November 16

Catalogue update #2

So at digging through my collection or appears that some of the pdf have ISBN and barcodes on then. These appear to be the ones that are used to create print versions of the documents so kudos to you Eden Studios for including both the covers in your pdf which include the barcode.

I wonder if it is possible to scan that directly from the screen?

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November 15

Catalogue update #1

I also posed this question over at rpgnet and have had a couple of suggestions but nothing to take the drudgery out of adding the details automatically.

What I have at the moment is a directory listing of the folders but that is less than ideal as some of the pdf have cryptic filenames.

I’d love to be able to point a program at the directory and have it recognise the contents and identify the documents.

I wish there was some embedded metadata it could extract.

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November 14

Cataloging a collection

After trying to work out if I had a particular book in my collection I was wondering if there was a software package for my PC that would allow me to track my pdf game collection.

I have am excellent program for my printed books but it doesn’t appear to handle electronic editions as they don’t have the barcodes or ISBN references.

I can’t be the only one in this situation so can anybody suggest anything?

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November 7

Top 10 rpg list: Number 1 – Over the Edge

Mandatory Disclaimer

The GM should read the following statement before and after every session of Over the Edge.

“All references to vices and to the supernatural contained in this game are for entertainment purposes only. Over the Edge™ does not promote satanism, belief in magic, drug use, violence, sexual deviation, body piercing, cynical attitudes toward the government, freedom of expression, or any other action or belief not condoned by the authorities.”

Over the Edge is probably one of the most unusual in my collection and unlike some of the other top ten entries I can’t place where I first heard about it, which is unusual for me.  I do know exactly where I bought it from; the Virgin games store in Central London, I’m not saying I have a photographic memory but I left the price tag on it.  Since it was a game I did try to play with some of the members of the Critical Miss gaming society when I bought it I can hazard a guess that it was about 1992 when I purchased it.

I was amazed by how free form character creation was, no fixed attributes rather you defined your own traits; this caused a little difficultly among the group as this was a radical idea and we didn’t know how to proceed.  Not so much a radical idea these days as other indie games have taken to going down the route of allowing you to define your own traits.

The System.

You need nothing more than a few d6 to accomplish your task, either against a fixed difficulty or in the case of an opposed roll the highest number wins.

The Background.

This was the main draw for me, the wonderfully detailed island setting of Al Amarja, a place of cults, cultists, conspiracies, fringe powers, magic, the post office and other things man was not meant to know or understand.  I’d love to write about the rich tapestry to play with but I don’t want to spoil it for any potential players that have yet to explore the vivid game world or experience the weird and unusual.  I know you can certainly search for other pages relating to the background but you’re not going to find anything here.

One idea I am still toying with is to get a game up and going but have the island adopt the swinging 60s setting of British culture; with all the classic tropes thrown in for good measure.  Maybe some sort of Avengers style vibe mixed with Prisoner, Danger Man and Smiley’s people?

In Play.

In the end I got one or two evenings play out of the book.  The party had gathered at the Al Amarja airport and was walking through the depature lounge when I was just describing the general goings on including an announcement over the tannoy for Mr. Jones to pick up the white courtesy phone; I was unprepared for what happened when one of the group picked up the white phone and introduced himself as Mr. Jones.  If at that time I had been more of an experienced GM I could have certainly run with it and perhaps sent the players off into the seedier side of the island but I panicked and the outcome was a little predictable and the party went back to leaving the airport.

Conclusion.

I’d certainly recommend going and finding a copy of this almost forgotten gem just for the weirdness of it, the aforementioned background and the vast open ended sandbox nature.

 

Over The Edge can be found here at the home page of Atlas Games

November 1

Nuclear War Players Guide

Another guest post here from Steven who has taken some time to expand upon it to cover the new material.
This guide is copyright 2014 Steven Ward. Nuclear War is a trademark of, and produced by Flying Buffalo Inc.

Preface.

Nuclear War is a non-collectable card game that has been around since 1965; Doug Malewicki created it and it was first released in 1965. In 1983 Flying Buffalo released Nuclear Escalation, a standalone set that introduced more weapons of mass destruction. In 1992 Nuclear Proliferation followed, another standalone game with more weapons and players controlled countries with special abilities.   During the collectable card game craze of the 90s Flying Buffalo released booster packs containing eight randomly assorted cards including the very deadly 200-megaton warhead.  The third expansion Weapons of Mass Destruction expands upon the game with more secrets and warheads.

