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#63 From: "Megi" <justinrich982@...>
Date: Thu Nov 19, 2009 10:14 pm
Subject: Hot Nusre ..Fun In Hospital...Must see..
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#62 From: "Megi" <justinrich982@...>
Date: Sun Nov 15, 2009 9:43 pm
Subject: Fun In Hospital!!Hot ...
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#61 From: threesixteen@yahoogroups.com
Date: Tue Oct 20, 2009 6:08 pm
Subject: New file uploaded to threesixteen
threesixteen@yahoogroups.com
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the threesixteen
group.

   File        : /TDFE.zip
   Uploaded by : dochorror_uk <gregor@...>
   Description : Joe Kulhavy's military field manual extracts [classified]

You can access this file at the URL:
http://groups.yahoo.com/group/threesixteen/files/TDFE.zip

To learn more about file sharing for your group, please visit:
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Regards,

dochorror_uk <gregor@...>

#60 From: threesixteen@yahoogroups.com
Date: Tue Oct 20, 2009 6:07 pm
Subject: New file uploaded to threesixteen
threesixteen@yahoogroups.com
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the threesixteen
group.

   File        : /316-THEFEW-SHEET.pdf
   Uploaded by : dochorror_uk <gregor@...>
   Description : 3:16 So Few character sheet by Alessandro Franzen in Brazil

You can access this file at the URL:
http://groups.yahoo.com/group/threesixteen/files/316-THEFEW-SHEET.pdf

To learn more about file sharing for your group, please visit:
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Regards,

dochorror_uk <gregor@...>

#59 From: threesixteen@yahoogroups.com
Date: Tue Oct 20, 2009 6:06 pm
Subject: New file uploaded to threesixteen
threesixteen@yahoogroups.com
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the threesixteen
group.

   File        : /316FEW-STARFIGHTERS.pdf
   Uploaded by : dochorror_uk <gregor@...>
   Description : So Few spacecraft by Alessandro Franzen in Brazil

You can access this file at the URL:
http://groups.yahoo.com/group/threesixteen/files/316FEW-STARFIGHTERS.pdf

To learn more about file sharing for your group, please visit:
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Regards,

dochorror_uk <gregor@...>

#58 From: "xxxdarrenmalinxxx" <darrenmalin@...>
Date: Fri Sep 25, 2009 2:07 pm
Subject: Re: a weapon for NFA
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Suits

(Tactical Heavy mandialbrite armour)

Suits are heavy bipedal  weapon platforms warn over a  trooper s regular
mandelbright armour.  Small enough to go just about anywhere a trooper can go.
Each come with three weapon system pre-fitted.  Piloted via joysticks and
monitors the trooper uses NFA to move and shoot all the suits systems.  A suit
gives a trooper the capacity to take two extra hits before  the trooper he or
she takes damage themselves one extra  layer of the suits armour and the suits
systems however once a suit systems are damaged  it is effectively destroyed and
the pilot will have to bailout.

  It should be noted that  to keep the size of a suite as small as possible the
pilot  only have a side arm should he/she be forced to baleout.

They are two types of Suit one configured for long range engagements the other
so short range. A suits weapons can be upgraded but once a suit is destroyed all
upgrades are lost.

Note a Suit pilot does not need to make a NFA roll to switch weapon. he/she just
needs to declare which weapon system they wish to use this turn.

Long range Suit

Rocket Pod
Heavy machine gun
Power claws



Short range Suit

Grenade launcher* +can fire Grenades to Far range
Heavy machine gun
Flame gun



A suit is a vehicle. We have allowed a group to start with one but A Lieutenant
could also be able to recuperation one instead.

#57 From: "Gregor Hutton" <gregor@...>
Date: Tue Jul 28, 2009 10:57 am
Subject: 3:16 at the ENnies -- please VOTE (ends 1 August)
dochorror_uk
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3:16 is up for Best Cover in the ENnies!

The Ennie Awards polls are OPEN now and voting closes on 1 AUGUST:
http://www.ennie-awards.com/

3:16 Carnage Amongst The Stars is up for the Best Cover Art award, so Paul
Bourne (who did the cover art) and I are thrilled about this -- and we would
really appreciate your support and vote!

Just rank it NUMBER 1!

I am pretty pleased with the whole (front/spine/back) cover design for 3:16, and
I think it's pretty tight (though I do find it ironic to be up for the Best
Cover when I think the strongest thing about the game is the way it plays).
Anyway, I was talking with the artist Paul Bourne about how he made the front
cover art and he told me this:

-----
The image for the cover of 3:16 was made in 3 separate stages, each stage being
created on its own and brought together to create the final image. Firstly, I
modelled a 3D mesh missile in 3DS. I tried to keep the missile as detailed as
possible as, at this point, I was unsure how big the missiles would be in the
final image.

The missile was then taken into Bryce 6.1 where it was textured and shaded. The
missile was then lit from above with a white spotlight to simulate sunlight, as
well as a blue area light underneath to simulate ambient light reflecting from
the planet. I then glue the missile and lights together so that they could be
copied and arranged into a basic composition.

The planet was created using 2 mesh spheres: 1 slightly smaller sphere inside
the other. The outer sphere was textured with a semi-transparent cloud texture
and a 'fuzzy' filter to represent a basic atmosphere, the inner with the blue
planet texture. The finished planet model was then brought together with the
missile compostion and rendered against a plain black background.

The render was then taken into Photoshop were the green gas clouds and stars
were added. To complete the image I added the city lights and a bit more
atmosphere to the planet.

