Contact Information:

jay@vanishingtowerpress.com

Sunday, March 29

Death Frost Doom Session Report #1


I always tell myself to just breath easy, take a moment before speaking, and try not to freeze up when there is much I must respond to immediately and anticipate its “logical” reaction in real time. There is nary a session I have not been freaked out at some point during play. The freak out goes something like this: What do I do? What do I do? What do I do? What do I do? What do I do? What do I do?

So if I am spinning out while running Death Frost Doom I conclude it must be me and not the published module. Maybe I can’t run these “awesome” adventures effectively? This is all rubbish of course. The only struggle, and I have had it before, is good old-fashioned page flipping during the game. If I get caught going back through my game material (mine or others) I start to unwind.

That is the other benefit of recording the game sessions. I make shit up that is not true in my head and believe it. Being your own worst critic. Little voices in your head...

The session was no better or no worse than any other. The PCs were wary, concerned and fearful of the place, but pushed on, nonetheless. The interesting moments of the session were player initiated. Any bad form I could find was having to do more retcon with the PCs than I usually must or desire. Retcon, my advice, get over it. Now if you want to find an indicator, some mark you have become a Dungeon Master master it is simple you never ever have to retcon during your campaign, Ever! This is clearly not possible, but I like it as a metric. The less I retcon the better all of us at the table are doing as far as attention and engagement are concerned.

Change of pace. Finding organic instances to change the pace of the action I consider important to. The previous session was a full-on wilderness night fight with wolves, werewolves, and the forest catching fire. Most grognards would call this a “combat heavy” session. And they would be right! For the player’s first time spending an entire session in the crypts there was no combat had. And I felt the players thought the stakes were just as high here as they were rolling on the forest floor with werewolves fighting knife, tooth and sword!

If you are a Dungeon Master curious or fretting on running DFD, the recorded session (link below) may put your mind at ease and may spark some ideas you want to include to pick your session up a notch. Please note, this is a recording of the live stream so there is no editing. The game session doesn't get started until 36 minutes in. Also, in another two weeks the game goes again and there is no sign the PCS are ready to quit the dungeon so you will most likely get a chance to see the module played all the way through? Heck, I'll even provide a link to some appropriate background music.





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.

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.