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Showing posts with label Space Opera. Show all posts
Showing posts with label Space Opera. Show all posts

Wednesday, November 18

Got Dune?

How would you do Dune?  

This is a regular on game boards. What game system would you use, what type of adventures would you run, where do the characters fit into the universe and their relative importance. Sometimes the talk turns to specifics, all system orientated, what would depict the psionic powers best, Sardukar, Fremen, Sandworms and spaceships. There are paragraphs written on how intrigue and interstellar politics are best adjudicated, what system will help you get it right. I fuss and fret over these things to when my mind drifts to Dune, the Moby Dick, of my gaming ambitions. When I see the same question (which interests me) being trucked out again and again, and the answers are all predictable I tell myself I and everyone else is looking at this ambitious goal, to game a Dune-inspired game worthy of the name fucking wrong! Okay, I will only include myself in this category. I am not here to bruise feelings. Unless you are a player in my game…


I start building a campaign world generally from this bas-ackward approach. Okay I want to do “this” and I should use “this” to pull it off. My latest approach to campaign and world building goes something like this, “What do you have that makes doing this worth it? How are you going to nail ‘It’?” When I consciously make these pivots, I have yielded impressive fruit. It more or less gets me to read the source material and reengage the artistic talent of the prose which first electrified me when I was a wee one reading comic books and Lovecraft and Howard and Moorcock. I started a Sword & Sorcery campaign years ago built on just reading the Conan novels and a generic minimalist system. I just kept breathing in that black lotus until my soul was dark and pitiless. Really, it is just paying attention to what and why a certain adventure was just awesome. You learn the pace of the campaign world from the source material, not the game mechanics. The language to, basic stuff. I’ve repeated this approach with the three other campaigns which have gotten significant milage here online since 2012 and it has always been successful. Like a sci-fi campaign. I always wanted to run one, but I haven’t done so because I don’t have a good, a great idea. I can’t answer that question in the affirmative, “What do you have that makes doing this worth it?” so I don’t move forward. Then one day I read an adventure module (doesn’t matter what genre, this occasion it was a fantasy adventure) and shouted eureka! I had a reason. I had a great opening adventure and it made all my spacey opera horror sci-fi dreams fall into place like instantly.

So the Dune situation is how do you duplicate the awesome presence the planet has in everything. For a Dune-esque game you need to create a massiveness, a galactic presence which must eclipse the entirety of cosmic civilization. In the source material the planet is irrefutable and overpowering. Its importance has hardened the universe into the few space-faring civilizations which can cope with this and exist. 


However one approaches creation of the campaign world reflection on how the one important planet turns the entire cosmos into fits has to be nailed down. Characters are always reflected in their relationship to the dominating planet in a Dune campaign. The effects, the literary devices used by the source material are well known and discussed ably all over the internet. The roleplayer’s task when they pick up the Dune Gauntlet is how to impart that massiveness into a gameable expression. And that is why I would use Classic Traveller cause I find a campaign of this "flavor" would take much thought to come up with something worth playing. A simple system for sci-adventure will be my enabler more than a detailed system, even one designed to be Dune! I don’t trust any commercial game designers to take this shit serious enough to get it right. I have made, and this is probably unnecessary and
misguided, a Dune-inspired campaign the elusive unicorn of my gaming ambitions. I wait for the day when the idea gels and I scream "I got it!" and start scribbling some notes. I mean, you gotta come up with something cooler than psychotic-narcotic spice which allows you to fold space and well, you get the picture. Tall order. Another place where I don't think a system is going to save you. It is going to take a lot of passion and vision from everyone at the table to not be lame. I’ll tell you when I figure it out.

 

Monday, May 11

Sights Around the System

These tables were generated/inspired by the CardSharp Galaxy.

