Legacy: Family Example of Play

The part of Legacy I get the most questions about is the interface between the Family and Character levels. We’re working on ways of making this more flexible in Legacy 2e, but for the current version I try to stick to two ideas:

1) The Character has de facto control over the Family’s operations.

2) All Family moves should begin with the Character asking Family members to do things and end with the Character being informed of the results.

This way the player’s role in the fiction is maintained and doesn’t cause dissonance. It does have the weakness that it limits what role the Character could have in the Family, but you can still create rebels and apostates by saying that this Age the player only has control of the wing of the Family that actually pays attention to the Character – or just ignore the Family layer if it’s completely irrelevant to your current character.

Getting Started

The situation: Isolde and Karl’s expedition into the wasteland of the robot-filled metropolis discovered a functional power plant – a source of strength and sustenance for the robot hordes. If they can take it out, they have a shot at increasing the size of their Homeland dramatically. Now, they’re back with their families and trying to put a plan together.

Players:

Alex

Family: The Last Battalion (Lawgivers). A surviving remnant of the pre-Fall military, dedicated to protecting the survivors in the territory around their bunker.

Character: Isolde (Sentinel). A battle-hardened tactician, in charge of the Battalion’s Special Forces group.

Chris

Family: Reclaimers (Enclave). A scattered mystery cult who teach secrets of the World Before to those members who successfully hunt down and dissect the aberrant robot beasts.

Character: Karl (Hunter). A rising star in the Reclaimers whose hunts have brought him fame but who takes too many risks for some of the cult’s elders.

Preparation

GM: Let’s start with you, Chris. Which settlement are you heading to?

The Reclaimers are Dispersed – they maintain bunkhouses/workshops in most of the Homeland’s settlements.

Chris: Let’s say I head to the South Circle. It’s the closest to where we left the Wasteland and I know they’re willing to fight.

South Circle was the grand park’s Metro station, and with the tunnels barricaded up, it’s well-defended and sheltered.

Chris: So Karl kicks open the door to the Reclaimer house and drags the dead bot in. Big entrance, you know?

GM: You see two of the Acolyte-Engineers – Skols and Warren – are here. They rush over as they see your haul and start poking the machinery and arguing over what different bits are for. Get 2 Tech from Holding Back Another Fall as they disassemble it.

Chris: I’ll leave them to their fun and head to the terminal to talk with the rest of the Reclaimers. I need to get plans of that facility if we have a chance of shutting it down, so I’ll put some of scouts and scavengers on the search.

GM: Ok, roll for Reading the Wind.

The Reclaimers have a Reach of +2, and added to the dice get a result of 9. Chris gets to pick one thing to learn about the power facility.

Chris: Let’s go with “The perspective of its neighbours” – I want to know the legends the scavengers tell about it.

GM: So your scouts come back having found some hermits in the wasteland and got their stories. There aren’t many willing to go near the plant, but they say its activity has peaks and troughs. During the day, the place is quiet – though still enough bots to be deadly. During the night, though, it lights up and there’s a strange humming noise, and bots from far and wide pour into it and leave at dawn.

Chris: I guess we should strike during the day, then. Wait, An Eye For Details gets me an extra question – what sort of power plant is it? How can we shut it down?

GM: Alright, one of the scouts took down notes of numbers and icons stencilled on the building. After a few days of research, a scribe of the order presents you with their findings. They say it’s a design that creates a self-sustaining fusion reaction that can be throttled up or down but never stopped – if you can disrupt the reaction at all it’ll be super difficult to start it up again, though the reaction chamber will be full of radiation.

Chris: Interesting, interesting. I’ll start planning out an assault.

GM: Ok, let’s move over to the Battalion. Alex, what’s Isolde up to?

Alex: Arming up. The Reclaimers can help us with the whole hi-tech stuff, but to take this territory we need strength of arms. You said Karl’s scouting took a few days, right? So once she got back to the bunker and briefed the colonel on the plant she’d have got to work requisitioning arms and vehicles for the Special Forces unit. I’m activating Tooled Up and Looking for Trouble – I’ll exhaust Surplus: Weaponry, Transportation and Reconnaissance, getting me three hold.

GM: Going all in, eh? Ok, so you’re on the parade grounds looking out over your forces. Three dozen soldiers standing proud in haphazard armour they’ve painted to look like uniforms, two jeeps rigged to run completely non-electrically, a half-track with a mounted gun, and a whole heap of weapons. The Colonel’s there with you to send you off. She turns to you. “Looks like a small party, Sergeant. Are you sure this is enough?”
Alex: “I’m quite confident, sir. And there are people out there counting on our patrols – I can’t justify the risk of leaving them undefended.”

GM: She nods and motions for the compound gate to open. She looks back at you. “And, Isolde?”

Alex: “Yes?”

GM: “Come back safe, alright?”

Alex: I nod. “Yes, mother”. Then I motion the convoy to head out.

GM: You drive out, the gate guards saluting as you pass.

