Wednesday, January 23, 2019

0047 - Arriving in Kepno

1415 25 JUL 2000
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Now I am going to do something I do often do and roll back the idea of using Solo for the next five posts. I thought a lot about the last post and the plan resolution and I found it to be a bit dry and missing some of the main elements that I have grown fond of in T2K. There was no cliff-hanger or that feeling that the characters might not make it out of the situation. In past episodes, for example, we have seen the heavy weapons damaged in the middle of a firefight and lost a HMMWV to enemy fire. Some of the characters almost drowned and it looked really bad for them. All that was missing in the last post.

As a result, I have decided to not use Solo for the rest of the posts. This should not be considered a criticism of the Solo rules and I continue to use elements, like relationships, to add depth to my game. Solo is just not a good fit here but that does not mean it might not be a good fit somewhere else or for someone else. That being said, on to the story,

The group has escorted a convoy carrying food from Zloczew to Kepno. We know from the description that there is a) a small Soviet MP detachment in the town and b) an ORMO that is not interested in moving beyond the city limits to pursue anyone. The question remains, what is the general reception in the town. For that, we can consult our T2K rulebook.

Kepno, Poland
Settlement Size: (2,000 with a militia/ORMO of 200)
Settlement Attitude: Open to contact
Settlement Government: Corrupt council
Settlement Crisis: Mechanic needed.

This information can be added to my reference entry on Kepno, helping to expand the information I have on the city over time.

Our picture of Kepno has a few more pieces. The detachment of Soviets (10 MPs) is small enough that they will probably not attempt to intercept the characters. They will defend themselves if attacked but would probably realized they are outgunned,

We also know that the MPs direct convoys that pass through the town several times a day. The population is doing a lot of trade with the convoys when they pass, so there is probably a strong interest in keeping the status quo. That would explain the settlement attitude. The more contact, the more business.

Although the local ORMO has been told to look out for stragglers, there is nothing to indicate that they will open fire immediately. This is probably very true for Americans escorting a merchant convoy.

Then there is the council. Corrupt councils come to power by force or rigged elections. That does not really work here so we can declare that the council is skimming off the frequent traffic passing through the town by keeping the Soviets busy when there are things they shouldn't see and providing "protection" for those elements doing their business within the city limits. This would also require the help of the police or ORMO, which would also explain their lack of motivation when it comes to pursuing stragglers. To create a little conflict, we can assume the officer leading the MPs is against this kind of arrangement. Despite that, the council will not want anything to happen to the Soviets, as they serve as their legitimate cover.

Now we only have one final piece missing and that is the matter if the settlement crisis (a mechanic is needed). So the settlement needs a mechanic and we know that convoys pass through the town several times a day. Something needs to be fixed that the Soviets cannot help the town with OR something that the town does not want the Soviets to know about. The latter makes the better story. It cannot be something simple and common place, like a still. It is likely that a lot of people could help fix that. That would make it uncommon and probably very valuable.

Finally, we can propose a create scenario hook out of our heads: the town is doing a lot of business revolving around the transport of goods, both legal and extra-legal. The transport of goods has become more dangerous and then town is looking at a way to stiffen their convoy defenses. Recently, the ORMO has discovered a OT-64 derelict that could be recovered. The derelict is one of a group of three, although the other two can probably only be salvaged for parts. The town council dispatched a small group with the resident mechanic, but they have not returned. The council is willing to offer shelter and an opportunity to trade if the group can recover the OT-64 and the mechanic's party.

We can use a Traveller trick here and propose several alternative outcomes or details for the hook.

    1D6 Roll  Details
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The mechanic and his crew recovered the OT-64 and set off to sell it to the highest bidder. The town council will not believe the characters and accuse them of stealing the OT-64 and doing away with the mechanic.
2-3
The mechanic and his party have been working at the site but have been attacked and 1-2) killed, 3-4) captured, 5-6) been run off. The characters will face resistance when they try to recover the OT-64.
4-5
The ORMO is as corrupt as the council and has been working with a local marauder group to help the towns people run into trouble. the mechanic had a lot of valuable tools and equipment with him when he left. The OT-64 exists but it is not a derelict and is fully operation and in the hands of marauders.
6
The situation is as presented. The mechanic and his crew are having difficulties salvaging from the wrecks. They would appreciate a hand and then everyone can go home and enjoy a little down time.

Now we are prepared and can begin play.

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