Finally, the lense blooms were added to the missile engines and the explosion
effect overlayed on to the planet.
-----

I think that's pretty insane and very cool. Between the initial cover image and
the final one Paul moved some of the drop ships (since they're suspended in
space as a 3-d model) -- and I have an image of a drop ship on its own somewhere
too.

Cover Image: http://tiny.cc/sRYOP

So, anyway, please vote and tell your friends.

Best wishes,
Gregor

#56 From: "Gregor Hutton" <gregor@...>
Date: Mon Apr 6, 2009 4:52 pm
Subject: A Free Supplement -- "So Few"
dochorror_uk
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I have written a free Supplement for 3:16, which is published on Pelgrane Press'
"See Page XX" website.

So Few
http://pelgranepress.com/seepagexx/April2009-316.html

Play an officer in the Navy piloing heavily armed fighters. Be one of the Few
slaughtering the Many.

For other excellent articles see, er, See Page XX.
http://pelgranepress.com/seepagexx/

Cheers,
Gregor

#55 From: Rune B Reinås <runebr@...>
Date: Fri Mar 13, 2009 8:37 am
Subject: Another "actual play"
tiron_cruvi
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Since sharing actual play threads seem to be the new thing, here is mine:

http://www.indie-rpgs.com/forum/index.php?topic=27700.0

Any comments appreciated.

Rune

#54 From: threesixteen@yahoogroups.com
Date: Sun Mar 8, 2009 2:33 pm
Subject: New file uploaded to threesixteen
threesixteen@yahoogroups.com
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the threesixteen
group.

   File        : /3-16.pptx
   Uploaded by : afprice75 <AdrianFPrice@...>
   Description : 3-16 Standing Orders & Equipment Cards (powerpoint)

You can access this file at the URL:
http://groups.yahoo.com/group/threesixteen/files/3-16.pptx

To learn more about file sharing for your group, please visit:
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Regards,

afprice75 <AdrianFPrice@...>

#53 From: "Adrian Price" <AdrianFPrice@...>
Date: Sun Mar 8, 2009 2:31 pm
Subject: Re: 3:16 Initial assault
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--- In threesixteen@yahoogroups.com, "secret_hamster" <secrethamster@...> wrote:
>
> --- In threesixteen@yahoogroups.com, Renato <renato.ramonda@> wrote:
> >
> > On Mon, Aug 25, 2008 at 10:37 AM, steamrunner_13
> > <Steamrunner@> wrote:
> > > Welcome, I have been reading about 3:16 for a bit and I am a big fan
> > > of indie rpg's. I recently bought the pdf/print bundle for this from
> > > IPR and fell in love with this game. I have created several files to
> > > aid in play and I copied renatoram's token idea. I should have asked
> > > first.
> >
> > :-D
> > No problem, really. As I said, if anyone wants the sources, I have the
> > .svg vector files you can customize with Inkscape (or Illustrator, I
> > guess).
> >
> > Oh, yeah, hi! I'm 'renatoram'
> >
> > --
> > Renato Ramonda
> >
>
> Is it possible I could have the .svg file for the 3:16 standard orders
> and equipment sheets. I notice that although there is the combat drugs
> card, there are not Armour cards. So I was looking to do some myself.
> I will of course post back the results. If anyone can think of any
> other cards needed (while I'm at it)
>

Hi,

Are you referring to the orders/equipment I stuck in the files section, or is
this something else Renato has put together?

The ones I've put in there don't have an armour card cause it was already on the
character sheet, but I did them in powerpoint originally (pretty crude I know).
I'll upload the powerpoint file, in case it helps.

Cheers,

Adrian

#52 From: "stephen538554" <steveouk@...>
Date: Wed Mar 4, 2009 9:00 am
Subject: Re: Actual Play: Demo for my gaming group
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Nice, I really like you descriptions and the misson event.

The idea with the big bad was cool to.

#51 From: "Rain" <rain@...>
Date: Mon Mar 2, 2009 10:08 pm
Subject: Re: Re: Actual Play: Demo for my gaming group
mrwgates
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Okay, as everyone else seems to be getting in on the act, I guess it's time I pimped my own Actual Play thread.  :)
 
My group's now played through eight and a half planets and we should be hitting a total of ten on Thursday, meaning we're about halfway through. Not bad to say it started off being a one-shot...
 
Oh, there's another AP thread on RPGNet here, but I'm not actually involved in that one.
 
 
Ric
----------------------------------------------------------------------
"When I became an adult I put away childish things, like
the fear of childishness and the desire to be grown up."
C.S.Lewis
 
----- Original Message -----
Sent: Monday, March 02, 2009 12:01 PM
Subject: [threesixteen] Re: Actual Play: Demo for my gaming group

Part II was sweet, really good read.

How did you handle the big bad, did just make it the equivalent of X
amount of threat tokens?

Did someone have to use a strength to kill it and if not how would if
of been handled.



No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.0.237 / Virus Database: 270.11.5/1979 - Release Date: 03/01/09 17:46:00


#50 From: "Ric Baines" <rain@...>
Date: Mon Mar 2, 2009 9:59 pm
Subject: Re: Naming Conventions and Troop Replenishment
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I was thinking the same thing myself, actually, but thought I'd seen a thread on RPGNet when it was, in fact, this message.