Here is some random generators to kick up details on any new solar system your PCs jump into:
  




Thursday, March 19

Bad Information in your Sci-Fi game


Advanced technology means access to tremendous information useful in dispelling the mystery of any StarMaster generated encounter or anomaly. And if the requests are reasonable and hard for the SM to discount, for whatever reasons, there is nothing for the ethical SM to do but offer up the useful, but risk-reducing, information in good faith. PCs do have the right to utilize accurate information in their favor. If not, then the SM is bad and needs to be replaced. But that does not mean the SM cannot bake in a chance for receiving bad information instead of the accurate information they are more used to getting. Now that is a good SM and should be cherished.

Image result for sci fi communication

In my games I start with a 25% chance the technically advanced “acquired” information is bad, inaccurate to the point of dangerous. This number can go up and down for any and all reasons. The PCS may even be aware of the increased chance for bunk info being had. I don’t concern myself much with applying modifiers. A flat 25% chance for a sour situation developing seems to give me the level of uncertainty I enjoy playing with.

So, I roll a random result for the information the PCs have dug up, and at an opportune time roll to see if the info is legit. My best practice for adding corrupted information is to assign a specific “bad” result thought out and pre-written for the specific result. The information on the “military installation” will have different complications then the “secret smuggler depot”, for example. I find this to work better than another random table filled with “bad” things. It saves time at the table trying to work something out, and the twist is more believable to the PCs if it doesn’t sound forced.

Therefore StarMaster prep will include an initial table for the possible information to be had, for a price. And then each entry needs a negative result, a twist, prepared which is easily picked up when called for.

Here is an example from the current adventure I am working on.

So, you bought a Cache Chip…

The PCs can sink 500cr. for a roll on the following table. This is the information the data chip contains, faulty or not. There is a 25% chance the information purchased is bad. If it is the SM need only scan the attached “bad” information for the particular info source. This will be the actual encounter instead of the one expected.
1.      Source of clean water.
2.      Independent Homesteaders.
3.      Bandit ship repair dock, smuggler depot.
4.      Military installation.
5.      Friendly natives.
6.      Popular hunting grounds
7.      Sheltered cove, no water but good fishing.
8.      High point
9.      Always bad weather
10.   Alien installation
11.   Surface Anomaly
12.   Golf Resort.

Image result for sci fi communication

1. With the global atmospheric contaminates, most land-locked surface water is unfit to drink. Purifiers stand a chance of breakdown every time such a device is used to filter this water source. Having an oasis in this “wet” desert can mean the difference between life and death if broken down. In fact, most of these information chips contain something useful if one found their transportation through the jungle compromised. The oasis is actually a trap laid by bandits or the source has been contaminated and therefore unusable.

2. Not all are here to exploit the land or local amenities. Living completely off the galactic grid is always attractive to some societal groups. This community is bent on scratching a living out of the thin soil and dangerous mega-fauna. Habitat is combination tree house and below ground chambers, natural or excavated.  They are always interested in trade and will help any who find themselves cast adrift under the endless canopy. If a “bad” information chip is indicated the homesteaders are psychotic cannibals with an enjoyment for animal gladiatorial deathtraps!

3. Illegal commerce flows unimpeded through this depot as it benefits many of the diverse industries operating on the surface. This place operates like a small, but well-tooled downport. Price for services is triple. The depot is a pirate depot which wants to keep their presence a secret, dead men tell no tales!

4. Starfleet? Military Intelligence? Local defense force, frontier fort? There are many reasons why a military base would be found somewhere on abc. Their purpose would be for securing the prosperity and security of settled property on the hostile jungle planet. To this end the military force either has small installations over a large area or one large base which operates as a world unto themselves. The base is for a known hostile starforce. This indicates the whole system is in danger of invasion!

5. One of the three types of primitive species capable of communication has established good relations with the human outfitters. There will be something they look forward to trading with and they are willing to give helpful local information on safe routes to take to the Celestial Clock site. If this is a bad result than they worship some horrid monstrosity and they intend to use the PCs as sacrifice!

6. The popular hunting ground gives stranded adventurers with a means of sustenance as well as contact with other hunters in the area for emergency extraction. Couple of deranged hillbillies listen on the radio for folks in distress and then go hunt them!

