Of Steam, Steel and Murder

Session 49 - Dare's Gift
session

Players: Sharon, Jamas, Marcus, Joshua, Nick


Here is part 1
Here is part 2


Another interrogation leads to some frightening possibilities. Could someone from Bishop’s past be causing problems in Metapol? Joshua Dare, head of the guilds and all around nice guy, has a gift that he can’t wait to unveil to the Investigators. Join us again for another wacky, mayhem filled adventure of outrageous proportions.

Joshua’s connection died out again, just as the party needed Ethan the most! Curse you internet!

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Session 48: Wedding Bells

Players: Marcus, Logos, J.Guilt, Sharon, Thad


Here is part 1
Here is part 2

Bishop returns to Metapol and wedding bells are tolling. You are all cordially invited to the marriage of Daniel Bishop to Jennifer Renwick. Bishop has been a busy man as he already has a baby girl in tow. Everyone say hello to little Agatha as she rides Marlow like a pony shouting “In The Face” the whole time. The festivities over, our heroes are asked to look into a small problem that Crown agent Leonard Malton needs help with. It seems the spy is being followed, but by whom and why?

It’s been two months and things are moving along in Metapol. Dare’s idea to move the Guilds away from Nation control and into a sole authority has gained some support. The Italians and the French have signed on and Britain are willing to “wait and see” how this turns out. Forgive the coughing and throat clearing as I was still pretty sick during this session.

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Session 47: Persons Of International Mystery

Players: J. Guilt, John, Joshua, Nick, Marcus, Jamas



Here is part 1
Here is part 2

“Joe” is introduced to Dare and Ms. Blair as the clone of their fallen Tesla. Dare explains his plan of emancipating the Guilds from British soil, which brings nasty looks and thoughts from a very patriotic Marlow. Joe’s sickness is investigated by Watson and Crick. And a cameo appearance from Bishop as he easily avoids being shived while in jail.

A planning session at best. Life has gotten a bit interesting in the last few weeks, leaving me with less time than normal to plot and plan. We discuss the direction our next season should go and it looks like the gang is slated for the international scene as Guild Investigators once again.

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Session 46: War!
session

Players: Jamas, John(partial), Joshua(partial), Sharon, Nick, Marcus


Here is part 1
Here is part 2


With two Dares in tow, our heroes rush to the radio station to begin interrogation and damage control. The real Dare steps up to the microphone and shows us that the true leader of the Guilds is an expert politician. Meanwhile the interrogation goes poorly…where DO you send a suit to be cleaned when it has brains all over it? We end with the revelation of WAR and some tidying up as the PC’s apprehend a known spy. Did YOU know that secretarial training included hand to hand and firearms combat?

We lost John and Joshua a few hours into this one. Either due to my not being able to draw them into the game or technical difficulties remains to be seen. Otherwise a fun time. Go Royal Marines, GO!

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Session 45: To Dare or Not Two Dares??
session

Players: Jamas, Marcus, Sharon, Joshua, Nick



Here is part 1
Here is part 2

The big day is on! A finely tuned battle plan that includes attacks on the airfield, a “peaceable” gathering of dissidents about the Guild campus, distracted police, radio jamming and press coverage! The crack team goes in during all the chaos, looking to bring fake-Dare to justice! Will they win or will Metapol go up in flames!

Many Skype problems this time with 1 player dropping out before the final. We might have to look at trying an alternative, mumble maybe? This was the season ender and a lot of things are going on. It leaves us with a Metapol that is about to explode.

A rules debate occurred over the use of the Danger sense stunt. Ok, yes I know what it says/said in the wiki, but it also states that all stunts have a LIMITED scope of use. To expect to be able to use Danger sense for EVERY SINGLE ALERTNESS roll INCLUDING initiative is just insulting. The limiting scope of this use is as an Alertness roll when the PC COULD be placing himself in harm’s way and does not KNOW this for a fact yet. So, if your PC is about to jump into the fray and mix it up with some gun-toting bad-asses – well, he already knew what he was getting into, no Danger stunt for you Bucky!


