The Midnight Riders:
Twelve Riders! The gang continues to grow...
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The Midnight Riders:
Specialties in Blue represent new Specialty purchased by Character
Claim Jump Charlie's Gang
(all NPCs played by Paul Mauer):
NOTE: Game stats are still being updated!
“Part of me is sorry to see it end, but it's time to sit back and think about what we've learned in the past two months. Gutshot is definitely going to be a better game thanks to these great players," said game co-creator Mike Mitchell
Next week, the Midnight Riders will face their final adventure of the Summer Campaign.
THE GANG'S ALL HERE --Even with two men out, 11 players were crowded around the table at Midnight Comics for the next-to-last game of the Gutshot Summer Campaign at Midnight Comics & Games.
July 24, 2003
Houston, Texas -- The Midnight Riders had done the impossible -- busted their fellow members out of prison and headed off into the hills looking for the treasure of the Sierra Padre! They followed The Old Coot's directions to his mine, only to find it had, in fact, been taken over by Claim Jump Charlie and his gang.
So the Riders were gonna bust in and take the gold. At least, that was the plan.
"I am so glad that Hank the German made it back for this penultimate game," said Gutshot co-creator and GM Mike Mitchell, referring to the unexpected return of Matt Jeffers. "He helped make it a fun evening."
Matt had moved to Austin just last week, but was back in town for a short visit and managed to make it to the game. Of course, he wound up being the favorite target of the night, but once again he escaped with his hide intact.
"Classic Matt/Hank the German behavior," Mitchell said. "He drew fire and tried to give as good as he got. Matt was a real important factor in making this campaign a success, and when people talk about this series, Hank the German is a Character who will be mentioned for years to come."
The game was a rough one for the Riders, but it allowed the Posse to test Cover Fire rules and to determine how much advantage a fixed, prepared position would give a gang against invasion.
"I always wondered how our rules would hold up against a Treasure of the Sierra Madre or Seven Spanish Angels situation," Mitchell explained. "It turns out that, as in real life, preparedness, thick walls, cover, and high ground will offer you a lot of protection. Until tonight, I wasn't sure."
The set up was simple: the Midnight Riders were attempting to rush their way into a fortified mine. There were three main entrances and two good shooting positions. Assistant GM Paul Mauer made the best of those positions and held the Riders off the entire night -- none of the opposing gang even took any damage.
Of course, it wasn't for lack of trying.
Hank had attempted to rush the position from the side and wound up taking 13 points of Damage before he could fall back to the stone arch. He considered climbing it to search for the treasure, but the Phoenix Kid (Rick Haufe) convinced him it was time to retire, especially since Hank/Matt would not be able to attend the final game on July 29.
"Hank the German has enough gold," Matt said after the game. "He's taking it and he's going to Mexico. There he will find a beautiful senñorita from a rich and influential family, and marry her."
No doubt Hank will become a respected citizen of Mexico, with only a few whispers of his wayward youth being passed around to explain his stash of gold.
As for the rest of the Players, they ended the night a bit frustrated.
"I don't think there's any way to win," said Cheston (Mud) Keck. "They can shoot us, but we can't hit them."
Cheston's character, Hasteen Chee -- a renegade Indian who was freed from prison in the previous game -- was the only player who dared to brave the Cover Fire Zones that the besieged claim jumpers had laid down. Of course, he did try to skirt the fine line between two zones of Cover Fire.
Cover Fire allows a Character to fire some ammo into an area to discourage other Characters or NPCs from entering it. In this game, specifically written to test this rule, the NPCs in the mine laid down four areas of Cover Fire and had to NPCs running around reloading weapons so that the Cover Fire would be uninterrupted. Inasmuch as no one dared to rush the mine, it was a success.
But Paul Mauer, and Mitchell, weren't completely satisfied.
"I'm not sure it worked because no one was brave enough to enter the Cover Fire zones," Paul said. "I think we need to test it some more."
"I think we still have a lot to learn about Cover Fire," he said. "Maybe I can work that into next Saturday's game at Little Wars."
Three days later, the Midnight Riders will ride their last adventure in 2003.
"I'm sad to see it end," Mitchell said. "This has been a lot of fun. These players are simply the best, and I'm gonna miss 'em. And they've helped us more than they will ever know. But it's time to shut down, sit back, look at things, and write up what we've learned. The next step is to make this a better game."
Mitchell said he's also hoping to make the campaign end with a bang.
"There's still a certain one-legged Deputy out there who want to get revenge," he said. "If Stumpy's gonna make good on his promise, it's gotta be next Tuesday."
There were 13 primary Characters and about 10 NPCs.
The game lasted two Turns, taking almost four hours to play.
Our Story Thus Far: While busting out of the prison in Rattlesnake Bend, the Midnight Riders freed an Old Coot who told them he had been framed by a no-good varmint named Claim Jump Charlie. Charlie and his gang had taken over the Old Coot's
Game Type: Two teams. Midnight Riders are the Black Hats, Claim Jump Charlie's gang are the Gray Hats.
White hats: Bubba is in the Eagle's Roost, and ?? is at the left entrance to the mine, both are standing guard. Everyone else is in the mine and it will take them 1 full Action AFTER they realize the Riders are out there. On their second Action AFTER the Riders are discovered, they will be armed and ready to lay down cover fire to restrict the Riders advancement.
Black Hats start behind the ridge, at least 25 inches from the base of the mine.
Victory Objectives: Get in and get the gold within 10 Turns. If it takes more time than that, the gunfire will attract Stumpy's posse, which is searching the hills for the escaped outlaws.
Victory Points Awarded: Each Character that escapes earns 50 VP. There is $50,000 in gold nuggets and dust in the mine, ready to be split up among the Riders. Use standard point awards for money (this means there are an extra 500 points to be divided among the players).
GM Instructions: This place
is a fortress, ready to be defended.
In the Mine: $50,000 in gold dust and nuggets!
At the top of the arch: A locket with the Old Coot's daughter's photo and a lock of her hair, plus $10,000 in rough gold ingots.
NPCs: $1 - $6 (roll 1d6)
The Midnight Riders lurked behind the ridge, spying on the mine that jutted out of the cliff wall.
Full text to come.
The Riders failed their mission, so no points
were awarded for completing the mission.
Big Jack got 4 points for shooting the Old Coot.
The GM gave everyone 25 "sympathy" points so that some of the Characters could buy new abilities for the next, final game of the campaign.