June 20

Poll: Site redesign

So I decided to retheme this blog and I was wondering if you preferred the new look to the old one?

 

Do you like the site redesign?

  • Yes (0%, 0 Votes)
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Total Voters: 0

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June 20

June 2014 Blog Carnival – What’s in the hole?

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June 2014 Blog Carnival – What’s in the hole?

For the month of June Moebius Adventures are hosting the blog carnival and want to know What’s in the hole?

I think that holes are fascinating things; empty voids where something used to be, be it earth or in the case of Pompeii voids where bodies used to be.  I always wanted to know how many could fill the Albert Hall?

Currently in my hole is Sergeant Pepper’s Lonely Hearts Club Band, how they got there I don’t know but its a fair bet that magic item the portable hole was probably based upon that animated film featuring the Beatles;  an inspiration that resonates into TV today, like the series Fringe where a portable hole making device was used to break into bank vaults.

It is therefore a useful item for people wishing to gain entry to a locked or guarded facility, just slip it onto the wall and in you go!  Used in this way they item can allow the players to get away with all sorts of tricks without repercussions, what if there was a darker side to this strange item.  What if it displaced the matter somewhere else or perhaps once attached to a wall the enchantment only last for a number of minutes which allows the group in one way before it seals up and drops off the side of the wall it was applied to.

Then you come intro the tricky ground of how would you store it since it is a potentially deadly device and not the sort of thing you slip into your pocket as it would probably adhere to the wall and make all the items spill out over the floor.  I guess you could create it to be triggered by a command word as this may make it safer to handle and you wouldn’t worry about it dropping onto the floor and creating a tunnel all the way to the core of the Earth; allowing all sorts of dinosaurs to flee hotly pursued by Doug McClure and Peter Cushing.

You could expand this item yet further with the portal-able hole, consisting of two  holes of different colours; say for arguments sake one blue and one orange.  To make use of the item you would have to affix both holes to different surfaces before you could create an entrance or exit.  Its  up to you to determine whether or not the holes obey the laws of gravity but I feel  it would break the sense of disbelief if it didn’t.

There are thousands of potential applications for such a simple concept and very often the simplest ideas are often the best.

Have fun and may your dice always roll true.

 

 

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June 15

Iron Atlas: Digital Miniatures System for Roleplaying Games

Iron Atlas: Digital Miniatures System for Roleplaying Games

In my previous post I mentioned about my iPad being my GM Binder and now something else has made me sit up and take notice.  There is currently a Kickstarter in the works that promises to allow you to use your tablet to create a virtual battlemat and run encounters.

It certainly looks impressive and you can find  a link to the project here: http://kck.st/1hh1Ecd

Thanks to Lester Smith for pointing me in the direction of the project.

June 11

Primetime Adventures: Play the Greatest TV Show that Never Was

A good friend of mine recently clued me in to the fact that the long awaited second edition of Primetime Adventures has been Kickstarted and successfully funded.  Primetime Adventures is the role-playing game of television drama and I thought the idea of playing a game within a game to be an interesting one.

The Kickstarter can be found by following this link:

https://www.kickstarter.com/projects/1801630747/primetime-adventures

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June 7

Top 10 RPG list – number 5.

Traveller

Traveller was the first science fiction game I ever played in and was the second rpg I ever tried. I was so taken with the game that I persuaded my grandmother to purchase me a copy from Games Unlimited, it may have been a second hand unboxed copy but I didn’t care about that. I had at that point several d6 dice which Traveller makes use of so I didn’t have to spend any more money on them.

I was drawn in by the seductive red line running across the page of the black cover of the books. It was later on when I was heavily involved in collecting Traveller did I realise I had the three little black books combined into two books. Early editions of the game came published as individual volumes about A5 size and this gave rise to the term “little black books”. There was a range of supplementary books published in this format that covered all sorts of new material; careers, adventures and even library data which expanded upon the previous books.