This was the last session of our 2nd year podcasting the game. Here are some fun stats:

  • At the end of our first year -we had just short of 10K downloads.
  • At the end of this year -we had a total of 33,119 downloads, over 20K more than last year
  • We did average close to a game every two weeks with a total of 45 games in two years.
  • Of the other game recordings put out, Nick’s Dresden files games were the next most popular at 496 downloads for the first session and about 350-400 downloads for the rest that were posted.

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Filler Session: Leverage The RPG
filler session

The last recorded session is giving me a pain in the but to edit. We had some very unruly microphones on air that day. With a bit more massaging of the audio files, I’ll be able to present the next SSSM session to you in a week or so. Until than, you get filler!

Leverage, the RPG as ran during MonkeyCon Zero an online, one day game convention that was supported and created by the fans of the podcast Monkeys Took My Jetpack


Part 1
Part 2


Enjoy!

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Session 44: Poisoned Pen
session

Players:Nick, Jamas, Joshua, John, Guilt, Sharon


Here is part 1.
Here is part 2.


Sewer stomping has never been so much fun as … no, wait, it still isn’t much fun. The assault on stately Dare manor is delayed as recon work is done. Elizabeth is used as bait in a daring plan to catch the murderous agent responsible for killing the wives and children of the captured engineers. Meanwhile the farmers outside Metapol continue to drink beer and rejoice in their NOT living in Metapol proper.

Some of the in game planning was cut down by some in character posts on the forum. The GM strongly suggest that such things continue. Even so, more plotting happens but action is had in the end. This one starts slow folks, but the last hour is fireworks!

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Session 43:Gorillas in the Fog
session

Players: Markus, Jamas, John, Guilt, Sharon, Nick


A week late getting put up, but here is part one to the recording.
And here is part two before it hits the feeds.


Things have changed in Metapol. It’s a darker place with the guilds strangling out competition and changing the rules. Dopple-Dare lives on as our heroes do their best to save lives, gather information and meet up with old friends. Metapol is closing in around them with a herd of killer apes gunning for the crew. Will they prevail?

Some scenes in this one were just so very reminiscent of Aliens that I just had to have fun with it. The players play the intelligent card this time and do not go in guns blazing. We loose John before the last hour as his robot guard starts to freak out those left behind. As a suggestion, maybe if we could get more talk going on the boards the sessions might move a bit faster as less planning will go on during them?

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Session 42: The Journalist Came at Dawn
session

Players: Jamas, John, Guilt, Marcus, Sharon, Nick



Here is part one.
Here is part two before it hits the feeds.

After the destruction of the Harris Air Base, our heroes find themselves with some downtime on Stormhaven Island as they sort through the aftermath. Captured soldiers and liberated engineers populate the island and plans need to be made. The gonzo-news-journalist Anton LeVey, thinks his friends need to get their side of the story out to the public and sends Elizabeth Rackham to collect the facts and to spin the yarn.

More plotting and not much real action in this one. It seems to be the way of things after big flash, bang! sessions to have a session of reflection and downtime. A new player joins us during all this action and does her best not to yawn through it all.

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Session 41: The End of Harris
Session

Players: Ben, Jamas, J. Guilt, John, Markus, Nick


Here is part one before it hits the feeds.
Here is part two.


The epic end to a long story arc happens in this excellent session! Trapped in the cockpit of an amazing lighter-than-air carrier, the PC’s must make their escape and stop Harris at the same time! It’s a race against the clock as thing go from bad to worse aboard the carrier and time is limited to see this mess to the end. Bishop squares off against his mortal foe and finds that there are consequences to his womanizing ways. Marlow confronts his demons as he tries to save all those he can. Is Hundagaurd as good a pilot as he thinks he is? The good Doctor wields a shotgun! What thrilling circumstances do Gaven and Austen find themselves in? Find out in this not to be missed adventure.

Wow. Just wow. Harris, it’s been fun buddy but all great villains have their appointed time and place.

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