Nevertheless, it's now been discussed in this thread. :)


--- In threesixteen@yahoogroups.com, "galaxyhitchiker27" <pelorspaladin@...> wrote:
>
> Hey folks,
>
> I couldn't really find too much about the Expeditionary Force's naming
> conventions outside of planets.
>
> I'm trying to come up with some good naming conventions for the star
> ships of the 3:16, but I'm sort of stumped. I'll have to keep thinking
> about it. What conventions have you all come up with?
>
> Also, how does the 3:16 Replenish itself, or does it? It says on page
> 6 that the Expeditionary force starts out at ~10,000 people when it
> left Terra a long time ago. Presumably it has lost some people along
> the way. Does it replenish itself in any fashion? Perhaps receiving
> recruits from home as it pushes its way farther and farther out into
> the galaxy?
>

#49 From: "galaxyhitchiker27" <pelorspaladin@...>
Date: Mon Mar 2, 2009 3:46 pm
Subject: Re: Actual Play: Demo for my gaming group
galaxyhitchi...
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--- In threesixteen@yahoogroups.com, "stephen538554" <steveouk@...> wrote:
>
> Part II was sweet, really good read.
>
> How did you handle the big bad, did just make it the equivalent of X
> amount of threat tokens?
>
> Did someone have to use a strength to kill it and if not how would if
> of been handled.
>

I had planned on just making the big bad creature the last threat
token to be destroyed in that encounter.  I figured that would be a
good way of representing its size because no doubt the players would
narrate pouring fire into the thing, but when it emerged its size was
so large and the creatures had moved into close range with squad.
They were trying desperately to fight their way out of being
surrounded, and I figured they would try to escape to range before
they unleashed hell on the thing.

The only thing I did differently from the rules was that instead of
having the character with the last kill in the mission earn a medal, I
was going to give the character who earned the last kill in this
combat (i.e. the big bad queen eel) the medal for valor.  That's
because I thought it'd be cool thematically and because I held back
two threat tokens because I though it would be awesome if the squad
not only had to worry about escaping the collapsing structure before
it caved in, but to avoid being taken down by the few eel creatures
that weren't killed in the giant eel explosion.

#48 From: "stephen538554" <steveouk@...>
Date: Mon Mar 2, 2009 12:01 pm
Subject: Re: Actual Play: Demo for my gaming group
stephen538554
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Part II was sweet, really good read.

How did you handle the big bad, did just make it the equivalent of X
amount of threat tokens?

Did someone have to use a strength to kill it and if not how would if
of been handled.

#47 From: "galaxyhitchiker27" <pelorspaladin@...>
Date: Sat Feb 28, 2009 4:33 am
Subject: Re: Actual Play: Demo for my gaming group
galaxyhitchi...
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Planet #2

Name: Michelangelo
Description: Water world covered in reefs and coral islands.
Alien:  Reptiles/Amphibians- Eel like Amphibians filled with a strange
Bio-plasma.
Ability: Exploding Corpses
AA: 5
Mission: Locate source of the strange energy readings and report back.

The second mission opens up much like the first with the squad waiting
in the briefing room along with the rest of their platoon. The squad
has received a few transfers very recently to replace the casualties
sustained on planet Whistler.  Among them is a large ornery fellow
named Greene.

Trooper Greene- FA: 8 NFA: 2- Goon

The young Trooper Hall (the young idealistic trooper who lost his
lunch at the beginning of the last mission and who somehow
miraculously survived the fighting on Whistler) tries to greet him,
"Hiya! I'm Hall. How's everything going so far? I was the newest guy
around here before you came along, so if you've got any questions feel
free to ask." He adds a friendly shoulder pat.  Trooper Greene
responds by giving him a mean stare.  Trooper Hall thinks he isn't
being friendly enough with the new guy so he tries to put his arm
around Greene. Greene flings him off and punches him right in the
mouth. The room roars with laugher. Hall is stunned and looks up at
Greene wide-eyed.  Suddenly he laughs "Oh I get it!"  He stands up and
punches Greene on the arm playfully, and adds with a smile "Male
bonding right?" Greene just grunts and stares at him. "Well, uh, um,
if, uh, if you, need any...thing, just let me know. Bye." He scurries
off. Laughter erupts again.

Soon enough Lt. Sallens enters the room along with his aid and rudely
quiets everyone.  The holo-display crackles to life and he explains to
the platoon the nature of the planet they are currently orbiting and
their mission.  The platoon is to investigate the source of strange
energy readings.  The ships sensors cannot get a clear indication of
what the source of the energy, thus they've elected to send in a
platoon for reconnaissance.

The drop ship ride down to the planets surface is turbulent but
otherwise uneventful when the drops ships get close to the planet's
surface the pilot opens the viewing ports.  Sunlight floods the inside
of the bay.  The troopers looking out see sparkling blue ocean water
as far as the horizon. Soon enough it's apparent that the drop ships
are headed toward a small island. The coral has formed a rather
uneven, dense landmass. Cheers go up as thoughts of vacation run
through the marines' minds. The drop ships set down on a decent sized
island. The Lt.'s angry voice interrupts the commotion as he orders
everyone to get their asses off the drop ships, double-time.  The
ground is pinkish-orange and slightly squishy, like damp earth.   The
Lt. barks orders at each of the squads in the platoon and as the drop
ships shoot back to orbit.  Soon enough the squads are moving off in
the direction indicated by a sensor that Lt. Sallens is carrying.  The
player characters squad is bringing up the rear.