As I understand it the rules were written to enable the referee to create their own universe for play, the adventures that were written were set in what would become the default setting of the Third Imperium. In this respect Traveller was probably the first sandbox game I had ever encountered. You could argue that games like D&D were sandboxes as well but they all seemed to revolve around gong to the dungeon and clearing it out 10 foot room by 10 foot room; almost like some sort of medieval SWAT team.

Traveller was also the first game I had encountered that had a life path system which dictated your previous history before you started adventuring; unlike some of the other life path based systems it was entirely possible to die during character creation, so the game had an element of risk to it. Later versions of the system mitigated it to your character being wounded rather than death and you finished your career at that point.

Character creation was just one of the mini-games that the rulebook had; trading was another one and also world creation. The rulebook suggests that you can play them in isolation as a solitaire activity, whether you are trying to found a new trading company by plying the space lanes or exploring strange new worlds. All examples of typical sandbox play that can be found in many typical computer games.

I suppose being a big fan of the BBC Micro computer game Elite was also a big selling point to this game. It is no surprise that most Traveller games are based around the Merchant Prince route; there was even an excellent campaign written called The Traveller Adventure which gave the players control of a ship and a trading route to ply.

By the time I was getting ready to actually referee Traveller a new edition had appeared; MegaTraveller. This new edition compiled the best of the supplementary books and the core rules into an improved system with a new and improved task system at the heart of the games skill resolution mechanic.

MegaTraveller also introduced a new background as well, expanding upon the popular Third Imperium and taking it into a new direction; the emperor had been assassinated and various factions tried to claim the iridium throne for themselves. The setting while interesting didn’t really do anything for me and I continued to run adventures based in the Spinward Marches sector. The rebellion eventually ended with an artificially intelligent virus and was the lead in for the new edition:

Traveller: The New Era was the last edition published by Game Designers Workshop, the company hit hard times and the decision was made to close it. This edition moved away from the familiar 2d6 task resolution system and used the GDW house system which was d20 based. I really liked the idea of the players having a chance to shape the new empires that arose out of the ashes of the virus. The Imperium was still there but 70 years of isolation had profound effects upon the planets. So the advance scout party often had some very old data about the systems to go on and could be surprised at what had happened during the long night.

During my tenure as referee I ran many Traveller games using the various editions I had collected and I would say that until recently MegaTraveller would have to be my personal favourite.

I’m looking to run Traveller again, this time I shall use the Mongoose edition as it has a modern take on the rules but still has the Classic Traveller feel to it. While GURPS Traveller piqued my interest for a bit, it seemed to me to lack the heart and soul of the Classic edition, characters were bought as packages of skills and advantages and gone was the random determination of your prior history.  Spaceships were regarded as an advantage so the better your starship was, the worse your character started the game.

As a result of the successful Kickstarter campaign I have a copy of Traveller 5th edition which has traded the little black books for one rather massive hardcover; while an impressive book to hold I find it lacks the simplicity that the Mongoose edition has. Both games had a parallel development and by comparing the two volumes you can see where they inspired each other.

Mongoose have also used their Traveller rules to do other licensed games they publish, the most interesting to me was Babylon 5 and it sort of worked but it was woefully lacking in certain areas.

Links:

Mongoose Traveller: http://www.mongoosepublishing.com/rpgs/traveller.html

Far Future Enterprises: http://www.farfuture.net/

Honourable mention.

 Stars Without Number.

I heard good things about this game published by www.sinenomine-pub.com ; it’s a worthy spiritual successor to Traveller and is also set up for sandbox play. So I tracked it down and was suitably impressed by what I found between the covers.

The system is a modern retro-clone of the world’s most popular fantasy game and uses the familiar 3d6 for character generation compared to the 2d6 Traveller required. Where Stars Without Number shines is the support for the game. The basic game is available in two versions; a free edition and a paid for core book with more material stuffed into it. There are other supplements available some of which are free and others don’t cost a great deal.

 

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June 4

I’d hate to see what the full price was…..

