Back in 2000, I asked a player to bring his digital camera along to a session of The Fear to record a typical evening playing. This is for the players who were there, the girlfriends who wonder what the hell we do each Tuesday evening and for religious cultists to gather evidence of witchcraft.
The Fear were an incredibly good group, that created their niches quickly and gelled easily. The background of the group were vigilantes operating in Dorian, on a planet called Acerine Prime. As a group, they were often brutal and quick to make decisions, but whatever they did, it was done in style. The requisite 5 players showed some very different styles of play:
Playing Icar since year dot, his character began working at right angles with the team. He essentially used the team for profit for half of the game. He also used his extensive self-created connections to aid the team, but they never really trusted him after they found out half their decent contacts were Fish's character is disguise and half the trouble they were in was his fault! Quite often, the players would joke that Fish was the one telling Rob (the GM) the plotlines. This wasn't always true.
The Fear didn't have a leader. They had Pete, the driving force and style guru. Stubborness and style beyond normal human parameters, Pete was responsible for the team staying aliveand looking cool while they did it. So miuch style, in fact, that Pete had to create new firing skills to meet his desire for style.
Byrnie was the team diplomat (in 2012, he still is). No matter what the argument was between the rest of the group, Byrnie could find the middle ground. He could find the middle ground of a sphere, come to think of it. The only time Byrnie failed was when Pete's donkey-like stubborness kicked in. Byrn was responsible for taking many of the photos here, so thanks to him!
Any team needs an argument engine and Dwain was it. Any side of the argument that could be taken, he take it, often switching sides half-way through. His Icar experience was excellent as well, allowing seemingly cast-iron, but essentially pointless arguments to hold ground against the rest of the team. His character was quite often attributed to saving the group / planet / system.
Tamas played Icar on a completely different level to the rest of the team. His blinding intelligence and ability to think plots through in the minutae of detail allowed him to perplex the rest of the team with possibilities and consequences of their actions. This suits Icar quite well, but reduced the amount that could be achieved in a session due to the weighing of numerous possibilities.
The GM. Me. With big hair. The one who put up with the other lunatics for 3 hours a week.










































