Tuesday saw me running my final game for the year, the sixth annual "Christmas Game". It has become quite the tradition! And, as is also somewhat traditional, we once again played a "Firefly" one-shot. This time, the crew were that of Serenity, but updated for a decade of life after the events of the film of the same name. So, Mal was still recovering from his long incarceration on Perdition, Zoe had spent the decade raising her daughter Emma on Tombstone, and Jayne had become quite the big man - captain of his own vessel.
Unfortunately, as also seems to now be something of a tradition, we once again had a no-show for the event. I haven't had a chance to speak to the player involved, so it's entirely possible that there was a good reason for this absence; I simply don't know. This meant that we had four players instead of the hoped-for five, but that wasn't the worst thing in the world. The chosen characters were Mal, Simon, Jayne, and Kaylee.
The plot of the episode was fairly straightforward: Inara was dying, and the only sure place to get the medicines that she needed was from the Companion Guildhouse on Sihnon. And so the Crew had to plan and execute a heist. In doing so, they learned some more about the backstory of Inara, and some of the secrets of the Guild - some of them less than appealing.
The story was structured, as usual, with four distinct acts. The first act opened in Serenity's med-bay with Inara's collapse. It then proceeded with the journey to Sihnon, and the gathering of the Crew once more, as Serenity was joined by Jayne's Violet and Zoe's Mutt to form a little armada. The Crew then worked out the first details for their plan to break in.
The second act took in the peaceful facade of the Guildhouse exterior - the perfectly manicured gardens, the lovely pagodas where Companions are trained and where they meet their guests. The Crew chose a two-pronged approach: they sent Emma in to the Guild as a would-be Companion in training (much against Zoe's better judgement!), and they sent Jayne in to bid as a prospective Danna for a newly-minted Companion. Jayne was outbid by one of the villains of the piece.
The third act then saw the Crew sneak past the facade of the Guildhouse and into the underground facility where they keep their administration and catering facilities, their medical facility, and their blackmail material. Once there, they found the drugs they needed... but alas they had caused enough chaos that they were apprehended by security and the head of the House.
And so the fourth act saw the Crew improvising - they took the Guildmistress hostage for a moment, they turned the head of security, they ran off in several different directions (most of them wrong), and they even found time to deal with a sudden but inevitable betrayal by one of their own. In the end, they survived and even secured what they needed, but at a terrible cost: Jayne had to sacrifice his Violet to the Alliance. He even had to make a terrible choice: he could rescue his collection of guns or the money he had made in the last decade, but not both. In the end, he chose sentiment.
But the other thing I built into the session was five "interludes" - scenes taken from Inara's backstory that made up the Memoirs of the episode title. For each of these, except for the first, I passed Inara off to one of the players to have that player fill in on the young Inara's thoughts or choices. So we saw the young Inara joining the Guild for the first time and leaving behind her mother. Then we saw the aftermath of her completing her training and her first Danna (that same villain of the piece mentioned above). Then her meeting with a Guild doctor on Ariel while the rest of the Crew was busy infiltrating a hospital. And then her decision to finally break with the Guild, because Mal was imprisoned and she was needed to help free him.
The final scene of the game was the fifth and final interlude, which actually stepped back before the third. This was Inara's departure from the Guildhouse in order to travel the 'Verse for a while, by which point it was actually quite clear just why she needed to make that choice and just what she left behind her - and that despite it never quite being said.
I was extremely pleased with the way this episode all played out. Once again, we had a very strong group of players together, and they grabbed hold of their characters extremely quickly. It was a lot of fun, and it felt like something that might well appear on the show.
(I was also pleased with the "paths not taken" - I didn't know exactly what the Crew would do, but I'd prepared plenty of options. And so when they were discussing their plans, there wasn't any point at which I was completely off-book. Which is good. Basically, I managed to hit pretty much exactly the right amount of preparation. Though I do now have one or two ideas how to streamline things even more...)
And that was that - a very successful game to come to the end of the year. Hurrah!