I was one of the backers for Interface Zero second edition, the Savage Worlds themed Cyberpunk game and the company has been pretty good sending its rewards through to the backers.

Imagine my surprise when I redeemed the discount code for the players guide and nearly flat-lined:

“Discount redeemed. Interface Zero 2.0: Player\’s Guide has been added to your cart at the discounted price of £4,643.51”

If that’s the discounted price, then I’m glad I backed the Kickstarter as I’d hate to see what the full price of the book is!

Interface Zero 2nd edition is available from Gun Metal Games.

 

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June 4

Thunderbirds are go!

I’ve been a big fan of Gerry Anderson’s shows over the years and I always thought that any of his programmes would make the basis for an interesting RPG.

So to receive a press release from Modiphius Entertainment about their upcoming game made me think all my birthdays had come at once, upon further reading its a co-operative board-game which is better than nothing I suppose.

Perhaps they would be interested in doing an honest to goodness RPG if the board-game sells well?

You can read the full press release here:  http://www.modiphius.com/thunderbirds.html

 

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May 31

May 2014 Blog Carnival: Star Wars – That’s a wrap!

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May 2014 Blog Carnival: Star Wars – That’s a wrap!

I can’t believe that the month is almost over and the blog carnival I volunteered to host has drawn such a diverse selection of entries.  I asked the question “What does Star Wars mean to you” and received a totally unexpected response.

My contribution was a somewhat rambling post mainly based upon the d6 edition of the system and a very brief look at the D20 versions.

Bill Heron of http://www.themandragora.com/star-wars-rpg-d6/ wrote quite a detailed look at the d6 edition of Star Wars, the first of the licensed games and its very apparent the love he has for that system in that attention to detail in that post.

While Bob of Ancient Faith in the Far Future wrote about using Traveller to create an Empire for him to play in.  I also agree with him about the prequel films being a bit uncalled for and he gets some extra Kudos for mentioning Blakes 7 🙂

The final entry came from James Introcaso and his worldbuilding blog I take my hat off to him for doing something unexpected by taking an interesting concept and reworking it for his own world.  I will never look at a pit trap in the same light.

In conclusion

Just because someone says Star Wars, it may not mean the same thing to you that it does to them.  Some people cling to the film and abhor anything that isn’t their definition of canon while others enjoy the grand toolbox that the universe of Star Wars has to offer.

Whatever it is, I think its fair to say that despite its supposed flaws the films do offer a shared canvas upon which to paint your own stories and while they may not be tales of destroying the Death Star, just being able to rub shoulders with some of the wretched scum and villainy can lead to some fun times in a collaborative story.

May 24

Bundle of Holding

After Kickstarter my current gaming addiction is the excellent Bundle of holding.  For a relatively small amount of money you can get a collection of games and supplements with proceeds going to charity; if you pay the level up price you can get additional books as well.

There have been numerous bundles so far covering all sorts of gaming worlds including; Traveller, Unknown Armies, Spirit of the Century, Stars Without Number, Feng Shui, plus old school gaming material as well.

The current bundle is Classic Deadlands the roleplaying game of the weird west, this is the pre Savage Worlds edition and if nothing else you can use the books with minor modifications to the new edition.

 

 

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May 16

Star Wars – Blog carnival May 2014

Blog carnival May 2014 – Star Wars

A long time ago in a galaxy far far away Star Wars was released to an unsuspecting public, while there had been coverage in magazines before the premier nobody could have predicted the effect this single movie would have upon the genre.  It spawned six films, numerous books and plenty of merchandise, including a licensed role-playing game or three.
In 1977 I was a very impressionable six years old and I loved going to see the film.  There was so much going on, good versus evil, sword fights, space battles and the huge explosion as the Death Star was destroyed.  I enjoyed seeing the film a couple more times and watched it when it was shown on television at Christmas time.
This may seem strange now, but this was all done before the days of home video recorders and the concept of a direct market release of a film was a number of years away.
So imagine my surprise when I heard about a licensed Star Wars roleplaying game and I could be the big hero that Luke was.  This was to be for me the star of many disappointments with the game.  Over the course of trying to play it I had several character concepts one or two of which were deemed unacceptable and if the games master had explained why he had placed a ban on them I would have understood.