7. Hidden by storm, it provides a safe refuge for repair after crossing the dangerous storm. Taking this route saves enough time on the journey to make traveling this direction worth it. Some of the worst, and largest, beasts of the jungle hang out here. What kind of sicko would sell this kind of information to people?

8. Extended views over the jungle make it possible to avoid upcoming electrical storms and increase distance traveled in a day. Some scientist is conducting electrical experiments and needs a nearby vehicle to try something out. No good can come of this for anybody involved!

9. Some locations should never be traveled, for whatever reason. Problem is not many are known or mapped. This useful chip makes random encounter rolls unnecessary for one day of the PCs choosing. If the chip is bad than 3 encounter checks are made immediately. As soon as an encounter is indicated, stop rolling and resolve the encounter. If there are more encounter checks left to made, roll those now. Every time an encounter comes up it must be resolved before any other encounter checks are made.

10. The SM will need to decide if the alien species is known or entirely new. A first contact encounter will be much different than an encounter with a known entity. For both it needs to be established the extent of relations between the two species. If known relations are operative this will dictate the dangers and opportunities available to the PCs. If the SM has no established alien races appropriate for this encounter already in their campaign, just make this a bad encounter. The aliens intend to scoop out and analyze the PCs brains!

11. The surface anomaly is the LotFP’s adventure module The Monolith Beyond Time and Space. There is nothing good about this encounter, unless the SM counts watching the PCs having their minds disintegrated as a result of their curiosity a good time?

12. Golf Resort, this could be benign or an outrage depending on the PCs overall political and environmental views. Unfortunately, most groups of PCs are so amoral that they would not be concerned with any of the social inequity rife upon abc. A bad result? I think the SM should use their imagination here. The resort being some bizarre funhouse is a classic. The something is not what it seems trope.


Tuesday, December 17

Looking Forward to Ghengiscon


It is not completely solid, but all indications are I will be attending Ghengiscon this February in Denver. Over Valentine’s Day no less. Most likely the only convention I go to all year (lets hope not). The price to be paid for this running on Valentine's Day I imagine a few grumps and grumbles in the cabin.

The two games I offered have been accepted so I will be running FGU’s Space Opera on Friday and Saturday run my current OSR release, an adventure module for PCs 2-4.
Space Opera needs prep while AA03 not really. For the OSR adventure I hope participants bring their own characters. Put some real money in the game. No one is going to do that though. Players are cautious, paranoid lot. I have been twisting up layout machine to make an original, comprehensible character sheet for SO and is working out well. Unless you are willing to draw one up,like James V. West, I find software creation to be clunky and hard to fine tune. Fortunately sci-fi character sheets lend themselves to structured layouts, clean text and picture frames. 

Character sheets and monster stats! The adventure takes place in a hostile jungle so a variety of critters to encounter should be drawn up into its own monster section. Like an appendix or “New Monster” section you can find in traditional modules. Having a few pages with all the monsters to be encountered in the adventure, with stats, is a must for me when writing dungeons. Detailing and tricking out the flying ATV which will be used in the adventure. In a one-shot adventure players don’t have much to hang their hat on, so useful items and gear begin to define their capabilities. Having depth to the information about the rig will help the players come up with ways to use it and escape danger!

Traversing the canopy below by flying is hazardous, there are large raptors which are attracted to anything they can see in the sky. Having your Air Raft break down deep in the jungle is when you need to call for a lift, and fast. Once I have something worth playing at when the PCs arrive at the “Forbidden City” the rest of the content will be much easier to write.

I’m not sure what kind of presence RPG’s have at Ghengiscon, but I know Savage Worlds is played more than any other thing, followed next by 5e? I think.
There are some luminaries of the OSR-o-Sphere living on the front range so there is always the chance I see someone I’m a fan of. Toughest thing about the con is the drive over the continental divide. It is always a crap shoot. There is no guarantee you  will get where you are going once your on I-70 in the high country.




Friday, October 11

Classic Traveller Combat Revealed!