I have been playing Nuclear War and its associated companion games since 1988. During that time I have come up with many different playing strategies, most of which failed. My current playing strategy is simple and I will get to that later.

Why a player guide? There is three Nuclear War sites on the WWW, none of which give advice on how to play the game. Hence, I thought I would impart my words of wisdom.

The guide.

The guide covers all the sets coupled into one supergame.  If you do not have all the sets together, don’t worry this is a general guide at best and it will still help you.

Part one: the basics:

Read and re-read the rules. Simple? I learnt Nuclear War from someone, it was not until I bought my own sets and read the rules properly did I realise they had been doing things wrong. I have since taught my friends to play and passed on my expanded knowledge to them. So, you do not own the sets? Flying Buffalo will sell you the rules for $3 and I suggest you check out their website for further information.

A brief word on population.

This is your playing token, while you have people you are still in the game. See “Population Preservation” below for more advice.

The opening hand.

When you collect your initial hand, whether it is through the standard nine-card deal or picking two and then discarding, the opening hand is important. If you only play the standard method, save yourself some time and then skip on to the next step. The booster packs introduced the variant method for dealing.

What to keep and discard.

I generally only keep two propaganda cards as thermonuclear war starts by turn three; after that, propaganda becomes useless.
Warheads are always worth keeping and the same goes for missiles. When retaining missiles, the Saturn is by far the best, not only has it the biggest carrying capacity, it is hard to shoot down, and second best is the MX.
Most special cards are worth hanging onto, with a particular preference to the anti-missiles.
Now you have your nine cards. Place two face down cards and then place a missile for the third. My reason is simple, the cold war strategy in the rules may work, but I have never seen it, I think this may be down to the weighting of the game to missiles and warheads.

First and subsequent turns.

If someone has already stolen some of your population, target them with the propaganda and if not then target someone who already has. Once you have a target, do not stop attacking them, the only time you ignore this rule is when multiple people are attacking one person, then you target them!

Part two: Population Preservation.

By starting war quickly, you minimise the amount of your people you can lose. Propaganda always hits and denies your final retaliatory strike! Where possible cancel or redirect propaganda cards because once at war this stratagem does not work. When at war, change your large denomination cards as quickly as possible as this denies your opponent the chance of stealing a 25 million population card with exchange students. The flip side to this strategy is the card that enables you to double a single population card.

Part Three: Anti-Missile tips.

There are not many of these in the game and they will get you maybe a one-turn reprieve, but used properly people will I hope fear you. Once you intercept an attack, you draw an immediate replacement and you go again, this gives you enough time to deliver a surprise punch even if someone decoys or jams the anti-missile, it does not matter you go next.

Part Four: The Correct Use Of:

Supervirus:
OK, so you pick the Supervirus card up from the stack or you stole it using a spy. Which player is the best to give it too? In my experience, give it to the player on your left, this way the virus will run uncontrolled on the beginning of each player’s turn, causing its lethal damage. Now you have given it to that player they cannot give it back to you without holding it for another turn and losing an additional 1-6 million people! Congratulations, you have caused 2-12 million deaths this way to this one player.

Bombers:
If you have a bomber, do not play it straight away, wait a turn or so to see if you can pick up any worthwhile warheads for it. Bombers are also worth keeping for final retaliation, as you can drop up to 100 megatons in one bombardment to your opponent. If you have the Delta Clipper, then I recommend dropping as much from it as possible before final retaliation, because you cannot drop more than 75 megatons from it.

Missiles:

Keep the 10-megaton warheads where possible for the small missiles. There are two very useful missiles in the sets, the Saturn and MX. The Saturn is the most useful missile since it can carry a single warhead up to 100 megatons unaided and with a little help a 200-megaton warhead. The other thing in the Saturn favour is that is hard to stop with anti-missiles. The MX is capable of delivering the most damage in the game and like the Saturn is hard to shoot down, unlike the Saturn, it can carry the 200-megaton warhead unaided.

Submarines:
This launch system is the most complicated to use correctly.
Firstly, when you turn this card face up, place it facedown and at sea, then write down on paper which country coastline it is sitting around. You write the country down rather than the player since there is a country that enables you to swap countries around. Now from your hand, place up to 20 megatons facedown beneath it. If you have UFO technology, you can place up to a 40-megaton warhead beneath it, since the submarine is not a bomber.

Atomic Cannon:

No trick to this one, just make sure that if you wish to use the cannon, the preceding card is not a missile, the only exception to this rule is the MX missile.