Alex: The convoy’s going to head south, swinging by South Circle. Karl, you coming?

Chris: Yeah. Though – we may need to do some way of dealing with the radiation. Do the Reclaimers have anything that would work?

GM: Not particularly – it’s not a common hazard in the robot hunting line of work.

Chris: The Hammer of Thorium still owes us a favour for stopping their meltdown, right? I’ll call that in to try and get some of their protection suits.

In an earlier age the Reclaimers showed a group of A-bomb worshipping cultists how to make the warhead they worship ‘safer’ to live around, and so gained 1-Treaty on them via their Alliance Move.

GM: Sounds good. How does that look?

Chris: I’ll send a local acolyte over to their stronghold, saying that we need the blessing of Thorium for our battle against the False Men. I think that’s their lingo, right?

GM: Sure, roll Access.

A Reach of +2 and a dice roll of 7 gives a result of 9.

Chris: Ugh, not quite enough. I’ll spend that point of Treaty and bump it up to an 11.

GM: That works. So your acolyte makes it out of there with four radiation suits, having had to hand back the holy sign of Thorium your grandparents won from them last Age.

Chris: Ok, less than I would have liked but better than nothing. Want to get this show on the road?

Alex: Sure. You bringing anyone along?

Chris: Yeah, Karl will bring a few other hunters and some Acolyte-Engineers – Skols and Warren, wasn’t it? We’ll hitch a ride on a jeep.

Alex: Alright, let’s get going.

Into the Ruins

GM: It’s many day’s travel to the Plant and it’s hostile territory – especially with three loud vehicles. What’s the plan?

Alex: Let’s go slow and quiet until we’re almost upon the plant. I’ll draw up a route given what we saw last time we were here.

GM: OK, give me a Wasteland Survival roll.

We’re temporarily going back into Character moves – Isolde is leading the expedition and is a dedicated navigator of the wasteland so the GM thinks that makes the most sense. Another option would be to roll Hold Together to see how well the unit handles the trip. It’s perfectly fine to read the fiction and see in that moment if the Characters as leaders or the Family as a group is the most important entity to focus on.

With Isolde’s Steel of +2 and a dice roll of 6 Alex gets a result of 8 – she must pick two out of staying out of danger, staying well-supplied and keeping to the schedule. After some consideration, she selects ‘you don’t get into danger’ and ‘you don’t get delayed’.

Alex: I figure we have to push the jeeps to their limit to get through this terrain and escape the occasional rogue bot. You ok with that supply loss removing one of my Tooled Up hold?

GM: Sure.

Attacking the Plant

GM: So the sun’s dawning as you reach the plant’s perimeter and it’s as the Reclaimer’s scouts described it – almost completely quiet, with a few bots wandering around chewing on power outlets.

Chris: No reason to wait, right?

Alex: Yup. I make sure the squad’s ready and equipped, and start moving on the compound. First up, I don’t like the thought of fighting room by room. I nod to my heavy weapons guy, Frank, and point at the biggest window I can see. I’m spending 1 Tooled Up hold on ‘force your enemy out into the open’.

GM: Alright – Frank nods, hefts his rocket launcher and fires a missile straight through the window. There’s an explosion that shakes the glass from the power plant’s windows and a loud droning noise starts up as insectile robots pour out of the plant. You see one in particular striding through the horde, towering over the others. Electricity keeps jumping from it to the other droids in bright blue arcs, and the electrified droids seem to be entering some kind of frenzy and smoking.

Alex: I don’t like the look of that. I make a motion at the unit’s sniper to target it. Spending 1 hold on ’Take out a specified target immediately’.

GM: Hah! Ok then, a shot rings out and the thing crumples to the ground, its giant capacitors exploding in a shower of sparks and lightning.

Alex: That should have softened them up. I signal the charge. Chris?

Chris: The Reclaimers are ready to back you up – I’ll let you deal with the straightforward attackers and try to shut down the ones that try anything weird.

GM: Alex, you’re taking the lead, so you roll +Grasp on Claim By Force. Chris, roll +Treaty with the Battalion to help out.

Chris has a +1 forward from his Reading the Wind about the plant. He adds that to his Family’s Treaty on the Lawgivers of +2 and his roll of 5 to get an 8 – the Reclaimers add +1 to the Battalion’s assault but are exposed to danger, retribution or unforeseen consequences.

Alex adds her Grasp of +1 and Chris’s bonus of +1 to her roll of 8 to get a 10. She succeeds at taking the plant, but has to choose a cost.

Alex: Thanks, Chris. I don’t want to get wounded or make more enemies, so I’ll pick that our hold on it is tenuous.

GM: So I reckon your assault is enough to completely drive off or destroy the robots that were squatting here, but more will come tonight if the power’s still flowing. Karl, as the battle’s raging a suicide bot flanked the unit as was about to explode when Warren jumped on its back and tore out the detonator. He stopped the explosion but was crushed when it rolled over – he didn’t make it. Meanwhile, Skols caught a bit of shrapnel to the temple and is still woozy.

