Bad Kansas City Session 1 and 2
Players
G. A. Webb, former Air Corps Pilot, Mystic - Liquid Video
Victor Hayes, bootlegger and gangster on the run, Smuggler - TheValibuk
Andreas Albrecht, veteran soldier and arms dealer, Merchant - Shaman
Session 1 - January 7th, 1930
The crew jumps off a train upon getting into Kansas City proper. Before they jump another tramp points out the Catholic Mission and wonders at the treasures smuggled there by the Vatican during WW1.
They bump into large guy and a small guy, Kirby Malone and Gus Bardot respectively. They have a big sack of something and are arguing about where to go. Kirby is angling for the airport and Gus a car to get to Mexico. The crew says they can peep the airport for them and that they should hole up.
A walk through a cemetery later they arrive at a used car dealership run by a man named Cartwright. They haggle and bust the old man's chops for a truck and get it brought down even more. Cartwright speaks about how his real job is breeding and raising horses.
Webb walks to the market to get a hangover cure for Cartwright's hungover mechanic son and finds a tortoise crossing the street with an address scrawled on its shell.
Session 1 - Written in Character by Shaman
Die Notizen von Andreas Albrecht Erster Tag in Kansas City Morgen Ende der Leitung, zumindest vorerst. Wir haben den Bahnhof gemeiden. Die Polizei war unsere größte Sorge, aber am Ende konnten wir auch den Leuten des örtlichen Bosses Pendergast aus dem Weg gehen. Es ist besser, die Kontaktaufnahme auf unsere eigene Art und Weise zu gestalten. Pendergast Wir trafen auf ein paar Typen, die Pendergast Geld gestohlen hatten. Wir boten an, ihnen über Webbs Kontakte auf dem Luftwaffenstützpunkt einen Ausweg zu verschaffen, aber wir könnten sie auch an Pendergast ausliefern ... Cartwright Wir brauchten zuerst ein paar Räder. Vic und ich haben einen Verkäufer übers Ohr gehauen und einen guten Preis für einen alten LKW bekommen. Wie sich herausstellte, ist seine wahre Berufung die Pferdezucht, und er arbeitet auch mit Pendergast zusammen. Es sieht so aus, als könnten wir diesem Kerl nicht ewig aus dem Weg gehen. Cartwrights Sohn ist etwas mürrisch und unmotiviert, aber er könnte ein anständiger Mechaniker werden. Tortoise Webb ging weg und fand eine Schildkröte. Hoffentlich endet das nicht so wie diese Sekten-Sache in Atlantic City. Jovic hatte das nicht verdient...
Translation for Cowards Andreas Albrecht's Notes
End of the line, at least for now.
We avoided the train station. The police were our biggest worry, but in the end, we also managed to steer clear of the local boss Pendergast's men. It's better to handle contact on our own terms.
We ran into some guys (Kirby and Gus) who had stolen money from Pendergast. We offered to help them get out through Webb's contacts at the airbase, but we could also turn them over to Pendergast...
First, we needed some wheels. Vic and I ripped off a salesman, Cartwright, and got a good price on an old truck. As it turns out, his real calling is horse breeding, and he also works with Pendergast. Looks like we can't avoid this guy forever.
Cartwright's son is a bit grumpy and unmotivated, but he could make a decent mechanic.
Webb went off and found a tortoise. Hopefully this doesn't end like that cult thing in Atlantic City. Jovic didn't deserve that...
Session 2 - January 7th-8th, 1930
Victor and Andreas drive up to Webb in their new truck. Webb shares with them the address scrawled on the turtle shell. A discussion about the intelligence of the turtle begins. G. A. is adamant to deliver the turtle but is overruled to go to he airport to find a way out for the criminal duo.
They arrive at the Kansas City Municipal Airport a sprawling complex replete with a US Customs facility. The crew decides to figure out more about the current situation before getting brought into biting more than they can chew.
Andreas goes around bribing baggage personal to get more info on the airport. An older feller, Mr. Juan Reyes, tips them off about a US Agent having an office in the airport. Victor bums a cig off some goons casing the airport and sees they are armed. Webb goes to chat up some Air Corps fellers. They warn him about Pendergast's goons and tell him not to get involved. The Air Corps fellas are guarding crates marked for delivery to French Indochina.
While discussing what they found a rocket bursts overhead! The cops spring into action blowing whistles and yelling about the rocket boy being back. The crew sees a young man slipping off into the night. They head to a cut off point and meet Mackie. Mackie is cagey but intimates that Pendergast killed his family and he's deadset on revenge. Kirby and Gus were involved in his family's death... Mackie says if the crew can hook him up with the stuff to make rockets and explosives he could make some things that go boom for them.
The crew seems set on killing Gus and Kirby. They stop for a bite to eat and return to the pair. Kirby is found in pool of blood in the warehouse. Gus betrayed him... Kirby spills that the money was for the ransom of the City Manager's daughter.
They track him down, encountering a little girl selling mints along the way who points out where Gus ran off to. Andreas and Gus both fall ill, poisoned mints! Webb fast talks Gus to give Andreas an opportunity to sucker punch Gus. They stash him in the truck and go confront the little girl. She said a green eyed dog named Chumley visited her dreams and told her to make these mints. Andreas gives young Madison some choice advice about being confident. Madison gives a strange page to Webb, who translates enough to understand that it is some ritual for the summoning of a demon!
Reflections thus far
FTL Nomad has worked well, very similar to CT in its flexibility, danger, and openness. I was a bit worried about running something statted for a leveled game in something without levels, but I've done a good job so far. I am keen to run a big, fuck off firefight in it though to kick the wheels on it. Also keen to try out the chase and vehicle combat rules!
BKC itself is a treat. Most of the hexes have really strong encounters that push players all across the map. What I like best is how most of the encounters force you to engage with NPCs and factions. You can't duck being social in the city and it's been a very talk heavy game so far.
My prep for this campaign has been similar to CT with the most useful items being a list of names by neighborhood and a random event table to keep track of factions and other goings on in the city. I am kind of torn on if I should prepare more detailed maps for the hexes, but I do not think that's the point of the campaign.
I think a confrontation is on the horizon and Webb seems to be on the path to finding some of the magic early on which will be exciting!