Cruise Missile:
If this in your opening hand, this becomes your number one card. This self-contained missile and warhead war starts when launched! This will protect you for a couple of turns while everyone’s propaganda cards become useless.

Space Platform:

I would not recommend loading this up to its full capacity, this delivery system is worth keeping loaded for final retaliation; then you can drop everything in one go rather than one warhead per turn.  It is now one of the only ways of dropping the 200 megaton warhead.

Space Shuttle:

Can be used as a bomber but I find it is best off to resupply the Space Platform.

Delta Clipper

Probably the best delivery system in the game and it was only available in the booster packs.  It may not be able to carry as many megatons  as some of the other bombers but you can discard other cards from your hands to reuse it.

Spies

While useful for seeing what’s in your opponents hand I tend to use them to steal secrets or foil the Saboteur.

Killer Satellite:

There is only one of these in the game and its only worth deploying if you have no usable warheads to pair with the bomber or use it as a discard with the Delta Clipper.

Miniaturization:

This special card can enable any missile to carry any warhead, even the fearsome 200-megaton device.  I feel that the best use for this card is on the Saturn as it is very tricky to shoot down and should have a greater chance of destroying all life on the planet.

Final Retaliation.

So you are out of the game, time to pick your targets and blow them to hell.
Match up each acceptable warhead and bomber combination, then discard the rest.
If you have a 100-megaton warhead, try to detonate it in your own country to blow up the universe, then nobody wins and the result is a stalemate. It has happened and I did once after being the first person killed.

Conclusion.

I trust you find this player’s guide useful, if you have any questions, then please contact me and I will do my best to answer questions based on my years of play.

October 29

The X-Boat Network In Traveller

A guest post here from an old friend.

Getting the message across.

The X-Boat network in Traveller.

What is it?

The X-Boat network is the main means of sending messages across the vast Imperium. It was established 624 (Imperial) and covered the entire Imperium in 718 (Imperial). The backbone of the system is a small craft capable of a maximum speed of Jump 4. Administration of the X-Boat system is the responsibility of the Communications Office division of the Imperial Interstellar Scout Service (IISS). Although the maximum speed of an X-Boat is jump 4, not all jumps are made at that speed. Because of the way the network is laid out, the average speed a message travels is Jump 2.6.

How it operates.

The best way to describe this process is to do it as an example. Say I was staying at Capital and I wanted to drop a message of to a close friend of mine on Regina. I would address it in the following fashion:
*John_Smith@JS584866.TASNET.Regina.Regina

So breaking it down, starting with the far left. The * informs me that John is a registered voter on Regina then his name. The @ means located at. The next part is his Personal Information Reader’s serial number. This part is optional. TASNET is the computer system name. Regina is the subsector capitol, Regina is the system name.

Common computer system domains include:

  • TASNET: Traveller’s Aid Society.
  • EDUNET: Educational.
  • GOVNET: Local government.
  • IMPGOV: Imperial government.
  • COMNET: Commercial businesses.
  • PRIVNET: Non business.

These are the main ones. Major corporations’ names are added after the network name and before the user ID.

I record my message to John using my terminal in my room. I have the option of Video, Audio, or text. The only difference in them is the quality and cost. Video is 30 credits for each ten minutes per jump, audio 10 credits for ten minutes and text one credit for ten pages. Mixed text and pictures’ costs one credit per page. If I was not using a terminal in my room, there are public terminals located in most starports. Although video transmissions are only available on class A starports, audio class B and C or less is text only. Billing is in Imperial credits and worked out with the jump speed of 2.5. If he was not on the main route, the message would be passed to the Imperial Courier Service (ICS) for final delivery.

I have finished my message and instruct the terminal to send. The terminal then gives me the option to have my message encrypted, this doubles the cost of the message. From here, the data is compressed and passed to the local communications system for transmission to an X-Boat station or passed to the ICS for delivery onto an X-Boat route.

An X-Boat drops into realspace. The pilot then activates the recovery beacon and aligns the communications array to the X-Boat station. An X-Boat station is constructed close to entry points of Hyperspace and contains fuel, pilot stations and communications arrays. The station dispatches an X-Boat Tender with a fresh pilot and fuel. Once it has reached the boat, it recovers it, changes crew and refuels it. This process takes about four hours. The record for this routine is seven minutes. A single tender can deal with up to six X-Boats at a time. In busy systems, many tenders can be seen working at once to keep the network going. Once re-fuelled and a new pilot aboard, the X-boat is released and gets ready to jump. While all this activity is going on, the X-Boat is still getting data and messages.

