Re: OOC #38
There's a game called Space Hulk...it's kind of a board game created in parallel with the Warhammer 40K universe, so you have Space Marines as some of the pieces...a bunch of cards that you can lay out to create the interior of the ship the Marines are boarding...one or more players play as a squad of Marines, the other player(s) play Genestealers (aliens). And, kind of like in the Alien movies, there's an apparently limitless supply of Genestealers. Every round, that player pulls a counter that they put on the board face-down...the Marines can see that there's something approaching, and the location shows up on their map of the ship (so the counter gets moved face-down)...it's only when the counter comes within line of sight of the Marines that it gets turned over and you find out how many Genestealers are in that group...
The friend who introduced me to it gave me one piece of advice, for playing the Marines...you have to play to accomplish whatever objective is established (usually, it's something like, "Board the ship here, proceed through the corridors to this compartment, and destroy the controls inside, which will self-destruct the ship and kill all the Genestealers"). The Marines are NOT going to survive the game. It's not a question of "Can I get anyone back out the way we got in?" That's not going to happen. Every round, another counter of Genestealers gets added to the board, and they can enter from multiple points, where the Marines only have one boarding point, and there's an extremely finite number of Marines. You WILL get overrun if the game lasts long enough. If the dice are unkind, you'll get overrun right away...
So, we're playing for the first time, and it's a HUGE set-up. There's, I think, three or four of us each playing a squad of Marines and just as many people playing Genestealers (each of them adds a counter each turn, it adds up FAST). The Marines get whittled down at a frightful pace, and within about 45 minutes of starting, what's left of my squad are the only Marines alive, heading down the hall to the objective, with an absolute tidal wave of Genestealers closing in from every angle of the board.
So, I start sacrificing men. I've got three guys left. Each one has, I think, five movement points per turn. I move two of them the full five, and the third one I move two, spend a point for him to turn around, and the last two points to put him on Overwatch, which means he gets an automatic shot at anything that moves in his line of sight. I keep moving the other two until he goes down, then I put one of those two on Overwatch and keep moving the last one. That guy goes down. I have just enough points to put my last Marine on Overwatch RIGHT OUTSIDE the compartment he's supposed to destroy...
And the dice ALL fall my way. That guy has an absolutely epic turn and kills, like, twenty Genestealers in the hall as they're charging towards him, getting closer and closer (because he can't shoot at the ones behind...he's gotta kill the leader to shoot the second one...so they all move, he gets a shot. If he misses, they move another space forward and he gets another shot...) The Genestealers' turn ends with Genestealers two squares away from him...on my next turn, he turns around, opens the hatch, and firebombs the control room, and the game ends.
At this point, it's been me, solo, against all the Genestealer players for another 45 minutes, and EVERYONE (including me) is absolutely flabbergasted that the last Marine survived that round, because he should have been absolutely swarmed.
I think that was the night that I started using the term 'dramatically appropriate dice'. I used it mostly talking about the Star Wars game that I was in during that same period in my life (my Star Wars GM was the older brother of the guy who introduced me to Space Hulk)...I had a character whose dice rolls would betray him at comedically perfect moments, but if there was only one chance to get a shot off and the fate of the entire party was resting on hitting what you were shooting at? EVERY FREAKIN' TIME, those dice came through for me. I mean, I conceived of the character as hyper-competent and a real ice-in-his-veins professional, but the dice rolls absolutely cemented the concept. And, I mean, right from the start, even...the very first time we played, we were supposed to be meeting a contact that would help us connect with the Rebel Alliance, and we got to the rendezvous just in time to see him executed by an Imperial officer with a pair of stormtroopers. We didn't even have time to turn around and walk away...the GM said, "You see the officer start to raise his commlink," and I said, "I shoot him." The other players panicked...until that one shot put the officer dead on the floor and then they rushed the stormtroopers and took them out. Kinda set the tone for how I played that character for the rest of the decade and change that we ran that game...