I don’t know if Traveller’s combat system is considered “deadly”, but it has carried an air of complexity around it by those who have never played. I’ve had the pleasure of running six-seven sessions of Classic Traveller and I find the combat system amazingly plain, but with oft overlooked features which make it really sing!

Look at the combat turn order, nothing there any regular rpg’er hasn’t seen. The surprise mechanic is simple, and interesting. To hit is 8 or better on 2D6, and wounds are applied to your Physical attributes; Strength, Dexterity and Endurance. Range is simplified and the list of actions a character can take is boiled down into 4 actual combat actions. So where does this notion of an opaque, killer combat system for Traveller come from?

The reason Traveller combat is considered deadly and/or complex is because of at least two rules never used by regular players and referees. Rules so important it changes the whole relationship of the PCs to the game universe. They are the rule on weapon skills and the use of endurance attribute in melee.

The weapons skill rules are the most significant. Ranged combat takes on a completely different dimension when not used properly. The lack of this rule makes PCs less competent and easier to kill. On page 36 of the LBB’s is the entry Untrained Weapon Usage. “Any character using a weapon in which he or she has no training is subject to a penalty of 5 when attacking and +3 when def[i]nding (defending). While you let that sink in check out the next few sentences; “All player-characters automatically have an expertise of zero (0) in all weapons shown in this book.”

Not only does the average NPC have a 5 to their ranged weapon attack, the average PC suffers no disadvantage. A minus five swing in Traveller is a BIG deal. It makes most NPC’s the players interact with are “mooks”, adversaries which they can brush aside quickly. Add in proper use of cover and the surprise mechanics, any experienced combatants run effectively will roll gangbangers, grumpy miners, thugish dock workers, enraged bureaucrat; the PCs are designed to be Bruce Willis in Die Hard. A cut above the rest of the folks trapped in the tower. This is where you get to swing from the cable with auto rifles blasting the poorly paid and trained security guards! In a flat-footed straight out draw a PC should be Clint Eastwood to every one of those “lucky” punks out there.

My test was a poll on the Mewe Classic Traveller group and it looked like this:



Your average Traveller player and referee doesn’t play with these rules at all. This is what I mean about swinging the combat game against the PCs. They are playing the game with one arm literally tied behind their back. Unlike weapon speed in AD&D, the -5 for untrained weapon usage is an essential mechanic for the Traveller game. Remove it and the way players play Traveller significantly changes. Further, this small sampling shows most referees and players have never considered this rule and its effect on combat.

Myself, I’m stingy with zero level weapon skills for NPCs. The weapon is deadly enough. Anyone can squeeze a trigger. But who can keep their heads about them when multiple people are firing guns, at short range no less?! Pandemonium is what happens. A character trained to be cool and deliberate during fire brings your game to movie-level action. Like in Heat, and Den of Thieves. The tattooed, ipod-wearing street hood goes down in a street fight with one spray from the trained PC.

In conclusion, there are some assumptions placed on Classic Traveller which change game play away from superior PCs, and therefore the game is going to be played differently. If you implement RAW I believe you will find players enjoying the game more.


Saturday, June 29

We have both types of Solo Role-Play; Fantasy & Science Fiction

I recently played solo rpg-ing with two rules-lite products from the DIY gaming community. These being Sword & Backpack and In the Light of a Ghost Star. S&B is obviously a fantasy game, questing for treasure and such, while ItLoaGS is a science fiction game where players deep-dive a ruined Earth for ancient artifacts. The author of ItItLoaGS also sent me a free short fantasy adventure model, Holt of the Elk Lord, but first up is the sci-fi horror adventure.
Image result for in the light of the ghost star

ItItLoaGS Random Solo Surface Patrol – Collect what you can, load it up on the lander and return to orbit. I create a Science orientated PC named Dr. Drazz. Red Shirt #1 and Red Shirt #2 are assigned to me. They will provide protection on the nightmare surface of old Earth.