Once all checks are finished aboard the pilot shuts down the communication array and departs the system. The pilot from the X-Boat is given another job, whether this be aboard the tender or at the X-Boat station. After a week in normal space he is reassigned to another X-Boat and his job starts again.
What is the ICS?

The ICS maintains a fleet of type S scout/couriers. It is they who take the messages to systems off the main network. They are mostly modified with the passenger compartments removed and replaced with extra computer storage and extra fuel tankage. They depart at different speeds taking their messages to wherever they need to go.

How do I collect my mail?

Usually this is just case of connecting up to the planet’s data net and accessing it that way. If you are on the move, this can be tricky. Copies of mail are held at subsector and sector capitals and at TAS hostels. The last option only applies if you are a member of TAS. Mail is also archived at scout bases, this option requires an administration fee of about 100 credits and a week to accomplish. You also need to produce proof of identity. A standard Imperial bank card is usually all that is required.

What else does the X-Boat system handle?

You can make bank payments at an X-Boat office. The information is encoded and then sent to the bank of your choice. This has become a standard way of paying for starships.

Does the X-Boat carry military transmissions?

Yes, unless the transmissions are secure. If they are secure then the Imperial agency sending the transmissions uses an Imperial courier vessel. Imperial courier ships are rated at Jump 4 with a few being capable of Jump 6! Otherwise, the X-Boats data bank is fitted with an auto destruct system that fueses the internal electronics.

What about parcels or paper transmissions?

To some, a letter is the ultimate secure transmission. You cannot drop a letter into a computer and scan for a phrase. Someone has to read it all the way through. Letters are handled by the ICS except they are not X-Boat sent. Instead the message is accepted at the ICS office and then passed on with other letters and parcels to a cargo ship. Letter post costs one credit per 100grams of weight. Parcels on the other hand can make licensed carriers a tidy profit. For ease of packing aboard ships, parcels must be sent using a standard design. The boxes are available at starports everywhere at the cheap price of a tenth of its size in credits.. The smallest box is a 10cm plastic cube and this costs one credit. The postage for this item is 5 credits. A cubic metre costs ten credits and postage costs 500. The formula used to calculate this is: (size*size*size)/6*10. Size= size in cms. So the metre box is 100*100*100 =300/6=50*10=500. Postage is charged per 2 jumps or fraction thereof. The parcels are collected and dropped into a cargo container for a sector. So, I decide to send John a litre of water. The water fits into a metre cube and I take it to the ICS office. There I pay my 2500 credits for it to be carried 24 parsecs. The package is loaded into a cargo container along with nine other metre cubes for Regina. Each cargo container will hold ten cubic metres for each ton of displacement. Once loaded, a licensed trader is contacted for delivery.

Note: Since the ICS has limited ships available, they rely upon licensed carriers. Obtaining a licence is not easy. First an application form has to be filled out and a fee of 500,000 credits is paid. Then the applicant is given a thorough background check if anything looks suspect then their application is refused and the fee is kept. If all looks good, the applicant is granted a licence.

ICS regulations prevent more than five tons of a ships’ cargo space from being used for mail. This prevents unscrupulous captains from running off with mail and also means there is a steady flow of carriers. Each ton of space nets the carrier 5000 credits.

If a group of governments is pitching together for a Subsidised Merchant and the ICS thinks it will suit their needs then they will throw in one fifth of the cash for it. The merchant is usually given first pick of the cargo.

The cargo is then transported to its destination in its pod. It may along the way make stops to drop off mail pods and collect more.

MegaTraveller.

The X-Boat system operates at full capacity until about 1120. Once fleets start to diminish, many systems start to lose contact. The Aslan’s hold off attacking X-Boats because they present no threat. Many ships and pilots where lost in systems that had major battles as they became easy targets for stray missiles. Once the virus starts to rampage through Imperial space many X-Boats become infected. They become carriers of the Virus. Since they contain only enough fuel for a jump 4 they drift aimlessly. It is during the rebellion the ICS makes the bold decision not to spy on enemy systems. This leads to Lucan’s and Dulinor’s fleets to intentionally destroy X-Boats in enemy territory. Vagr pirates prey on them for spares and the long range jump drives.

New Era.

There is not the personnel to maintain something as complex as a network of ships. A vague communications network exists but it lacks the range of the old X-Boats. Many have been found in systems, dead and lifeless. They are boarded and scavenged for spares. Since they have no manoeuvre drive the hulls are just left to decay. A few X-Boats became Vampire ships, however because they could not refuel and were not fitted with manoeuvre drives the ships simply lay in space becoming time bombs waiting to go off. The RCES when it finds one ALWAYS employs anti viral protocols. Those that were invaded by other viruses usually triggered the auto destruct if they lost control.

