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Tuesday, January 1

FGU's Space Opera Resolution Mechanics Examined

Space Opera has the reputation of being poorly organized (agreed) and unplayable (not agreed). I recently purchased the perfect-bound copy of the game so I could revisit Space Opera and see if there is a fun, playable game here. I think there is. Nothing groundbreaking, but the game has a voluminous equipment section and the game is a complete science fiction gaming system with a great deal of options available for detailed levels of play per where the StarMaster and PC's want it. Unlike Traveller the game doesn't break with the exclusion or inclusion of many of its rules systems.

Space Opera Resolution Charts PDF FILE 

I will be paraphrasing from the RAW, but I've included relevant page numbers from Volume 1 so you can look this information up if you like.

The expectation is PC resolution revolves around Characteristic Rolls (CRs). Usually a roll-under statistic, but not always. These CRs are to be made only in 'hairy' moments where there is a chance of being injured, killed, losing gear or fixing something where failure has grave consequences. (p.3)

Shock Resistance CR is our first example of this mechanic in action. (p.18) Your SR target number is derived from your Constitution. Roll your SR or lower on a 1D20 to avoid the effects of shock. The book goes on to describe each individual Characteristic's CR mechanic. Each Characteristic CR method is described and they are not identical. Intelligence and Intuition CR rolls are base on achieving a 11 or less on a 1D20 with the target number modified by DM's per the character's Characteristic score. (p.23) The Bravery CR is rolled with 2D6 (p.24) while checking a Surprise CR is rolling your Agility or less on a 1D20. (p.24) PC Initiative is a 1D20 roll plus the character's Dexterity with an additional list of modifiers to consider. (p.26)

Resolving actions by applying a character's Skills follows a similar path; a distinct method of resolution per skill. It is difficult to see a relationship between a character's Skills and Characteristics because of these numerous subsystems as well as the whole employment and reenlistment procedure for the character's background is placed between these two topics in the book. (p.26-42) Reenlistment is completely optional and is resolved with a 3D6, rolling the target number or greater for success.

But the numerous subsystems are not complex. The implementation of roll your stat plus/minus with modification is not foreign to any roleplayer. So it follows a better organization of the game's resolution mechanics would make this easier to play. As a modular system designed to be used in whole or part for your own vision of a space opera game universe it is worth using. I like the game for its fairly simple mechanics with a great character creation system, world generation tables and exhaustive gear list. I cannot speak to its starship combat rules as I have never run them. These rules will get their own look at some point and I may be able to generate a blog post on what I think of this important part of the game.

Careful look at Skills reveals Space Opera takes philosophically different approaches to resolution with whole branches of skill-orientated tasks. Applying your Combat Skills in play is done differently than applying your Scientific Research Skills which is different yet again from how Technical Skills are resolved! Once sorted though these different methods define the fun which can be had with Space Opera. Unified mechanics across the board in a game can get dull. If everything is resolved the same way, nothing you do in the game is truly unique. While the game offers players a chance at custom builds the simple Class system makes playing an Armsman different than playing a Technician or an Astronaut. Want to experience something new in the game for your PC, have your Armsman try and fix a radio. Learn how the other side lives! So I think the diverse subsystems, for this game, work.

Scientific Skills are also used to do Scientific Research. For routine information gathering there is a flat 71%, plus Intelligence and Skill Level, chance or less to make the correct observation. (p.47) To successfully complete Scientific Research requires having the right number of sciences to overcome the research subject's complexity. The chance of success is found by adding all of the success Dms and then subtracting the problem complexity Dms. (p. 48) There is also a table which will give the amount of time required to be spent before a success throw can be made.

The Medical Scientist and Physician have additional subsystems for the application of advanced medicine and healing abilities. Routine forms of medical research have a 75% plus 3% per skill level chance of success. (p. 46) Making the correct diagnoses of known diseases is 40% plus 5% per skill level without computer access. The chance is greater/modified if advanced consultation is available making diagnoses by a Medical Scientist almost certain. (p. 46) Physicians can increase healing rates (p. 47) as well as manufacture drugs (30% chance of success plus 3% per skill level plus 3% per Mk of the Medi-Computer. (p. 47) Engineers follow the same procedures Scientific Research while the Technician has its own unique subsystems.

Tech Skills and training (p. 57) are for the operation and repair of equipment. The rule book here offers a fine example of the numerous misleading typos which need to be faced while reading Space Opera. “The procedure to be followed for repairing breakdowns are described in the 5.0 Equipment Maintainance section, ...” No, there is no such thing. Single-system and Multi-system Breakdowns are resolved per section 4.22 and 4.23. Equipment Maintainance & Repair is described in section 4.21.