Soon enough the platoon finds a natural cave-like formation in the
coral island and without hesitation the Lt. leads them through the
narrow opening and into the darkness.  After a dozen yards or so the
cave is utterly black.  The lights and Nightvision systems on the
Mandelbrite suits kick on automatically.  The passage through which
the group is traveling is barely wide enough for two men to walk
abreast, but it seems to widen a bit as the move down it.  Soon
weapons fire is heard from farther up the passage.  The IFF indicators
for the first squad in the platoon flash yellow, indicating engagement
in combat.  The squad hurries as fast as the passage will allow to
reach the other squads. They a wide chamber with a few inches of water
on the floor. The Lt is standing with his foot on some strange eel/
snake-like creature. "What the hell's up?" Nightshade asks one of them
members of another squad.  "Some #$%^in' worm thing came out of
nowhere and we swissed it." Lt. Sallens orders his aid to pull out a
holo-vid camera and take pictures while he posses heroically over the
corpse of the creature. After a few seconds the creature corpse starts
twitching and then it turns into a more violent spasm as it begins to
emit a purple glow which grows brighter by the second. Sallens is so
engrossed in his posing that he doesn't seem to notice. One of the
troopers speaks up, "Hey El-Tee something's going with tha-" "Can't
you see I'm busy? How bout you shut the $%^# up until I'm finis—"The
creature's corpse erupts into a ball of purple flame.  The closest
troopers are thrown a short distance and everybody in the room is
blinded by the light because the explosion happened too suddenly for
the visor light-filter to compensate.  When everybody regains their
bearings they find the Lt.'s charred corpse about ten feet away from
the explosion missing a good deal of itself.  A lucky few troopers get
to wipe Sallens and eel guts from their armor. Baird speaks up "And
that men is why we listen when somebody is trying to tell us
something. Oorah?" "Oorah!" The platoon intones. At Baird's feet lies
the detector that Sallens carried miraculously intact.  "We aren't
getting a ride home until we find what we're looking for so we best
get moving."

The squad continues through the large chamber and the farther the go
the deeper the water seems to very gradually become.  Several platoon
members step in holes, and it soon becomes apparent that the floor
here is rather porous.  Without warning two eel creatures shoot up
through the holes in the floor.  There is a tense moments as the eels
and the platoon size each other up.  Suddenly one eel creature snaps
out grabs a trooper and pulls him under the now ankle high water. The
platoon opens fire The other eel begins to glow purple, opens its
mouth, and belches forth a ball of purple plasma which catches a
trooper in the arm and burns it completely off in less that a second.
  He falls to the ground screaming.  The squads fight off the eels but
soon enough more appear.  These surround the squad and begin to bite
at them using their bio-plasma to rip clean through the Mandelbrite
armor.  Greene manages to throw a grenade into one of their maws
causing the whole eel to explode.  Nightshade decides that plasma is
best fought with plasma and unleashes his E-cannon on the eels.
Simmons subscribes to the spray and pray method unloads an entire
magazine into one of the eels which fails over, spasms violently, then
soon explodes.  The squad is pretty charred from the exploding corpses
of their assailants.  They manage to extricate themselves from the
tangled mess of corpses and entrails. This begins a running firefight
with the creatures as the move deeper and deeper into the cavern
complex.  The advantage proves to be with the eel creatures as the
water gets deeper and deeper hindering the marines of the 3:16th and
allowing the Eels snag their prey.  The next several minutes are a
symphony of grenade explosions, rifle rapports, and plasma fireworks
as the platoon loses more troopers despite the amount of carnage they
inflict upon the enemy.  Soon enough the water is slightly higher than
the troopers waists. As the squad fights to survive the energy
signature tracking device lets out a heavy chime to announce that the
location of the energy source has been found. But nothing is here. A
trooper notices small worm like things floating in the water. The
sergeant looks down and realizes that they aren't worms but young eel
creatures.  Still, this many of them wouldn't give of an energy
signature that can be detected from space…

Suddenly the ground begins to shake as though there is an earthquake
and up through the ground erupts a giant version of the eel creatures.
  It's almost 80 feet long, angry, and judging by the overwhelming
radiance about to rain down purple bio-plasma death on the remnants of
the platoon.   The entire squad is crippled at this point in the
combat. Sergeant Baird declares that he will use a Strength.  He
remembers back to his days on earth when he was a biology student.  He
once took a marine science course in school and they dissected
electric eels.  The creatures seem somewhat similar, so perhaps, he
reasons, their plasma generating organs are in a similar location.  He
orders the entire squad to take aim at a specific location on the
queen eel and open fire. Most of the squad opens up with rifles, but
nightshade opens up with his rocket pod.  As luck would have it
Baird's plan succeeds and soon the queen is glowing brilliant shade of
fluorescent purple. "Haul ass!" the Sergeant screams and the remaining
troops move as quickly as possible to get away from the explosion.  It
takes about 20 seconds for the queen to build up to "Critical Mass"
giving the squad just enough time to get clear of the kill zone,
though they are still flung about from the force of the explosion.
The explosion was so powerful that it destabilized the coral structure
and chunks fall from the ceiling. The walls start to crack open and
water begins pouring in at an alarming rater.

The troopers move as fast as possible out the way they came, though
they are occasionally harassed by the remaining eel creatures that
were killed in the explosion.  A few well place grenades and rockets
take care of them.  When the squad finally reaches the narrow passage
that they came down they hear the voice of the comms officer of the
Unrepentant "Come..in…Delta Platoon…over."  Baird answers saying that
the mission is complete and that they require immediate evac.

Nightshade is the final trooper to go up the passageway and the fires
his rocketpod once he's far enough up the tunnel and collapses it
behind him so that no more plasma eels can follow. Just over half of
the troopers that went down into the coral caves come out of it and
all of those are badly wounded.  It's an amazing relief when the drop
ship touches down and the marines climb aboard.  Greene captures the
feeling of the moment best when he says "This vacation sucked."

Post Mission: Nightshade levels up due to having the most kills. The
Sgt. Baird levels up due to having the highest d10 roll.  Sgt. Baird
succeeds at his development roll to be promoted and he becomes the new
Lieutenant of the platoon replacing Sallens.  He also ups his slug
rifle at far. Nightshade succeeds at a development roll and ups both
his E-cannon (bringing it to d100 at near) and his rocketpod at far.
Simmons ups his rifle at far and requisitions a flamer.  Greene fails
his development roll so he ups his grenades at close.


