July 2018 - Roll For Combat: A Starfinder Actual Play Podcast

Talking Combat 042: Die Another Day

Jason recaps the events from Roll For Combat, Episode 042: What We’ve Got Here Is Failure To Communicate.

Well, that was almost a barrel full of suck, wasn’t it?

In general, I tend to be stubborn as a player. Once I engage in a fight, I kind of want to see it through. To quote from The Magnificent Seven, “nobody throws me my own guns and tells me to run”. So as a general rule of thumb, I tend to flee reluctantly: part of me wanted to stay and try to slug it out with the temple guardian.

But in this case, I wasn’t going to protest.

First, I’m struck with the realization that Tuttle is not the character to be taking that stand. If I were one of the primary damage dealers, it might be easier for me to sit there and slug it out. As an “in the rear with the gear” guy who has to overload his gun just to sniff double-digit damage, I tend to leave the fight-or-flight decisions to the people who are in the front taking the big hits – mostly Mo, sometimes Hirogi.

Also, I’m not an idiot: it’s hard to ignore a mountain of evidence staring you in the face. The guy was hitting on single-digit rolls, +11 to damage meant he was starting around 15 damage on even fairly pedestrian rolls… yeah, I don’t think we would’ve lasted very long. Mo got off to a good start hitting on two attacks, but the rest of us might have done five points of damage combined. And at the risk of meta-gaming, the fact that he was a solarian meant that he had as-yet-untapped graviton and photon powers (which Steve reminded us of after the fight was over by having him fire his corona power).

This wanders into the territory of Steve’s GM tip, but I like the way Steve chose to handle this and thought he did everything a GM should do in a situation like that. I think we’ve brushed up against this topic in other Talking’s, but my position on the “no-win” encounter is this: all I ask is a fair chance to avoid it or choose a different path if possible. Give me a warning sign and let me choose. If I’m dumb and ignore the warning signs (or miss them entirely) and get killed, that’s on me; conversely, running into a complete meat-grinder of an encounter on rails because that’s what the story says is supposed to happen is kind of lame.

Having said that, I do recognize that sometimes stories funnel through a single point and there’s no real way to provide choice, especially when you’re approaching big boss-battle setpieces. I’m imagining Frodo and Sam reaching the foot of Mount Doom and then deciding they needed to take a detour for supplies. Sometimes it’s just not possible, and it’s important to acknowledge those times too. I do think this is verging on that – we’re not totally out of options, but you do get the sense that the Temple of the Twelve is a fairly pivotal location and we’ve got to get in there.

When we were first playing through this, my concern was that we missed something – like maybe there was a password or secret handshake we were supposed to learn back at the Plague Warden. But with the fresh ears that come from re-listening a few weeks later, I noticed that Steve used the word “compelled” three or four times (including having Wahloss chime in) and made references to the “Speaker for the Stareater”… leader of the cultists, maybe? So I think it’s more likely this guy would normally be more favorably inclined to let us in but has been influenced to keep us out. And here we are with no magic – what I wouldn’t give for a good old Level 1 Pathfinder cleric with Turn Undead right about now.

But all of that is academic. We don’t have the tools for a frontal assault, so it’s time to get clever. Turning back to the problem at hand, it’s frustrating we got rejected, but it does still seem like we have a few options. There are a few side buildings in the area – going back to the password theory, maybe there’s a hint as to how to get in somewhere else in the grounds. (The Moria “speak, friend, and enter” runes, or maybe the cultists left something behind.) I suppose we could look around for another way to get into the temple, though it seems unlikely at first glance. We could always skip the temple entirely and go up the hill – I think he said some of the cultists were still up there – but that feels wrong; it seems like the Temple of the Twelve is the key location to be dealt with at the moment. It feels like either the Temple is the final encounter and the summit is treasure/denouement, or maybe we get some info from the Temple and take it to the summit for whatever final encounter awaits.

Heck, maybe we still have to fight this guy, but we plan it a little smarter and not just launch right into a frontal assault. At the risk of meta-gaming, solarians tend to be more effective at melee than at range; maybe we try to make it a mobile fight and burn him down from a distance instead of going toe-to-toe.

