The X Card
We discussed the concept of an X Card (Explanation of the original concept here.). We decided that you can toss up an ASL X to indicate that something someone just added to the game is unacceptable to you, whether it’s a particular topic, event, or even just a word. It might be something that bothers you viscerally or just something you think disrupts the scene. This is an exception to the “Don’t Contradict” rule.
If the person understands what you mean, they should immediately revise what they added to remove the unacceptable thing. They shouldn’t ask for explanation or justification or check in to make sure you’re all right unless you ask for help. If it’s unclear, they can ask for clarification, but only to identify the problem. If you feel it necessary to learn more, do so after the scene is done.
The X Card doesn’t replace your normal ability to talk about something, ask for a break, or excuse yourself from a scene. It’s just a fast way to give a hard no and move on. You should feel good about using it as often as you’re moved to.
I’ll put this info up in a wiki page, too.
We decided that the amount of IC time that will pass between games is one week. This is flexible. Downtime scenes can always stretch or squash time, and if a scene runs late we can always pick it up at the next game right where we left off. The general assumption, however, will be that one week passes between the each game’s events.
Mx. Hood, K’t’k’prrk (Kateka Burrke), and Kartesh Fartouch chatted at a party to celebrate Hood’s first lecture at the Institute. After some commiseration about humans, they were approached by Professor Lesque. Lesque asked after an artifact she had arranged to have delivered but which had gone missing. The artifact had a unique radiation signature that should make it traceable.
Hood and Fartouch searched for the artifact and found that it had never arrived on the station, but that an independent ship called the Paramount had set out with a newly-outfitted radiation-shielded cargo compartment. They hired a ship from Salvador “Sal” AstroVoyager3.0u and headed out in pursuit.
In a mostly-empty region of space in Earth‘s solar orbit, they found a cargo ship (sans cargo) detained by an Engine patrol vessel. By scanning the region, they found a ditched cargo container that matched the radiation signature. They raced to reach it before the Paramount did, grabbed it with their ship, and disguised its radiation using Fartouch’s abilities. The Paramount was fooled and they were able to escape, but received a message from the Engines warning of “dangerous munitions” in the sector.
Hood went into the cargo container and discovered that the artifact was an ancient nuclear missile from Earth’s first attack on the Visitor. Reluctant to bring it back to Mea Culpa, Hood and Fartouch decided to launch it into the sun. They all got into vacuum suits, attached all of the ship’s spare oxygen canisters to the cargo container, and used Fartouch’s telekinesis to shove it toward the sun and use the oxygen as makeshift thrusters. The Paramount tried to recover the artifact, but it was forced to back off before it plunged into the sun. It retreated into deep space with Engine patrols in pursuit and Hood and Fartouch were able to return to Mea Culpa safely.
Next time, game will start at a bar just off of the Institute campus.
We decided to maintain a list of Story Ideas that could serve as seeds for plotlines. Someone who comes up with an idea doesn’t have to be the one to run it.