Hope you guys like it.

#46 From: Rune B Reinås <runebr@...>
Date: Wed Feb 25, 2009 4:15 pm
Subject: Re: Actual Play: Demo for my gaming group
tiron_cruvi
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I enjoyed reading your actual play report very much, and have to say
it mirrors my group in many ways. They (and I) are not used to the
kind of narrative cooperation that is inherent in 3:16, but most of
the players quickly grasped the concept. Some were a bit puzzled by
the degree of input they had. And it was not uncommon to hear stuff
like "Oh, I did not realize I could go that far in my description"
from a player while another one was describing a scene.

By the second session (which is as far as we have gotten to date), all
players seem to have eased into it. I'm very much looking forward to
the third session as I felt the players starting to "improvise" more.

Looking forward to reading part 2 of your report.

Rune

--- In threesixteen@yahoogroups.com, "galaxyhitchiker27"
<pelorspaladin@...> wrote:
>
> --- In threesixteen@yahoogroups.com, "stephen538554" <steveouk@> wrote:
> >
> > Nice write up, looking forward to part II.
> >
> > How did your players find the game/system?
> >
>
> I should have part two up by the end of the week.  Sorry I've been a
> little busy.
>
> Honestly it took the players a little while to adjust to the amount of
> narrative responsibility they have in 3:16.  Once they did though,
> they seemed to enjoy it.
>

#45 From: "galaxyhitchiker27" <pelorspaladin@...>
Date: Wed Feb 25, 2009 2:33 pm
Subject: Re: Actual Play: Demo for my gaming group
galaxyhitchi...
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--- In threesixteen@yahoogroups.com, "stephen538554" <steveouk@...> wrote:
>
> Nice write up, looking forward to part II.
>
> How did your players find the game/system?
>

I should have part two up by the end of the week.  Sorry I've been a
little busy.

Honestly it took the players a little while to adjust to the amount of
narrative responsibility they have in 3:16.  Once they did though,
they seemed to enjoy it.

#44 From: "stephen538554" <steveouk@...>
Date: Wed Feb 25, 2009 9:03 am
Subject: Re: Actual Play: Demo for my gaming group
stephen538554
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Nice write up, looking forward to part II.

How did your players find the game/system?

#43 From: "galaxyhitchiker27" <pelorspaladin@...>
Date: Mon Feb 23, 2009 10:52 pm
Subject: Actual Play: Demo for my gaming group
galaxyhitchi...
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Hey Guys,

This is a write up of my group's Demo session of 3:16: Carnage Amongst
the Stars.  I ran it in lieu of our regular bi-weekly Sunday game
because the GM couldn't make it.  It's so simple it was easy to prep
on just a few days notice.

First, every one created their characters.  We started out with only
three players, one (Trooper Greene's Player) had to be a little late,
he didn't show up until ¾ way through the first planet.  He created a
character pretty quick and played on the second planet.

The Characters were:

Simmons- FA: 7 NFA:3 - Stands his Ground
Baird- FA: 2 NFA: 8 - Sarcastic
"Nightshade"-  FA: 7 NFA: 3 - Loner

Baird became the Sergeant, and Nightshade won the roll-off to be the
Corporal. Baird and Simmons selected the Slug rifle as their optional
weapon. Nightshade selected the E-Cannon.

Planet #1

Name: Whistler
Description: High Humidity- Planet covered in dense fungal growths.
Something like a fern and mushroom rainforest.
Alien:  Dinosaurs- Raptor-like. Very agile.  Attack from above.  Hit
and run.
Ability: Flee
AA: Lowest NFA+1
Mission: Locate and rescue (if possible) missing survey team.


The session begins as the PC's squad and one other are mustered to the
briefing room.  The troopers chat amongst themselves until Lt. Sallens
enters the room.  Lt. Sallens, whose contempt for the enlisted man is
notorious,  sniffs the air and then checks the bottom of his shoe as
though he has stepped in something unpleasant.  He orders the troops
to attention before begins his debriefing. The PC's troopship the EFV
Unrepentant is in orbit of a humid jungle world named Whistler. A team
surveying a rare metal deposit on the planet below has gone missing
and two squads have been assigned to locate the team. They'll be
dropped off as close as possible to the survey team's last
whereabouts.  The Lt. informs the squads that they had better be in
the dropship ready to depart in 20 minutes or else.

The squads lock n' load and are in the dropship ready to depart in
quick order.  The ride down is relatively smooth, but the new squad
member, Trooper Hall, loses his lunch.  The squad all laugh at him and
Sergeant Baird suggests he skip breakfast next time.  Soon enough the
dropship touches down in small clearing and the pilot barks over the
Com-system for everybody to disembark.  The Sergeant gives the order
and the squads disembark and gets ready for a trek through the jungle.

Planet Whistler is an incredibly humid planet.  The squad notices the
oppressive heat despite their MandelBrite armor suit's ability to
regulate internal temperature and pressure.  The corporal laments that
there is moisture inside the kill counter display on his E-cannon
"Lola."  The surface of the planet is covered in a veritable jungle of
Fungi.  Giant mushrooms the size of Redwood trees and ferns and vines
growing up the "trees" and as dense undergrowth. The last known
location of the survey team is displayed on the Squad's
Heads-up-display.  With a quick world from the Sergeant the squads
form up and begin working their way through the dense foliage.