The other fight against the eel was mostly non-descript; really, the tactics of getting people up the narrow steps and into position probably posed a bigger challenge than the creature itself. The one bit of excitement was that we almost got to see CHDRR crit with the chainsaw wings. Granted, a lot of the critical wounds are based on humanoid physiology – clearly, an eel doesn’t really have any arms or legs to chop off – but it still could’ve been cool. Maybe next time.

And OK, it was hilarious that Hirogi rolled yet another 1 for Holographic Clones. We’ve officially passed Coincidence and are into Running Joke territory.

As we end this week’s episode, we’ve been dealt a bit of a setback, but we’re still in the game. How are we going to get into the Temple of the Twelve? Do you think Steve handled the no-win battle appropriately? Feel free to drop by social media and let us know what you think, and we’ll see you next week.

042: What We’ve Got Here Is Failure To Communicate

After trekking through the jungle for weeks, the gang finally reach their destination – the Temple of the Twelve. Of course, an ancient, hidden temple wouldn’t be guarded by horribly deadly creatures and traps, would it?

Also this week, Stephen discusses how PCs and GMs can deal with “impossible” encounters.

And don’t forget to become a supporter of the podcast our Patreon page: https://www.patreon.com/rollforcombat where you can help us while unlocking fun exclusive rewards for yourself!

SFS02.3: #1-04 Cries from the Drift, Part 3

The Roll For Combat Starfinder Society concludes their adventure through Starfinder Society Roleplaying Guild Scenario #1-04: Cries from the Drift. In part 3, the gang explores the last few rooms on the ghost ship and discover they aren’t alone, and what is waiting for them is angry … and hungry!

For this adventure, we have Stephen Glicker, Jason McDonald, Chris Beemer, Bob Markee, Rebecca Wigandt and Loren Sieg. But this being Starfinder Society, we will have different players for adventures in the future.

And don’t forget to become a supporter of the podcast at our Patreon page: https://www.patreon.com/rollforcombat where you can help us while unlocking fun exclusive rewards for yourself!

Talking Combat 041: Return to Ascender

Jason recaps the events from Roll For Combat, Episode 041: Talk to the Hand.

I normally don’t go back to the well on a previous episode, but I was surprised to see how many people on social media were totally OK with Hirogi offing the sniper last week.

I’ll meet the vox populi halfway on this, insofar as I can’t tell you what my Plan B would’ve been for dealing with her if Hirogi hadn’t pulled the trigger. If we let her go, there’s a chance she could get in touch with the rest of her group or find another way to attack us (maybe she was shrewd enough to keep a backup weapons cache out there somewhere, or even just setting more wild animals on us). If we tied her up and left her behind – either at the temple or somewhere in the wilderness – isn’t that the same net effect as killing her, except we’d be trying to pretend we don’t have blood on our hands? And if we brought her with us as a prisoner, she represents an active threat we have to account for at all times. I’ll admit there were no good solutions there. So I’ll concede that maybe Hirogi just did what was going to become inevitable anyway. (Steve’s side commentary certainly made it sound that way.)

On the other hand, I’m sticking to my guns (puns semi-intended) that shooting a potential source of information without asking any questions at all was a bit… well… dumb. When it comes to the communication device, it might have been handy to ask questions about who was on the other end, whether there was a set schedule for contact, if there was any sort of code or handshake protocol involved, etc. Maybe she answers, maybe she doesn’t, but I still say it was shortsighted not to ask.

Also, as a roleplaying thing, Tuttle is Lawful Neutral, so I don’t think he’d be cool about executing a surrendered prisoner. Though Lawful Neutral would be that he’s less concerned with the killing itself, more concerned that the proper paperwork was not filed in advance. Tuttle is a very “due process” guy, to whatever extent such a thing exists within the Pact Worlds.

Getting back to current action, the moss-covered carvings gave me two insights – one which I actually mentioned during the episode, but one that occurred to me as I’m re-listening.

