just made the DM just lose it. He literally feel into a near by chair and kept laughing for 5 minutes.

After that Ray was forbidden to play kenders.

Moral: Don't run kender PCs unless you're ready to deviate extremely from the outline.
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--crawls back into chair...Sorry, I've been other posts last few..my! THAT would have had me getting stitches fer a busted gut! lad I wasn't sipping or eating anything when I read that!
GREAT story GAB :D
 
Which leads me to this next post..sort of. A tale of greed played out over several sessions, Bryan Gibson the Gm, using the JTAS world of Victoria (X787720-4), wherein gold was plentiful....!

The players discovered their ship marooned here, only to happen upon the primitives who worshipped "the spirits in the sky". They found a primitive starship that was partially functional (an earlier marooned group), and took this "temple" and repaired with natives supplying the gold. The ship already had a lanthanum grid, so fixing the Power plant was all they had to do.

They get that accomplished with parts from local smithing, and their ship, and load up with gold..and natives, who wish to worship the "spirits in the Sky". No problem, they take abaord this TL-9 hulled amalgamated ship (very large, probably 2ktns disp.) these worshippers, and head for Regina.

This goes on real well for 2-3 trips to Regina, when their ship breaks down again..and they have docking fees stacking up on them...
Why??
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The ship was never registered in their name--can't sell it!
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The last load of 100+ worshippers can see they're no longer "in the spirits of the sky's domain"--and they have their own unique language-none has a passport (can you say Illegal immigrants, and IMOJ real fast!)--want off the ship, but the PCs can't let them!
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They can't let SPA aboard to inspect it (the damage to prove they need repair dock space)-because of the illegally transported low tech natives, and the ship was never "registered!"(see reason 1.

All that gold was spent paying off the fees and having food brought aboard till they were broke...they never picked those characters up again fer some strange reason...(like hard jail time!??) ;)
 
Originally posted by Capt. Blacklight:
Matt had broken in and was going to let them go. His comment to the crew was "do you want to live." Robin asked why they should leave. matt asked them ' Are you Heros or are you Pirates?" To a man the all hung their heads and under their breath the all said at the same time "we're heros". they proceeded to break out and retake the cargo pod we were looking for and saved a cargo of slaves from going to Ardan.

We still ask the same question (Are you hero's? )

Gets a laugh everytime.

Capt. Blacklight
I'm always amazed how players who see themselves as so terribly "eeee-vil" often turn out to be fairly decent types who simply don't like to be fugged with.

Years ago, I was watching a Classic Traveller adventure play out at a semi-public games club. I'd gotten to the club too late to get a "guest spot", so it had gone to a new guy no one knew.

New Guy was a new crewmember aboard a Far Trader crewed by the campaign regulars, who characterized themselves as eeee-vil badass bloodthirsty pirates.

So, as the latest adventure opened, the Far Trader had stopped off in a remote and fairly new-to-interstellar-travel system. While planning their vessel's refuelling, the ship's crew gets hailed by a small, jump-drive-less one-man customs ship. Basically, the customs guy was outsystem, doing something else, when the Far Trader jumped in, at which point the customs guy decided to "earn his cheque" by inspecting this rarity -- an actual tradeship from the big, wide galaxy.

Our eeee-vil pirate players hide all their contraband cargo and invite customs dude aboard. He's totally chuffed about inspecting an actual Far Trader. He's friendly, the eeee-vil pirate players are friendly back. Customs dude basically walks around the ship checking stuff off on his PDA and knocking on bulkheads. He finds nothing, but feels important.

Just as customs dude is about to enter the airlock and leave, New Guy (remember him?) suddenly decides to show how butch he is ... he pulls out an autopistol and puts a bullet into customs dude's head. Kills him with one shot. Dead bang.

Our eeee-vil pirate players are pissed. "What the fugg did you do that for?!"

New Guy answers, "Aw, he's just some customs jerk from a backwater world. It's not like the planet will be able to do anything about it."

The eeee-vil pirate captain player steps in. "Never mind. Space the body and get the ship ready for jump, we've got to get gone."

The eeee-vil pirate crew cleans up the ship after some grumbling. New Guy feels vindicated.

Just before the ship jumps, the eeee-vil pirate captain player calls New Guy back down to the scene of the crime.

Eeee-vil Captain: "About what you did here ..."

New Guy: "Yeah?"

Eeee-vil Captain player rolls the requisite dice, then grabs New Guy's character, shoves him in the airlock, and spaces him.

"Nobody does that stuff on our ship."

The eeee-vil pirate crew players, and we spectators, go wild, while New Guy player is dumbstruck. He rants a bit, and is roundly ignored, then leaves the games club never to return.

Like many PC groups, not actually so eeee-vil after all. Just don't fugg with them.