The going is slow because of the dense growth and the motion trackers
of the entire unit are going crazy because all the fauna in the
jungles.  Everybody is somewhat on edge.  The air is somewhat tense as
the squad travels, but eventually after traveling a while with no
major occurrences everybody calms down.  Just when the squad is
feeling calm a scream blares through the com.  Trooper Roberts is
being mauled be several reptilian creatures with sharp teeth and claws
that came jumped down on him from above. The squad's motion trackers
are really on the fritz now and they hear a chattering noise in the
jungle beyond.  The Sergeant orders the squad to form a perimeter and
to watch each other.  Trooper Simmons steps up and calmly shoots
several of the creatures off of Roberts, who is now lying on the
ground.  The Corporal struggles through the growth to get to a better
firing position. The remaining creatures quick scatter off into the
thick growth and nobody can get a clear shot.  One of the troopers
moves up to check on Roberts who is dead.  The Sergeant orders
everyone continue on and to keep a sharp eye on the jungle.

The troopers continue on and eventually arrive at the last know
coordinates of the survey team.  It doesn't take them long to find the
team, or what's left of them.  They appeared to have been eaten by
something with sharp claws and teeth, their bones are picked clean.
The troopers conclude that it must be the "monkey-raptors."  As if on
cue said creatures begin to renew their attack.  The squad forms a
perimeter to hold them off.  The creatures seem to be less cautious
than before attacking in small groups in an effort the bring one of
their prey down.  Trooper Simmons holds his ground and coolly fires
off measured bursts dropping the creatures as that scurry out of or
back into the foliage, which isn't always easy considering the speed
and agility of the swarming creatures. The Coporal takes a less
conservative approach, he unloads with his E-cannon sending a torrent
of fire into the surround brush and sending splatters of blood and
creature chucks into the air.  The sergeant orders two troopers with
Flamethrowers to open fire as the squads moves back still spraying
fire into the jungle.  After a tense few minutes the creatures seem to
be gone.  The Sergeant radios in to the ship in Orbit.  They are
ordered by Lt. Sallens to finish the survey mission.  The Sergeant
finds the survey equipment which is still intact  The squad continues
through the jungle and down into a small valley.  The hike is long,
made worse by the heat, fatigue, and anxiety of the squad.  They
finally reach the spot that they are to set up the mineral survey
device.  As luck would have it the creatures renew their attack.  The
smell of blood is too much for them to resist and they come pouring
into the clearing despite the volume of fire that the squads are
laying down. The little creatures manage to bring down two more
troopers before they are all dispatched. After a few minutes the
survey machine announces that it has finished the survey and is
relaying the data back to the ship.   The Sergeant radios in that the
survey is complete and requests extraction for the squad since their
mission is complete.  The Lt. responds that the jungle is too dense
and that they'll have to hoof it back to their original landing zone
to be extracted.  There are curses all around from the squad.

Everything goes pretty smoothly for the squad until they are about a
quarter of a kilometer from the extraction point.  They hear the
tell-tale crackle and hiss of the creatures just before they pounce
down from above.  The Sergeant orders the squad to haul ass to the LZ.
  The vast majority of the remnants of the two squads run off after
Sergeant Baird.  Trooper Simmons holds his ground and fires on the
creatures in the trees above.  Corporal Nightshade follows Simmons
lead and opens up on the creatures coming along the ground of the
forest.  For several tense seconds the troopers unleash hell on the
approaching horde of little scaly taloned horrors.  Soon they are
overwhelmed.  They fight desperately managing the get clear enough to
throw a few grenades.  They hear the dropship's engines roar overhead.
Miraculously the two survive the onslaught and manage to kill every
one of the creatures.  They move as fast as possible with their wounds
and make it to the clearing. The see the rest of the squad loaded onto
the dropship.  As soon as they are on board the pilot takes off. The
Sergeant laments "Always a $%^&in' hero in every bunch…"

  Post Mission: Simmons levels up to due to having the most kills.  He
also receives the Crimson Sword for Valor ( he got the last kill).
Baird leveled up on the d10 roll.  Simmons and Baird upped their
rifles at far range, and failed his development roll.  Baird
requisitioned a Shotgun and Nightshade requisitioned a rocket pod.

That's it for the first planet.  I'll try and get the summary of the
second planet typed up and posted in the next few days.  Also I've
uploaded a picture of a cookie cake I had made with the 3:16 logo for
the session. They did a pretty decent job with it. The image was used
with the gracious permission of Gregor Hutton.

#42 From: "Rain" <rain@...>
Date: Sat Feb 21, 2009 8:25 pm
Subject: Re:A question on the use of NFA?
mrwgates
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The way we've been using this rule has, so far, been mainly through the use of equipment, specifically with declarations adding features to our MandelBrite suits.
 
Things like deploying crampons for climbing, activating motion sensors to find the enemy, etc. When I'm GMing, things like these usually grant a +1 bonus to the characters' next appropriate NFA action.
 
A few examples of 'non-equipment' bonuses off the top of my head:
  • A particularly bad dropship landing called for the troopers to pass an NFA roll to hold down their lunch (a tactic I know Gregor regularly employs). Those who failed suffered a -1 modifier to their first Dominance Roll due to reduced visibility (their visors were now liberally coated with said lunch).
  • Setting up a fire corridor and taking cover yielded a +1 to the characters' first FA roll.
  • Using an NFA roll to drag an injured comrade away from the jaws of the hostiles should probably give the injured squadmate a +1 on their own NFA roll for movement.
The first two of these we've actually used in games in the past. The third, I'd have no problem with using.
 
With regards to 'working outside of the rules', I wouldn't worry about it too much - If it's working for your group, go ahead and do it. In fact, I'd probably use your 'assistance' rules myself, if my troopers weren't so preoccupied with finding amusing ways to kill each other.  ;)
 
 
Ric
----------------------------------------------------------------------
"When I became an adult I put away childish things, like
the fear of childishness and the desire to be grown up."
C.S.Lewis
----- Original Message -----
Sent: Saturday, February 21, 2009 1:51 PM
Subject: [threesixteen] Digest Number 16

Messages In This Digest (1 Message)

1.
A question on the use of NFA? From: Rune B Reinås

Message

1.