First roll is to determine my touchdown location. The elctro-static atmosphere is home to violent ammonia storms. Your landing is much determined by conditions than a planned route. It comes up A1, up in the mountains in the far north west. How a landing goes will be left to a toss of the dice. 2D6 will be used. Much like a D&D Reaction Roll or a Traveller Saving Throw, the spread of outcomes should be familiar. Target numbers 8 or higher are what usually counts as success. The toss is a 3! Catastrophic conditions! The lander is thrown against the stoney peaks and comes to rest. Time to assess the damage. I pull out my Space Opera rule book and roll on the starship battle damage table. Since it is a catastrophic failure I decide three tosses on the table are required; all come up Armor Belt Penetration. The lander can’t enter orbit unless the hull is patched first.

Image result for in the light of the ghost star hex mapRelying on our surface hex map my Party has a choice between exploring an ancient idol surrounded by crumbling temples or a mysterious tower occupied by an Astro-Lich. The tower is more likely to have the technology we need to fix the lander. Maybe even something valuable to bring back. I order the team down the steep slopes and we head west. We are quickly out of the difficult mountains and cross a more hilly land. No monstrous danger is to be found and I quickly find out why. Hard radiation zone! I use an Arcanum Syndicate product; “Sci-Fi Random Encounter Tables” written by Brandon Williams, to generate this result. I resolved with standard ItLotGS’s 4+ for success to determine if any of us are sickened. The Red Shirts survive, their light and heavy armor making the difference. Dr. Drazz is not so lucky. Lost by 1. He is carrying a Cell-Patcher. I throw against a Science attribute of d8 and succeed in rendering a radiation remedy post-haste! I will not be able to use this device’s healing abilities for twelve hours now as it recharges.

The tower of the Astro-Lich turns out to be a sophisticated space ship under construction. It must be close to completion. Engines can be seen test-firing. A horrid screech and wail sounds from the top of the ship where smokey tendrils swirl about. Undaunted I order the Red Shirts forward, blasters ready. Near the base we walk around building equipment, pump-tubes reaching from ship to ground. Automated spider-borgs scamper hither and tither. Going into stealth mode we begin scavenging in the temporary warehouses and buildings. We strike pay dirt quickly. A throw on a Mothership Dead Planet table yields a functional life support system! We get this back to the lander and no need to patch the hull. This high tech equipment will keep my crew alive till rendezvous. Going to be difficult to bring it back. We need some way to transport it. Two security guards roll up on us and a gunfight ensues! Red Shirt #1 disintegrates the first mook with a Heavy Blaster while Red Shirt #2 lays down some “suppressing fire” with lighter weapon. The second guard dives for cover and runs away.

We load the land rover up and split. With the proper radiation antidote we are safe from the waves of purple gamma streaking across green-stained sky. Before the lander is reached another party of scavengers is encountered. We all nervously finger our holsters and ask how things are going. Long and short; they agree to help get the life support system back to the lander if we would team up and assault the tower/ship for more artifacts. Reaching the crippled lander marked my stopping point for ItLotGS.

Sword & Backpack was well matched with Nate Treme’s short sandbox adventure The
Primeval Holt of the Elk Lord. I wish I took notes on all the different ways I house-ruled success chances, but NPC encounters really set the tone of play. I had no interest in consorting with the rubes found in Grimholt so Mendalzane the Wizard plunged into the shunned Sleeping Forest in search of the Elk Lord.

Image result for primeval holt elk lordLike the sci-fi game described above, Sword & Backpack, Justa Guy With an Axe Edition, is rules-lite with only a thin scaffolding of mechanics. I’m finding it makes the idea of actually solo-rpg’ing appealing. Challenging my DM skills of creativity on the fly is the point, not tactical, crunchy resolution mechanics. 