Fixing a single-system and multi-system breakdowns are resolved by rolling the target number or less on a 1D20. (page 76-77) Tech level skill can both increase chance of success as well as decreasing time needed for repairs. There is an alternate subsystem for the MediTech as well as fixing battle damage.

The MediTech can diagnose known diseases 20% plus 5% per skill level. (p. 58) A correct diagnoses will allow a MediTech to use medical equipment to treat with a chance of success.

Battle damage is repaired at a rate determined by the Tech's skill level. (p. 78)

That is all you are going to get on how to adjudicate success and failure outside of combat. Combat, both close and ranged, will be covered in another blog post. For now I am going to try and put this list of game mechanics in an easy-to-read PDF format for use at the table. The tools a StarMaster needs to referee are admittedly poorly organized for use in the original rulebook, but being able to see them laid out in front of you can eliminate much of the confusion and allow resolution and saving throws to be decided and rolled quickly. Just like you would want in any roleplaying game.

Thursday, December 27

2018 Clockwork & Cthulhu Campaign in Review


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Aww, The Vanishing Tower now has a holiday tradition! Reviewing the past year's blood-soaked saga of Clockwork & Cthulhu!

What were the top 5 hits of this past year for the longest running roleplaying game I've ever tried? There is so much to choose from, so much ground covered, consequences consummated and reckless adventure pursued... I'm just having a hard time deciding!

#5 You Tube! I know I am real late to the party here and this sure is some low-hanging fruit, but this is a recent development for my group and it has had an immediate impact on my enjoyment of our play. The live streaming and the resultant upload of the video for later review lets me remember important events, catch witty things my players are saying I otherwise miss and appreciate the effect of pacing on everyone's enjoyment of any given session. How else will I never forget -6 Hit Points is not considered being "softened-up" by the players?


#4 PC Death! Not once, but twice! The Scottish outlaw Creigh disappeared through a hole in the wall and Cousin Ralph Norton, a beast of a man, went down during a whirling knife and pistol fight. Player Characters can take more of a beating than the NPC's in my Renaissancegame but I am truly surprised this was the limit of the PC body count for 2018. Dice favored the players more than naught when life and success held in the balance. This puts two regular players on their third character each while everyone else is still on their original. In a long running campaign PC death changes the dynamic of the PC group. Comfortable niches are all but upturned and Players have to reinvent a game personality. I believe it is just enough work to make a player want to keep their existing character. I know as the Keeper I have to make not inconsequential choices on the fly for the introduction of a new character. It is important to not restrain from killing a PC when the dice roll against them just because I got invested in some story elements involving the stand out character. No plot armor allowed!

#3 Splitting the Party! One player went one way, one another, and still others clutched their wounds and looked for a place to lie low. The old OSR maxum of keeping your player group all together during the session must surely be tossed on the junk-heap of gaming history by now. 2018 saw the campaign enlivened with the players finding themselves making split-second decisions and getting cut off from one another. This spawned a couple of bonus sessions and overall made a greater campaign world. This doesn't mean a Keeper does not need to work extra hard on pacing and keeping everyone involved. I did have to schedule seperate sessions and find time for them, but it shouldn't be shied away from in session either. Zak's Frostbitten & Mutilated has a nifty adventure which gives any Game Master an example on how tension and interest can be maintained while splitting the party.

#2 The Birth of the Side Quest into a major Campaign Event! The PC's have gotten up in all manner of conflict with cosmic and local forces that the adventure ground literally squirms with the snakes of complications. Whether or not the PC's pursue their enemies, trouble with an agenda is sure to find them. The Keeper's most useful tool for handling PC's going in unknown directions are random encounter tables customized for the current adventure location. The running and gunning the players did in the streets of Old Yarmouth against alien antagonists and political rivals was all spawned from the fallout from a previous mission. The proper mix of success and setback with random encounters and prepared site locations gave the players complete agency against a backdrop of a responding campaign world. Did I say random encounter tables are essential? You know what fuels great tables? Great adventure content. Involved side quests come across better when you have interesting third party content to use. It is hard to constantly foster entertaining encounters so a smart Keeper will use quality content from others as solid footing to riff off of during live play.