A question on the use of NFA?

Posted by: "Rune B Reinås" runebr@...   tiron_cruvi

Fri Feb 20, 2009 8:46 am (PST)

Hi again folks

Now I've lead my group through the first two sessions of 3:16, planets
Klimt and Caravaggio. This was (as I stated in my first post here) our
first attempt at a story-game, and we were a bit anxious about some
unfamiliar concepts. We have had great fun however, and I think we all
are a bit surprised even at this point in the campaign at the depth of
play we have achieved playing the game. So thanks for a great game :)

But enough of that (I might write a actual-play report later).

In some of the threads I have read on the game, and on pg 87 it is
mentioned that you can use your NFA stat to grant a bonus to your NFA
or FA in later. The way I decided to handle it was to let the players
give a +1 to their own or another soldiers FA/NFA in the next round if
they made their NFA roll, and had a good description on how to aid
their comrade (or set-up themselves). I have even added +1 to the
whole group on their next turn if the player comes up with a specially
impressive or imaginative way to help the group as a whole.

After the last session I have read through the rules again, and I
can't really find anything detailing the use of NFA to gain bonuses
except for the little text about "making use of your gear" on pg 87.
So I'm wondering if we are working outside of the rules here? It works
for us, and we will likely keep using it this way, as I feel it
encourages the players to come up even better input in the encounters.

I would like to know however how you (the designer, and also other
gm's and players) handle this. Do you keep the bonuses strictly to the
use of equipment? When do the bonuses apply (first roll that round,
later in that round, next turn)? Other views on, and uses of the ability?

Rune

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#41 From: Rune B Reinås <runebr@...>
Date: Fri Feb 20, 2009 4:46 pm
Subject: A question on the use of NFA?
tiron_cruvi
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Hi again folks

Now I've lead my group through the first two sessions of 3:16, planets
Klimt and Caravaggio. This was (as I stated in my first post here) our
first attempt at a story-game, and we were a bit anxious about some
unfamiliar concepts. We have had great fun however, and I think we all
are a bit surprised even at this point in the campaign at the depth of
play we have achieved playing the game. So thanks for a great game :)

But enough of that (I might write a actual-play report later).

In some of the threads I have read on the game, and on pg 87 it is
mentioned that you can use your NFA stat to grant a bonus to your NFA
or FA in later. The way I decided to handle it was to let the players
give a +1 to their own or another soldiers FA/NFA in the next round if
they made their NFA roll, and had a good description on how to aid
their comrade (or set-up themselves). I have even added +1 to the
whole group on their next turn if the player comes up with a specially
impressive or imaginative way to help the group as a whole.

After the last session I have read through the rules again, and I
can't really find anything detailing the use of NFA to gain bonuses
except for the little text about "making use of your gear" on pg 87.
So I'm wondering if we are working outside of the rules here? It works
for us, and we will likely keep using it this way, as I feel it
encourages the players to come up even better input in the encounters.

I would like to know however how you (the designer, and also other
gm's and players) handle this. Do you keep the bonuses strictly to the
use of equipment? When do the bonuses apply (first roll that round,
later in that round, next turn)? Other views on, and uses of the ability?

Rune

#40 From: "galaxyhitchiker27" <pelorspaladin@...>
Date: Thu Feb 19, 2009 11:22 pm
Subject: Naming Conventions and Troop Replenishment
galaxyhitchi...
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Hey folks,

I couldn't really find too much about the Expeditionary Force's naming
conventions outside of planets.

I'm trying to come up with some good naming conventions for the star
ships of the 3:16, but I'm sort of stumped. I'll have to keep thinking
about it.  What conventions have you all come up with?

Also, how does the 3:16 Replenish itself, or does it?  It says on page
6 that the Expeditionary force starts out at ~10,000 people when it
left Terra a long time ago.  Presumably it has lost some people along
the way.  Does it replenish itself in any fashion?  Perhaps receiving
recruits from home as it pushes its way farther and farther out into
the galaxy?

#39 From: "Gregor Hutton" <gregor@...>
Date: Mon Feb 16, 2009 12:08 am
Subject: Re: Grenades and friendly fire.
dochorror_uk
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Hi William

You are correct, and it sounds like the guy got it wrong. No worries,
it sounds like you had a good time regardless.

The rule is:
-----
*SPECIAL EFFECT: Grenades cause a kill to any PC at Close Range
with the aliens who failed their die roll this Combat Round.
-----

So, if someone uses grenades then PCs (including the grenade thrower)
are only going to take a kill from friendly fire if they (a) fail
their roll this round and (b) are at Close Range when it comes to
their (failing) turn.

In the example Bam is safe as soon as he succeeds on his own roll.
Alvida would have taken a kill had the aliens moved her to Close, but
since they also failed she stays at Near and doesn't take a kill.

Note that it is possible to throw a grenade from Near Range, fail the
roll, and get dragged into Close by the aliens, thus taking a kill
from your own grenades on your turn.

Astute readers will note that later in a Campaign you may have either
FA or NFA at 10, which makes you immune from collateral damage from
Grenades (since you cannot fail your roll). This is why there are
nuclear grenades for the Higher Ranks (TPK and Paradise Bombs). You
will note that these nuclear grenades don't care if you succeed or
fail your roll, just that you are at Close Range or in the encounter,
respectively.

