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jay@vanishingtowerpress.com

Saturday, March 28

1E/2E Gamma World Game Session: Detroit Suck City


I turned to the MeWe gaming crowd I've managed to keep together after the demise of G+ for players to fill my friends new 1e Gamma World game. The three other open seats filled fast with five people so it looks like the game may get some legs with a stocked roster of PCs. The bidding war was opened for first game date (it was this past Friday) to be picked, got it scheduled and slammed out our first group adventure (jiminey got a special introductory issue one-shot prior to this) with, what the GM said "were questionable tactics." :) You now can be the judge. Here is the unedited, unexpurgated game session. I thought we had solid plans all along?

Now you get to be the judge!


Thursday, March 19

Shelter in Place with Gamma World 1e

I phoned a friend of mine today while sitting in the Falcon after the Kessel Run got canceled. He was finding some time off on his hands like the rest of the world and was perusing his old 1e boxed set of Gamma World. We quickly agreed we would hook up on line in a couple of hours and roll up some mutant humanoids and animals (no plants or PSH's, first house rule). With any good session zero, the character creation process started blocking out the campaign world. The apocalyptic event was recent and not in the misty past, so a lot of standing rubble and ruin. We picked Detroit out of the hat for the destroyed urban environment we would start in. Slag pits are what you climb out of when ascending the post-apocalyptic corporate ladder, and that is about it at this point. 

Building the game world around some random character creation is just such the right way to approach a classic Gamma World game. We all have so much Post-Apoc media influence the idea train shouldn't ever run out of track. 

I posted up a mewe group for the game so as to get others involved and start establishing some game dates. Come on over if interested. Don't need to be a player, lurkers are always welcome. At least head over to the group and poach the form-fillable 1e character sheet. Or not. It is easily found online. I'll think I will add it to my Summonings page anways.

Oh, here is the character I created, Jiminey the Unethical Mutated Cricket.



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.

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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.

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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.


Sunday, March 15

DFD Hits the Table



Image result for death frost doomThe virtual table, all my gaming these days is virtual. Online, video hangouts. And it has worked well, extremely well over (fuck me) 8 years now. I got hooked up on line with gaming again in 2012. And one of the most talked about adventure modules at the time was Death Frost Doom by James Raggi V. I passed on buying it at the time. I thought, what's the use? Everybody and their grandmother is playing it right now. Then some time later a new edition was released in some kind of package deal. I got Monolith, NSFW, Tower of the Stargazer(?) and the much talked about Death Frost Doom. Good adventure, I thought, for what it does. Evocative as all get out, and the possibility of world-ending events being triggered... Definitely good material in here to be used. But I haven't got a place to use it right now. In my current campaign. Some point I will, but it isn't today.

And there it has sat until this morning. My dowdy band of murderhobos got themselves into a scrape with a large horde of werewolves. The mercenaries had been overrun or had fled for their lives. The forest was well on its way to being engulfed in wind-driven flames and more werewolves were closing in. Murderhobos doing what murderhobos do, they fled. Not blindly. They had passed a boarded up hunting lodge before the terrible confrontation which had just shattered their armed troop. It looked sturdy enough. If they could just make it there, urge their wild-eyed horses on one last directed gallop, before the living fears of myth overtake them all.

The lodge is safely reached. It is not the cabin in the module. Here is a look at it;

Much bigger. 
Stocked with bear traps, hunting weapons like spears and bows. It is indeed a good spot to defend from. The rooms are quickly tossed and a trap door is found in the floor of the Great Room. There is also a thick book. It is pages on pages of names. They change over time, in fact the sweep of names covers thousands of years! The earliest names are in a language unknown. Not till the end of the book, representing the last two hundred years or so, are they comprehensible. These contemporary names continue until the last three pages where there are no signatures. Only row upon row of a bloody fingerprint. The blood now long dried these last few pages appear as some gory stamp book.

Heated discussions break out between the mercenary captain, the Marquee and Father Piedmont. The Marquee is adamant he will not quit the field until he has routed or captured the evil cultists behind rash of kidnappings. He seems in a complete state of denial over being attacked by werewolves. "Nothing but bandits in wolf skins!" I tell you, we go back there in daylight. You'll see."


Father Piedmont worriedly looks out one the Great Room's windows again and again. It is agreed the first thing to do is undue the padlock on the floor hatch and see what lies underneath. It is a 50' shaft down. Straight down into DFD! Fuck it, I'm using it. I'll figure out how to tie in the OSR cultists cum werewolves and their WolfMother petty-god later. If there is a later. 

To be fair, several players identified the location just in the first hall approaching the first door into the dungeon. But none of the players had actually played in it. Good, I'm getting to drag fresh souls through one of the most reviewed OSR modules to date.

Image result for death frost doomAnd that is where we left it. They did get in to the first two rooms which has them in the large, evil encased chapel. And we did leave with some disagreement within the party on what the next move should be, but it is Mq. Chabentaeu's resolve to have revenge against these fiends (cultists) which seals the deal. No murderhobo is going to appear as a coward. Especially in front of an NPC!

So I'm pretty satisfied with this cold open for DFD. Plenty of detail within the book to tie the death cult's religion from the module to the leading adversaries currently running amok in the campaign world. I can work out these "pantheonic" loose ends. The Cleric and Paladin are feeling obliged to uncover the nature of the evil lurking here while the jewels and gems just found are keeping the thief and the assassin in the game. Oh, yes, we even have a 1st level character along. The player of tragic La Batard returned today with his gentleman thief and rake. An Averoigne fop who is good with his rapier. The cleric is 3rd level (damn that Bless spell would be useful to have) while the rest are 4-5 level dudes. Not fragile, but the groups magical firepower is currently found only in the paladin.

Two weeks until next session. I already have a good idea to tie this site location in with the already established big bads. Otherwise I just need to pour over the pages of this black masterpiece all over again. Weep for me not....




Image result for death frost doom