Contact Information:

jay@vanishingtowerpress.com

Sunday, July 31

Classic Traveller Sector ETU-AI215

Ridicules how the simple set of rules presented in the original Traveller game can lead to a fully satisfying and realized sci-fi game world. I ran an adventure arc with a module written for a classic fantasy setting. Adapted for sci-fi horror, and ended up with a fully fleshed out universe setting. 


Part of the Outer Frontier (who knows what that means) this scrub of a Traveller universe I was forced to create it after ruminating over what would be the consequences of the PC's actions.. When I mean sparse I'm talking four systems total, tenuous jump routes built on jump one tech, and not a lot of civilization. Just to keep it manageable in my GM mind. But even these limitations I enforced on the homebrew subsector the emergent play of the PC's has sprung so many tentacles I can't read enough science fiction to keep up with the possibilities.  

Great game system.







Cool Things in Clockwork & Cthulhu

Today a PC decided to dispatch an NPC the party was interrogating. No torture or anything. The NPC was answering questions, rather compliant tied up in a chair. But without hesitation, matchlock pistol to the head! The player just couldn't see an answer to the problems the NPC represented short of death. What that threat looked like for the PC I don't know. Nothing to be done about party paranoia.  Hurray, must mean I'm running the game right.

Any who, so the NPC  is now an open cavity of brains spread over the ale and blood soaked bar table and the PC has a moment of reflection. Have I gone too far? Blowing out the brains of a defenseless enemy? The player asked me if there was a need for a sanity check. I was like whatever, you killed a hardened mercenary, your fine.

On reflection, I thought that was kinda cool. The players are invested enough in the campaign that I don't have to hammer home consequences. They are creating their own experience to the events because the story has come alive at some point for all participants.

This campaign has been rocking really well by I think these elements;

Quality adventure product,

PC buy in regarding genre tropes,

and a GM making the action where the PCs are which means hacking the hell out of the published material to bend and reflect the PCs actions in the game world.

Thursday, July 28

I'm an okay GM

but a fucking lousy player. Why?

[Addition 07/29/16]


I have to agree with the comments. Running games means I get to play all the time. If there is no game on I can world build. I'm used to playing at my time, when I want. I have a bigger time bank of play when I run.

There is a PC chee which is way different than the elan of well executed GM fiat (just being a good game master). I can't just snatch it up all the time. I'll define PC chee as inner listening, with moments of outward playing. No luxury of time. The game is on and time to be efficient with each touch of the ball. Is it harder or easier, Player or GM? Neither, both are worthy of pursuit towards fun and excellence. I've just done one more than another. Switching "roles" it shouldn't come as a surprise that the work is different enough a conscious transition is helpful when flipping. I probably have informal ways to make transitions. 

Wednesday, July 27

World of Xoth NPC's for USR Sword & Sorcery

Off and on I have been putting together a Bestiary. Saving the stats of the animals and people I had to come up with as my online players chewed through the campaign world over two and a half years of play.

The PC's thrashed their way from the forgotten city of Akhlat the Cursed, to the tea shops of Taikang City and probably saw more Deep Water Belly Fish then they cared to.

Here is a sampling of some of the NPC's the players have come across in these past adventures...

Town & City NPC's

Agrapurian Thugs,
A8 W6 E4 H07
S. Hand to Hand +1A, Intimidate +1W.
Leather Vest, +1DR. Club +1A.

Now this is a tough mountain town (ripped from the pages of REH) found on the Khazistan side of the Kharjah Pass and the PC's had just survived a hard seven days march through wasteland. The only reason they didn't get their ass handed to them is because they went straight to the fate of carousing heavily and they rolled well and the Crypt Keeper's NPC's rolled poorly.

Ghazorian Town Guard,
A8 W6 E4 H07
S. Hand to Hand Combat +1A, Authority +1W.
Leather Vest +1DR, Small Shield +1DR. Spear +1A, Knife +1A.

In the pay of Sea Lords the PC's made fools of them when hired as assassins. They left town before retribution could be exacted by the next paying pouch of gold.

Corrupt Sorcerer,
A6 W10 E8 H09
S.Ancient Lore +3W, Bind Demon +2E, Move Silently +2A, Connections +1W.
Dagger +1A,

Once again the PC's channeled the Conan vibe of this Sword & Sorcery campaign and struck quickly against a formidable foe. It is hard to command your giant snake and female vampire slaves with your head blown off by an ancient ray gun.

Khazabad Pit Fighting Champion, A10 W6 E8 H10
S. Unarmed Combat +3A, Intimidate +1W.
Leather Arm Band and Greaves +1DR. Spiked Knuckles +1A.

The PC in the pit straight up rolled better than the NPC. That is what I liked best about adapting the USR rules to try a simultaneous combat method and a critical hit table. I as the Crypt Keeper never new how any combat was going to play out. I felt I had the best of both worlds. A combat could end quickly in unmitigated savagery or turn into a brutal exhausting contest. Another PC bet heavily on the right side of this fight.

Dipurian Flesh Peddler,
A6 W10 E6 H06
S. Connections +2W.
Robes and oils.

There is so much hate in this crowd towards the PC's they will never know it unless they return to the Grand Inquisitor's city.



There is a bunch more scattered throughout the three ring binders of campaign material I generated during the run. I want to keep working on compiling them into a "Monster Manual" for USR Sword & Sorcery but I am a bit weepish about stripping them of their World of Xoth trappings because it is not a campaign setting of my own creation. It has the best name for a Sword & Sorcery campaign setting by far. I took the small map and superimposed it on a modified map of Venus with much of the surface covered in water. Irregardless of my world building I was smart enough just to spend time on where the PC's were currently exploring and making that important. I was extremely gratified to see my judgement validated by the Tales To Astound post about making the action where the PC's are at. I didn't know that was what I was doing at the time, it was done out of necessity. But it gelled so well. It made sense cause it was built adventure by adventure and all I did was feast off of the player's actions and acceptance of the genre tropes.

So a USR Sword & Sorcery Bestiary is worth it and should be seen through to the bitter (roll 1D10) end.