A S&B character is defined by one of three jobs; the fighter, the wizard, and the rogue. Pick your name and give yourself a weapon, wallah! You are done. All adventures resolve actions by rolling a d20. If it is something related to your “job” then add a +5. The difficulty number you must meet or exceed is set by the StoryTeller (the ST). While each of the three jobs has their own specialties, there are no “class” restrictions. You want your Wizard to swing a sword, then start swinging! Your Mercenary Reaver wants to summon demons, get out your chalk and candles! The point is, if you can fit the task within the scope of your job the ST will give you a +5 on the roll.

Fighting is abstracted by opponents throwing contested rolls for the attack and defense. High roll wins. Hitting your opponent deals a wound. Losing the roll is a miss. D20 for initiative of course and then make shit up. The driving action here is; what random tables should I use for this. This being whatever I’m up to at the moment. Cross-country travel requires a Wisdom check to not get lost. S&B does not have any attributes so a Difficulty number is set and the +5 argued for. Mendelzane succeeds in not getting lost and arrives at The Pond. Mechin, an ancient, sentient, giant goldfish calls The Pond home and Mendelzane wants to enhance his Elemental Magic. I forgot what I did to instigate a Reaction Roll, but the Wizard succeeded and was allowed to drink from the enchanted pool with a Blessing +1 on any defensive roll being the result.

With the blessing of the fish, Mendelzane decides it is time to seek Ziphek the Elk Lord and petition for favor. The journey is uneventful and my Elemental Wizard arrives at the petrified trunk which is the throne room of Ziphek. Nate was clever enough to detail the Ziphek’s with “Members of the Court”. We know the Elk Lord dislikes humans, but I’m walking in with the fish-god’s blessing. Let us see how this goes. Fimbault, a badger ends up being the gatekeeper to Mendelzane. The Reaction Roll is inconclusive. The badger will not allow entrance unless Mendelzane performs a service to the Elk Lord. Melmoon, a crazed hermit, occupies the Ruined Fort on the other side of the forest. Fimbault suggests that running this madman out of the forest might sway the court to except an audience.

More and more random tables were pulled willy-nilly as Mendelzane navigated the forest, battled the hermit and acquired a traveling companion; a Grimholt merchant with a kingly gift. Now he only needs a king to present it to. Assuring the merchant that the Wizard could easily introduce him to the Elk Lord, the two headed back through the forest. And promptly got lost. Here is where, with random tables, I derive the most pleasure of solo-rpg’ing (yes I am a seasoned pro by now). Finding out what a new encounter actually is. Before the dice are dropped, my party of two may have to confront any number of problems which could overwhelm them. What will it be, what will it be?


Image result for fantasy lakeIt appeared we had traveled to an unknown and foreboding valley, sharply defined, with a dark, silent lake laying placid before them. Further along the shore where the hills crowded in a ruined temple perched. “This is a place of death my friend,” Mendelzane spoke. “I would know what evil once stirred here, perhaps those ruins may yield a clue?” Surprisingly (or luckily, it is a dice roll) the Merchant finds some steel and agrees to search the foreboding haunt. Nothing is revealed, in treasure or knowledge, so we head out to find our way back to the Elk Lord and his court. But it is not to be! A creature from the black depths arises; a Shambling Mound!

Flee as fast you can friend!” I cried. “This demon is more than a match for us!” I push the merchant up the hill, but his feet need no assistance. Pulling the mule cart up the hill I could see the Shambling Mound would overtake us if something wasn’t done. Mendelzane throws all his magic at the beast. The wildly unpredictable Fireball and the irresistible Waterfall spell. Scorched and washed back into the lake we reach the valley’s ridge and disappear into the forest.


Image result for fantasy elk lordCourt goes well, what with the merchant presenting a magnificent gift and I detailing the successful rousting of the hermit, we were promptly knighted as Grimholt Guards. This will provide us with a +3 on reaction rolls with allies of the Elk Lord.

In closing, I find a solo rpg session a pleasant late night activity with the payoff coming from seeing stories unfold from a dynamic environment. It may strip some of the wonder from the game, seeing my particular method of creating laid bare before me, a dispassionate view of the ugly sausage-making for immersion. I am sure Dr. Drazz and the wizard Mendalzane will be face with more random trials to come!