The group could have chosen to Claim by Force as soon as they got to the plant, but the Battalion’s precision attacks meant that the fictional consequences they suffered were much better than they could have been otherwise. Positioning yourself in the fiction to minimise your risks is a powerful tool!

Chris: Ah crap, I was relying on them to shut this place down.

Shutting it down

GM: Without the experts, you have two options. You can try to remotely shut down the reactor from the control console, but that’s been rewired and probed by generations of hungry robots. Or you could head directly into the reactor chamber to turn off the reaction manually, but you’d have to trust in the radiation suits.

Chris: Sure, we’ve had casualties, but this is why the Reclaimers came along. I’ll put the suit on.

Alex: Isolde takes a brief break from securing the plant to come and talk to you. “Are you sure you want to do this? We’ve done the hard part of flushing them out – we can hold this place long enough to get support in.”

Chris: Karl pulls the battered and patched helmet on, and through the helmet’s faceplate you can see he’s determined. “C’mon, Sarge, we both know you don’t have enough ammo to last that long. Trust me, I know what I’m doing.” He grins. “And they’ll have no choice but to make me an elder if I pull this off!” Then I pass my bow to Isolde and head to the airlock. “Look after that, alright?”

GM: As the airlock cycles and opens, the room’s filled with a blinding blue light. The bad news is it’s Harm 4 – good news is that your suit’s 2 Armour against this.

Chris: Ouch. I’ll mark off ‘On the Defensive’ and ‘Blood-soaked’. Can’t stay long here. What do I see?

GM: There’s the reactor assembly – a globe suspended in the centre of this huge, multi-story room. It’s glowing bright blue and the light’s pulsing painfully. There’s all sort of cables and pipes going in and out of the sphere, attaching to various places on the room’s walls.

Chris: I mutter curses about those superstitious idiots and their shoddy protective gear and start working out what needs to be sabotaged.

GM: So you only have enough time for one approach: do you want to break whatever you can, or work out a controlled way to shut it down?

Chris eyes his Force of +2 and Lore of +1.

Chris: The second one… probably sounds better for everyone involved. Let’s give it a go.

GM: Ok, roll for Defuse with Lore.

A Lore of +1 and a roll of 3 is not enough!

Chris: Well, shit.

GM: Yeah, it’s not good. You’re scanning over the pipes and cables, frantically trying to find a way to shut it down, but you’re getting woozy and it’s hard to focus. You find yourself staggering and stumbling. Take another 2 Harm. Maybe you have time to get back to the airlock?

Chris: No, I don’t think so. Even if my lore has failed me there’s always smashing. I’m going to mark my Dead box – even as I die I make one last strike, destroying whatever killed me.

GM: Yeah, that’d do it. Want to describe what happens?

Chris: Sure. I always have more weapons, right? There’s a blast arrow still in my back quiver – probably shouldn’t have brought that in, but too late now. I tear open the suit, grab the arrow, and start climbing the cables. I climb on top of the reactor, and smash the arrow into it where the cables and supports are holding it up. I’m thrown away by the explosion, as the reactor falls to the floor and crumples apart in a second blast.

GM: Alex, how’s Isolde taking this?

Alex: I’ve been watching tensely on the plant’s monitors. As Karl starts climbing it I’m already running to the airlock and I’m putting a radioactive suit on as the explosion happens. I try and open the airlock – maybe I can still help?

GM: The generator’s gone – the airlock isn’t working. Maybe you could push it open with Force?

Alex: No, I can put two and two together – if there’s no power he succeeded and he wouldn’t want me risking my life for nothing. I say a prayer for Karl, then go to the roof and launch a flare so the Battalion know that the mission’s succeeded.

GM: Yeah, you’ve definitely seized claim of this plant and this territory.

Alex: Good. I’ll leave the troops to secure this place and head back to the farmland – I have to deliver Karl’s bow to the Reclaimers.

Chris: Thanks – I’ll pick that bow as Karl’s Relic.

With a section of the city made safe and the Homeland greatly expanded, the group decide it’s time for a Turn of Ages…

Any questions or comments? Want an example of another mechanic? Let me know!

3 Replies to “Legacy: Family Example of Play”

  1. Thank you for the example. I like how the Family Moves are seamlessly integrated into the Character’s story. It is a different approach from other games in which character down time is just rest and recovery. In Legacy, the downtime is actually quite active with Family activity. Even though days have passed, the fiction is full of background or off screen action.

    1. Yeah, that’s the goal – to make sure that whatever time scale you’re interested in there’s choices to be made and stories to be told.

  2. Some observations I gleaned from the example :

    When in doubt, bring gang.

    The family is your character class. When unsure how to approach a situation, think of your family playbook first.

    Assume the PCs’ families are somewhat friendly, unless hostilities have transpired in game. That is more important than the PCs being friendly on a personal level. Their relationship may vary.

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