And #1 is the Consummation of the Picaresque.  Sailing to the New World in pursuit of their ever-elusive initial adversary is kind of a big deal. Because it fit for the time period the voyage and the destination continued the campaign world-building. How the PC's arranged passage to the New World was an engaging adventure arc in its own right! The PC's jumped from Yarmouth, Norfolk, on to King's Lynn and then Africa. Each stop gave the PC's a chance to interact with the NPC's and they worked with their environment as they saw fit. Unique outcomes along the way, a hallmark of the picaresque,  will then plant the seeds for future, new adventures.



And that is what has stuck with me for this past year's play. There is one more session of 2018, this Sunday morning. No matter what occurs on the last day of this year 2019 feels like a year of reckoning. For the PC's, for the campaign long unanswered threads- some will be answered. This is right an just and the group has made it so. I wonder what this will bring the body count to?

Saturday, December 22

Space Opera Character Step-by-Step

To this point, each character has acquired a number of personal traits and capabilities which define the scope of his actions and his reactions only in general terms. All PCs are, as yet, untrained and inexperienced. They lack a background which establishes their expertise in specific areas, and which assists the player to formulate a definite personality for his alter ego which will bring the PC ‘alive’ in the game.” Space Opera Volume 1, Page 30



The game isn't unplayable but it sure is poorly organized. Character creation is fairly simple with some short sidetracks into calculating promotional and material benefits, both which can be jettisoned in favor of a Star Master's own setting information.

I made this step by step guide to help myself quickly navigate the Space Opera rule book when creating a new PC.

1. Choose Character Class. Players are free to choose the class of character they wish to play. Page 9.

2. Random Roll for Personal Characteristics. Fourteen in total, improve with Class specific DM's. Page 11.

3. Random Roll for Planet of Birth. Roll 1d20 for Gravity Field, Atmosphere and Climate. Page 12.

4. Choose Character Race. Note Planetary Types preferred/required. Page 15.

5. Determine Height, Mass(Weight), Stamina (optional), and Damage Factors per rule book tables. Page 19.

6. Choose a “qualified” career and roll Initial Enlistment term. If this initial roll would not qualify as a successful re-enlistment roll too, subtract the minimum enlistment score needed from the base 3d6 roll (unmodified by PC DMs). This negative value represents a penalty DM applied in -2 DM blocks against the chances at promotion in initial tours of service. Page 30.

7. Roll for chance of promotion for every two years term of service. Page 31.

8. Calculate Benefits. Severance as well if PC is not re-enlisting. Page 40.

9. Calculate Skill Points (SP) and purchase Expertise Levels in desired Skills. Page 42.
Armsman: PCs receive 1 SP x sum of Strength, Constitution, Dexterity, Agility, Intelligence, Leadership, and Bravery scores.
Tech: PCs receive 1 SP x sum of Dexterity, Intelligence, Intuition, Leadership, GTA, MechA, and EIecA scores.
Research Scientist: PCs receive 1 SP x sum of Dexterity, 3x Intelligence, 2x Intuition, and any one of GTA, MechA, or ElecA scores.
Medical Scientist: As for Research Scientist, Only with a strong emphasis on medical and biological science fields.
MediTech: A MediTech can be given SP as described for a Tech or he can be awarded I SP x sum of Dexterity, 2x Intelligence, Intuition, GTA, MechA, and EIecA, whichever is more advantageous to him.
Scientist-Engineer: As for Research Scientist, only specialization may be split between general science, engineering science, and technical skills.
Astronaut: PCs receive I SP x sum of Dexterity, Agility, 2x Intelligence, Leadership, Bravery, and GTA.

PC rolls 6d6 for skill points which can be applied to the purchase of General Skills only.

And that is fucking it! I mean, you still need to go to Volume 2 and drool over the equipment lists. Spend whatever cash you have on hand and stock your sci-fi guy. This means you can hand over Volume 1 to the next person on the couch who needs to roll up a character!

Tuesday, December 11

Stupid, Simple Way to Resolve Airborne Travel Encounters

In most OSR games the chance of encounter during overland, wilderness travel is once a day. However the chance of encounter is resolved for your game, there is most likely no reference for chance of encounter while flying through the air, at increased speed, covering a tremendous amount of distance. And an encounter "chance" doesn't build in the increased exposure an airborne party would have to attack and of being seen. At least not to my satisfaction. So here is what I do.


1. I count up how many hexes the airborne party covers per the wilderness map being used. This is how many times I roll for an encounter chance. 

2. Roll all encounter chances at once. 

3. For every encounter result I generate the type of encounter. If the encounter has any chance of engaging the airborne party then a random encounter results. If not, nothing. 

3a. If a rolled encounter may have ability to observe or have interest in the airborne party I will note this for possible future encounters.