My Favorite PCs: Major Russ Carmady
This past year I ran a homemade RPG set in my ‘Frontier: 2280’ universe that was, on some level, a reboot of a Battlelords campaign I had run a few years before, though different in most essential ways. It was a gritty, darkly humorous, hard science fiction game in which the PCs were essentially indentured servants of a large extra-planetary corporation that used them as scouts, guinea pigs, and black-ops troopers. It was a great campaign full of wonderfully fatal events and lots of explosions and ridiculous happenings. There are a lot of characters worth discussing, but the most interesting in, perhaps, one Major Russ Carmady, played by my friend John.
Unlike the rest of the ne’er do-wells, felons, and criminal miscreants that made up the ranks of the XF CFC corps, Russ Carmady was a company man. He cut his teeth with SPIT-NET, joined the private sector as a junior executive on the frontier, and then screwed up so incredibly badly that the company said they could either hand him over to SPIT-NET for criminal prosecution, or he could descend into the ranks of the CFCs and work off his five years. Carmady, of course, chose the latter option.
Carmady was a character that lacked the capacity for self-reflection. He did not see himself as ‘demoted’ or ‘shamed’ so much as ‘transferred’. He had an eternally sunny disposition, a high opinion of himself despite all outward evidence to the contrary, and was constantly thankful for what he saw as ‘opportunities’ that everyone else saw as ‘deathtraps’. He kept the title ‘major’ even though he was in no way entitled to it. He set himself up an ‘office’, which happened to be in the bathroom of the CFC barracks. He had a desk with a nameplate and everything. He was a font of wisdom, in his eyes, but in reality he was mostly making things up. He was a pathological liar, but a very good one. Everyone else on the team either loathed him or thought he was their best chance for survival.
He was absolutely hilarious.
I could list off the magical, almost superhuman snafus Carmady managed to orchestrate, but I won’t. I will simply relate how he, eventually, died. Carmady, due to his mediocre planning, bad luck, and willful ignorance, found himself in a crashed bounce pod on an alien planet surrounded by deadly radiation in the center of a minefield and discovered he was about to be overrun by unidentified forces and possibly taken captive. There was the distinct likelihood that these forces weren’t even human (a first in that world). I gave Carmady three options:
- Stay here and play dead and maybe they leave you be.
- Surrender to unknown hostiles for unknown consequences.
- Run for it through the radiation soaked minefield.
John, his player, asked me one question: “If I’m captured, do I get a black mark on my record?”
“Yes.” I said.
He ran for it. The mine blew his body in half. The table all nodded solemnly – it was the death Carmady deserved. Courageous, ill-considered, and cartoonishly ridiculous, especially since he had ordered the minefield set up in the first place.
I’ve had a lot of silly characters in campaigns before, but Carmady was something special. John, more than a lot of other players, really understood the tone of the campaign. He knew we were, essentially, doing a Catch-22 in Space type thing, and he was totally on board. He was going to showcase the institutional absurdity of Man on a galactic scale. He made a character to fit the moment and embody the feel of what I was trying to do in that game. He, in a very real sense, made the game what it was. He was the compass by which I judged my success or failure in any given session. That, it must be said, is a great compliment. I would encourage players everywhere to follow John’s example: figure out how this game is going to work, and find a spot where you can fit right in. Where not only can you have fun, but you can make the entire game magnificent along with it.
Ah, Major, what will we ever do without you?