LL
 
one the funniest (and most tragic) monents I remember wasn't in a traveller game, (palladium fantasy, fairly high level too) but clearly illistrates the vital need for players to COMMUNICATE TO EACH OTHER, especially in a COMBAT SITUATION !!!

here's waht happened, I actually arrived late ao was sitting this session out, the party was chasing the bad guy through your typical dungeon and got him trapped in a large room with no exit, the party had a warlock, 2 psionics and your basic array of sword swingers and rogues. The warlock anounces a start to cast the good old 'fireball', the psi's declare the use of a power called 'fuel flame'..that DOUBLES (or was it triples?) the effects of fire attacks, so...((originalx2)x2)...IN A CONFINED SPACE !!!

normally this gm doesn't like to kill characters (no matter how dumb they are) and she resorts to 'walk-ons' (write-ups of characters from movies/books/etc that she likes as npc's)to arrive just in time to save them.....but in this case...to little, to late.

result, the old newsreel footage of underground nuke testing in the desert, where all you see is the ground bulge, then settle....I laughed my A^^ off for a month over that!!!

next time, COMMUNICATE !!!!
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Ref: you finally find the right airlock in the restricted Imperial-Navy-Only section of the orbital starport.

Me: We have to get to Captain Whatsit before the ship leaves. I'll try to pick the lock.

Ref: A couple of Imperial Navy types round a corner and see you. They're headed your way.

Me: Rats. Okay, everybody else stall them. I don't want to look like I'm doing anything that would make them want to shoot me, so I'll turn and face them and pick the lock behind my back.

Ref: You can't pick an electronic airlock behind your back.

Me: I have electronics skill, jack-of-all-trades skill, and a dexterity of 12! I've got to have a chance.

Ref: Okay, roll.

Me: [Rolls the impossible.]

Ref: ... WHOOOOOSSHH!!! You're all sucked out into the black void of space!

Me: ... um ... including the Navy guys!?
 
Ahh, there's topic in th' making..
"What happened when you made that impossible roll?"
In Zardok's case...major case of Ooops!ROFL!!!
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My friends and I played a Traveller session in which we were bounty hunters after human robots (think blade runner).
Our team learned where our target "replicant" was living, in an apartment type building. My chara took a position at the back of the apartment building with a gauss rifle to cover any escape. My teammate decides to try and bluff his way into the apartment by acting like a magazine salesman.
One problem. He goes to the replicants door which has a peep hole. He knocks of the door and says, "You want to by some magazines?" The replicant can see my teammate standing at the door, wearing cloth armour and helmet carrying an M-60.
The result was my teammate being blasted with a shotgun and the replicant trying to escape out the back of the building. Unfortunately my chara wasn't very skilled with a gauss rifle and the replicant ended up escaping.
With a team like ours, chasing replicants was a tough job.
:(
 
Just last year my friends and I were playing a Halloween game of Call of Cthulhu. The story revolved around a tiny island town being plauged by an old family that had reverted into ghouls. I was playing a 30ish historian who had survived "The Great War" and was just as good with a rifle as he was with card catalog. Among our party we had a Catholic priest who had turned out to be a relative to the ghouls. At one point, someone notices that the priest had gone missing. At that moment, the Keeper announces that there is a scream coming from the woods outside of town. My character seizes a bolt-action Springfield and tells all the able bodied men to take up arms and head out toward the screaming. One of the other players asks "What about the preist?"

Without thinking I say "TO HELL WITH THE PREIST! SOMEONE IS IN TROUBLE!!!"

Yes, the source of the scream was the Preist.

Laterm
Mark A. Siefert
 
This occured at a convention game I ran about 20 years ago.

The group consisted of an exploratory team and a 200 ton or so scout ship. There was the captain, engineer, medic, biologist, anthropoligist, archeologist, and a team of three Marines. They were to perform a quick survey on a planet with native life to determine if there were any sophonts. (The previous survey hadn't seen any evidence of technology, so if there were any they were very low tech.) It was seriously hinted to the captain and maybe some of the other crew members, that it would be convenient if there were no sentient life found. I naively assumed that he would interpret this as forging the results. (The mining company was willing to bet that the government wouldn't shut down an operation that had already started even if aliens were eventually found.)

Well, to make a painfully long story short, the party did discover (after they shot one of them)that there were tech-level 3 aliens. While the anthropoligist and archeologist, escorted by one of the marines were trying to communicate with the aliens, the biologist was whipping up a plague to make sure that there would be no aliens.

This plague was released, some of the aliens died. The anthropolgist reported that the aliens were getting sick. The pilot flew the ship over and killed (in order to shut them up I suppose) the anthropoligist, archeologist, and marine with the ships maneuver engine exhaust.

The marine commander found out about this and rigged demolition charges in the engine room, then set them off, blowing the ship to bits.
 
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