Gregor

#38 From: "galaxyhitchiker27" <pelorspaladin@...>
Date: Sun Feb 15, 2009 9:10 pm
Subject: Grenades and friendly fire.
galaxyhitchi...
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Pardon me if I missed the answer to this somewhere in the book, but I
read the sample combat section twice as well as the grenade
description on page 81. I just wanted to make sure that I have this
correct.

If a trooper drops a grenade in close range while friendly troopers
are still in the range, they don't take kills as long as they succeed
at their roll even if they have a lesser success than the grenade
thrower.  Is that correct?

The sample combat on page 23 has Trooper Dog throwing a grenade at
eel-beasts in close combat.  Corporal Bam moves to near range and Dog
lobs the grenade.  Had Dog lobbed the grenade before Bam moved to near
range would Bam take a kill even though he succeeded?

The sample combat section and the grenade description on page 81 seem
to suggest that only PCs who failed their roll take a kill.  I just
want to make sure I've got the right interpretation of the rules,
because the fellow who ran the demo I played in Friday night (who did
an awesome job by the way) interpreted it differently and I wanted to
make sure I'm not interpreting the rules improperly.

Thanks so much.

-William

#37 From: Rune B Reinås <runebr@...>
Date: Thu Jan 29, 2009 3:03 pm
Subject: Norwegian greetings :)
tiron_cruvi
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Hi there folks

New member here, so I just wanted to introduce myself. I'm a Norwegian
guy, 33 yrs old, work a a teacher/special pedagogue.

I've been playing rpg's for most of my life (almost 20 yrs I guess),
and have to say it's without doubt my #1 hobby. I'm mostly familiar
with more "traditional" games such, and have played and collected way
to much rpg stuff over the years. Currently I'm running campaigns in
two Swedish rpg's "Drakar och Demoner Trudvang" and "Mutant:UA" as
well as being a player in other campaings (Dark Heresy and Earthdawn
most recently).

I've recently discovered, or become curious about the Indy side of
rpg's and purchased a few pdf's from Indie Press before Christmas.
(Lacuna Spirit of the Century, and 3:16)
The first one i have read all the way through is 3:16 (I find reading
pdf's quite tiresome), and I love it. I originally got these pdf's to
see what this "indie-fuzz" was all about, but now I'm more stoked to
play than I've been in years.

In fact it reminds me of my fist meeting with rpg's. A summer vacation
to some boring island when I was 12 or 13. I had recently bought a
copy of a Swedish rpg as a impulse (I had recently become aware of
Tolkien and read all books I could find voraciously). I had no idea
what this "game" was about, but after a couple of weeks with the book
as my only reading material it started dawning. I remember the feeling
of having discovered something potentialy great, yet still the worry
that I might not "do it justice" so to say.

I have a bit of the same feeling now, after 20 yrs of roleplaying 3:16
makes me feel uneasy as well as very exited. Worried if I really have
grasped the concept, even if it is a easy read with seemingly
streamlined rules. Also I will order the physical book asap, the pdf
just won't do anymore :)

I'll be running the game for some of my friends tomorrow. It will be
my first session running 3:16 as well as our first foray into the
world of Indie games :)

Wish me luck!
Rune

#36 From: Renato <renato.ramonda@...>
Date: Mon Jan 26, 2009 9:59 am
Subject: Re: Re: 3:16 Initial assault
renatoram2000
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On Mon, Jan 26, 2009 at 10:53 AM, secret_hamster
<secrethamster@...> wrote:
> Is it possible I could have the .svg file for the 3:16 standard orders
> and equipment sheets. I notice that although there is the combat drugs
> card, there are not Armour cards. So I was looking to do some myself.
> I will of course post back the results. If anyone can think of any
> other cards needed (while I'm at it)

Oh, I never did an svg version of the equipment or orders: I just
screenshotted the pdf, but I think that's not very redistributable,
being copyrighted material :)

--
Renato Ramonda
-------------------------------
The ship has kinda sailed, you know, the barn's door 's open
the cows are out, and the bag is really devoid of CATS!

#35 From: "secret_hamster" <secrethamster@...>
Date: Mon Jan 26, 2009 9:53 am
Subject: Re: 3:16 Initial assault
secret_hamster
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--- In threesixteen@yahoogroups.com, Renato <renato.ramonda@...> wrote:
>
> On Mon, Aug 25, 2008 at 10:37 AM, steamrunner_13
> <Steamrunner@...> wrote:
> > Welcome, I have been reading about 3:16 for a bit and I am a big fan
> > of indie rpg's. I recently bought the pdf/print bundle for this from
> > IPR and fell in love with this game. I have created several files to
> > aid in play and I copied renatoram's token idea. I should have asked
> > first.
>
> :-D
> No problem, really. As I said, if anyone wants the sources, I have the
> .svg vector files you can customize with Inkscape (or Illustrator, I
> guess).
>
> Oh, yeah, hi! I'm 'renatoram'
>
> --
> Renato Ramonda
>

Is it possible I could have the .svg file for the 3:16 standard orders
and equipment sheets. I notice that although there is the combat drugs
card, there are not Armour cards. So I was looking to do some myself.
I will of course post back the results. If anyone can think of any
other cards needed (while I'm at it)

#34 From: "Gregor Hutton" <gregor@...>
Date: Tue Dec 2, 2008 1:18 pm
Subject: Disposable Heroes
dochorror_uk
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The Disposable Heroes supplement (8 pages long with art) is now
available for FREE in the Collective Endeavour journal:
http://www.rpgnow.com/product_info.php?products_id=59188

It has a new weapon, planet type and creature form. It then details 20
different mission/sub-missions for Troopers.

There's good stuff in the Journal for other games too, of course.

-Gregor

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