The book.

The first edition of the game was a smart perfect bound hardback with some very evocative cover art.  Art also played a big part throughout the rest of the book as well; some of the mock adverts did an amazing job of setting the tone of the game.  There was also the advert in the back that enabled those in the USA to send off for a Franklin Mint plate of Han Solo.

Mechanics.

Stats were based upon the number of dice you would roll, so Strength may have been listed as 2D6 or perhaps even 2D6+1 .
The game was also one of the first to use a dice pool mechanic, where you rolled a number of six-sided dice, added them together and tried to beat a target number set by the gamesmaster.  Later revisions to this broke the difficulty down into granular increments so you could say “beat 26” rather than say “it’s a moderate difficulty”
West End Games did a fine job of creating a quick system to resolve things, although in places it was a little too free and easy for its own good.  Where the system seemed to be broken was the multiple actions rule which seemed to confuse the heck out of all concerned and each group seemed to have their own take on this rather strange mechanic.

Character Creation.

The neat thing was that West End enabled you to get straight into the action with a series of character templates that could be customized to meet the needs of the player.  You could also create your own character by spending a number of dice for each stat.  You could break whole dice down into three pips, each one adding +1 to the respective attribute.

Combat.

Combat was a task and generally involved rolling dice to hit and damage, armour added additional dice to the roll made to soak the damage and here was another of the games quirks which was later “fixed”.  Stormtrooper armour added extra dice to soak but at the cost of Dexterity dice, so a 2D Stromtrooper suddenly had a whole 1D to strike with, which nicely emulated the supposed inaccurate Stromtrooper of the movie but did make the Stormtrooper a laughing-stock as he couldn’t hit the side of a sandcrawler at fifty paces.

Supplements.

With such a successful game under their belts West End produced some incredible books, some of which are better than others.

Cracken’s rebel field guide.

This supplement suddenly became a hot item at the gaming table when it introduced the concept of jury rigging things and giving them non-standard upgrades.  So you could amplify the damage done by a blaster but the rules were never that clear as to whether it was a sidearm or all blaster class weapons; some of which are fitted to capital ships.

Galaxy Guide 6:Tramp Freighters

A great sourcebook which expanded upon the ship and what customisations you could give it; from escape pods to concealed smuggling compartments, it’s all there.

Adventures:

These always started in Media Res, putting the players into the heart of the action with a little script for the players to read and get into the scene; while well written they had a problem in the fact that they were written for groups of six players, so the gamemaster had to try and split the lines between the number of players to hand.  This lead to some rebels appearing to be stupid as they said things that they contradicted a paragraph later.

Second Edition (Revised)

Despite all this faults the game was a lot of fun to play, a revised second edition was eventually released which fixed all the errors of the previous second edition and added even more high quality colour artwork to the package.  It was at heart the same core game except with an annoying wild die mechanic which just annoyed all the people I played with.   It also improved the concept of scale so while it was easier to hit a landspeeder with a blaster pistol it did proportionally less damage.

D20 editions.

All things come to an end and the licence for Star Wars expired and Wizards of the Coat picked it up, took all the good stuff and welded it to the D20 modern system.  I thought the new mechanics were a poor fit and that it sucked harder than a mynock, although it did cover other settings beyond the default Rebellion era.
I understand that there is a new version out; I don’t think I will bother getting it as it seems to need special dice to play.

 

What made it special?

The many hours of fun I had playing it, from running around trying to avoid Imperial entanglements to the odd home made adventure where one group of players were Imperial agents trying to sabotage the rebel base.  I was not a fan of that one since the group of Imperial agents were acting upon player information and not things that their characters would have known.

Perhaps another time I’ll recount a war story or two 😀

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