The one I mentioned during the show (the “they’re digging in the wrong place” moment) is that maybe we now have some information the cultists don’t have. Granted it’s in the form of alien runes we can’t read, but still: If the moss was undisturbed, that implies the possibility that their group didn’t see those carvings. I don’t think we can rely on that too much – they’re still holding Dr. Solstarni, they may have other sources of knowledge we don’t know about – but maybe we’ll reach a point later where we have something they don’t have.

The thought I’m just thinking now: I wonder if we should’ve tried pouring some of the water from the fountain at the entrance into those carvings. It just feels like the fountain should have had greater implications than alleviating a fairly minor debuff, and Steve did mention water collecting in the carvings. I wonder if there was a connection there we missed, or if I’m just reading too much into coincidental imagery. Or maybe I’ve played too much Tomb Raider over the years and am looking for the inevitable puzzle. I wish I’d thought of it at the time, though.

The plot to use the communicator to send misinformation back to the main group – it’s superficially intriguing, but I’m also not convinced it’s going to buy us all that much. First, if they’re professional enough to leave an ambush team behind, they’re probably not going to get caught with their pants completely down, even if we craft the most convincing fake dispatch ever written. Second, and probably more importantly is that we’re the pursuers – “catch up with them and fight them” is pretty much how this is going to play out at some point. Showing up a day early doesn’t really change the dynamic.

On the other hand, trying doesn’t seem like it would cause any great harm either. Let’s say we botch the message and they know the sniper failed and we’re close behind… it’s still not like they can airlift in more guys or more weapons. We’ve got what we’ve got; they’ve got what they’ve got. At most, knowing we’re coming would give them some advance warning to possibly hide or destroy information we would need, or maybe eliminate Dr. Solstarni when they’re done with her so we can’t benefit from her research.

I almost wish the communicator was enabled in the opposite direction – that we could get some insight into what was going to be awaiting us when we arrive. That would almost be more useful.

As we end the episode, the fake message part of the conversation seems to be mostly academic, as we reach the stairs described in Zan’s writings, which means we’re pretty close to catching up to them anyway. Well, after we fight this critter in the bushes, apparently.

As far as Steve’s GM tip this week: I have to say that playing in an online setting, the tools tend to spoil us a little. Discord provides us with lots of different chat feeds, and Bob has gravitated toward the role of notetaker over the year, so we tend to have a pretty decent summary of recent action at our fingertips whenever we need it. For me this is a good thing, as I’m much more of a memory guy than a notes guy – sometimes it’ll work out well because I’ll come up with some plot point while Bob and the others are scrolling through chat logs to find it; other times, I’ll whiff on pretty basic stuff. But as a group as a whole, we usually manage to keep the major plot points in focus and don’t get too far off into the weeds.

Speaking of “in the weeds”… time to fight whatever critter is waiting for us at the landing on the stairs. Tune in next week to see how it goes, and in the meantime, feel free to drop us a line and let us know what you think about all this.

041: Talk to the Hand

The gang finishes exploring the temple of the Stargazer and pushes through to their final destination, the Temple of the Twelve. Of course the rumors of “haunted guardians” and “deadly traps” won’t deter our heroes … or will it?

Also this week, Stephen discusses how to best keep your PCs involved in the story from week to week.

And don’t forget to become a supporter of the podcast our Patreon page: https://www.patreon.com/rollforcombat where you can help us while unlocking fun exclusive rewards for yourself!

SFS02.2: #1-04 Cries from the Drift, Part 2

The Roll For Combat Starfinder Society continues their adventure through Starfinder Society Roleplaying Guild Scenario #1-04: Cries from the Drift. In part 2 of the adventure, the gang boards the Struggle’s Scholar looking for the data they were tasked to retrieve. However, time is running out, with an etheric storm quickly approaching and threating to destroy the ship. Plus, something is on the ship … and it’s hungry.

For this adventure, we have Stephen Glicker, Jason McDonald, Chris Beemer, Bob Markee, Rebecca Wigandt and Loren Sieg. But this being Starfinder Society, we will have different players for adventures in the future.

And don’t forget to become a supporter of the podcast at our Patreon page: https://www.patreon.com/rollforcombat where you can help us while unlocking fun exclusive rewards for yourself!