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Showing posts with label The Department. Show all posts
Showing posts with label The Department. Show all posts

Monday, 11 February 2013

Test Page

So, I'm slowly gearing up to kick off a campaign of The Department. I think I have enough figures either painted or almost painted for it and have started to think about the 'mood' of the setting. I want to use Comic Life still, but would like to aim for a different tone compared to my fantasy game reports. So far, I have come up with this:


I quite like the black and white images with a little 'splash of colour' here and there. I am currently painting a handful of 'men in suits' which I will probably use for the main character(s).

I also want to get some regular police officers and riot police as these can serve a dual role in both The Department and my zombie games. But I'm getting off track!

Although the above pictures were posed purely for the photos, they nature of the game means it should lend itself well to this kind of narrative approach. I look forward to presenting more reports from this game soon.

Tuesday, 22 May 2012

The Department: Working The Streets

Today I took the opportunity to have a couple of games of The Department. The first go was largely uneventful, the second less so. It is the second game which is reported here:








All in all I felt it had a lot of potential. There were a couple of gaps in the rules and NPC AI, which was a little dissapointing. If the AI was actual software, it would have crashed a couple of times, but a couple of tweaks sorted it out. I am surprised this wasn't picked up in playtesting though. All in all, however, a good game and I look forward to more.

Monday, 21 May 2012

The Department: A rough neighbourhood

I'm waiting for varnish to dry on some figures before I can play my first game, but in the meantime I've been messing about a bit with terrain to gauge what I have and what I still need.



 The city sprawl, where the commercial district meets the industrial sector and all kinds of dubious transactions take place.




Phil Gibson exits his patrol car, pistol at the ready. You can never be too careful.



The executives at Logi-Core Consulting are so above the law they don't care about parking regs...



In the industrial sector, a worker plies her trade. She could be a low grade fabricant or a human, but it makes no difference to her approaching client.
 


A briefcase and shades usually signify trouble. Someone for Detective Gibson to look into.

Hopefully I'll play a full scenario later this week. It's been useful in encouraging me to paint my civilians, so I might be able to start my zombie campaign as well!





Friday, 18 May 2012

The Department: Character Creation

Last week I discovered I had a few pounds left in my PayPal account and that this amount was freakishly similar to the cost of the PDF of The Department, a recently released 15mm future-noir, investigative skirmish game. I had been on the fence about this for a while, but fate was clearly pushing me in a certain direction. It also helped that I could use a lot of my growing 15mm zombie game collection (or at least the human part of it) and just consider it to be 'near future' while I tried out the rules.

In this post I want to cover a bit about my first attempt at creating a character. Characters in The Department are investigators in the employ of the Department of Fabricant Management (think Blade Runner style noir) and a campaign involves them undertaking a series of missions with the ultimate aim of defeating the Prime Suspect behind the illegal goings on.

Character creation is a straightforward step-by-step process, but it has plenty of choices and it is possible to create a wide range of detectives to suit your play style and particular feel for the genre. In fact one thing this game has surprised me with, even before playing, is the amount of goodness crammed into less than 80 pages. But before I get distracted, let's move onto the first step of character creation as I introduce you to Detective Phil Gibson:

Step 1: Purchase Attributes
Characters in The Department have 3 primary attributes and 3 derived attributes. You need to pay to receive dice in the primary ones and then these are added in various combinations to determine the derived ones. Each die costs incrementally more than the last, so it is easy to go overboard with sepnding points! Detective Gibson was given 3 in Prowess, 2 in Intuition and 2 in Logic. This yielded derived attributes of 5 in Reaction, 4 in Deduction and 5 in Resolve.

Step2: Purchase Background
Every person has a reason behind why they do what they do, and characters in The Department are no different. The game provides various backgrounds to choose from, each of which has a different effect. Detective Gibson has the Tragic background. His family were killed by renegade Farbricants and this influences how he behaves towards them by giving modifiers to certain interactions.

Step 3: Select Your Training
Time at the academy equips your character with certain skills and in this stage you pick what they specialised in. Phil Gibson took his anger and channeled it into aggression towards criminals. He has the Pacification Training, giving him bonuses in Melee but penalties in questioning suspects. He'd rather let his fists do the questioning.

Step 4: Select Your Division
The division a character currently works for also provides specific effects. Det Gibson used to be a primal force on the streets, stopping at nothing to take down fabricants, but in doing so he put one too many innocent lives in danger and he is currently on administrative duty. It is the worst form of punishment for him. The Administrative selection gives a bonus to the Bureaucracy skill.


Step 5: Purchase Skills
Selections up to this point have provided bonuses and penalties to specific skills. In this stage players can choose to add dice to any of their character's skills, as long as they pay the points cost. To reflect his policing preferences, Phil Gibson was given additional dice in Ranged Attack and Melee Attack.


Step 6: Purchase Special Traits
Characters can be personalised further by selecting special traits. Det Gibson has Famous, to reflect that he is well known by the media and public, especially those who support anti-fabricant legislation. He has become a bit of a poster boy for the cause. Unfortunately for the Department, it means it is not always possible to hide him away behind a desk, the media starts to ask too many questions. Being so well known means Gibson cannot start missions 'hidden'. Someone always spots him. He also has the trait Ladies' Man, as with fame comes certain... oportunities, and Gibson is not afraid to make the most of them. Anything to forget the pain of his dead family, even for a moment. Finally he has Questionable Associates. He quite openly targets criminals who are suspected fabricants and cuts confirmed humans slack. He willingly risks the attentions of Internal Affairs if making a bargain or deal can get him the evidence he needs to make his case.

And that, in a rather large nutshell, is character creation in The Department. The opportunities are huge for a miniatures game, which is why I wanted to dedicate a whole post to them. It certainly has a RPG feel to it and it is good fun looking at the different options. I hope this provides a bit of information to those who are wondering what these rules are like.