References:

I took and based my information on the following sources.

Book 6 Scouts.
Imperial Encyclopaedia.
Supplement 7 Traders and Gunboats.

Authors’ notes:

Well, I finally did it. I always thought it would be a bit longer than what I have here! I hope that this will provide inspiration for all players out there. I can be contacted here via the contact me form

The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 – 1998 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/ article/ file on this site cannot be republished or distributed without the consent of the author who contributed it.

This document is Copyright ©1996-2014 Steven Ward

 

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October 24

Steve Stone’s Zero

I picked this game up as I was a fan of the biomechanical art style made famous by the late H.R Giger and this little book seemed to be my sort of game.

Two things struck me about the book, the first was its size as it was much smaller than an ordinary game book and full glossy colour; the second thing was that it was expensive, I guess that full colour glossy art came with a premium price.  Despite these details I bought it, read it and admired the artwork before losing it as the small book just vanished.  So I write this overview from memory.

The background for the game itself was promising, all characters belonged to a hive mind and operated together for the good of the  Equanimity.  Even though you were all relatively equal you all conformed to one of the few roles that existed within this community.

The game was almost like playing the Borg from Star Trek, even naming your character involved rolling a handful of d6s and that was your “name”, you could allocate the digits however you wanted to.  I also recall the interesting skill system; you could determine the number of skills you had and the more of a Jack of All trades you were the harder it was for you to accomplish a task.

Moving beyond character creation and into the story of the game.  An event happens which severs your characters from this hive mind and you suddenly have to cope with being alone, an individual lost in their thoughts and unable to reconnect to the Equanimity; worse still, the queen wants you dead and devotes time and effort trying to hunt you down for termination.

There were a couple of supplements printed for it but they became hard to find and the meta-plot died with the game line, which is a shame as this little gem had so much going for it.

Version 2.

I understand that as a result of Lester Smith’s successful Kickstarter for his d6xd6 core rpg, Zero will once more live again and I can’t wait to see the results.

If you want to see this new game then please click here http://www.d6xd6.com/ and have a look.

October 22

Twilight 2000 Must Be Eaten

Or All Flesh 2000 🙂

While looking for the pdfs of Dark Conspiracy I got from the Bundle of Holding I came across the pdfs of Twilight 2000 I purchased a little while ago.  I bought them with the intention of running it with the group as I thought it may make a change of pace from what we’d being doing beforehand.

Then I remembered what happened the last time we’d try to play it.  Jonny Nexus had bought two copies of the first edition Twilight 2000 reprint volume and cut one up as a players guide for us to use and one copy for himself.  We proceeded through character creation and my PC was abysmal to say the least, he failed to make any of the front line roles and had to settle for being a mechanic in a support function. We ran through the initial encounter and had started on finding out about Operation Reboot when the game took an unexpected turn for the worst.

I managed to identify the person we were looking for as Jonny had given us his photo from the adventure and left his real name on it and not the alias; which didn’t help; things went from bad to worse after that and we lost interest in this game and it was forgotten about; until Jonny moved.

Rather than shifting stuff he no longer wanted he asked us if there was stuff he had that we wanted and after pawing through his stuff I found the Twilight 2000 books, maps of Poland he’d bought, figures and dice.

With all this stuff in hand and the recently found pdfs I wondered about spinning the game slightly.  I was thinking of using the background material I had for Twilight 2000 and combining it with All Flesh Must Be Eaten, so Operation Reboot would have dealt with animating the fallen soldiers and having them fight on.

System vs system.

I propose to use Unisystem to drive things, perhaps with the Band of Zombies book to handle some of the crunchier side.  I’m also trying to decide whether or not to use a fixed amount of cash for the players to acquire their starting gear or a package system found in Spycraft or even to allow them to have an amount of equipment based upon their encumbrance thresholds which is how Twilight 2013 does it.

I may not be able to run this with one of the groups but it never hurts to have an idea or two on the back-burner.

Which gear system do you think I should use?

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October 19

pdf bookmarks

Over the years I’ve purchased several pdf files of gaming books and I continue to do so as I find it a convenient way to carry my gaming collection on the go.  Before my tablet I preferred to game at my house as it saved lugging several kilogrammes of gaming books to and fro.

The technology to create these files has also improved and the tools that game authors have are vastly superior to what they had to use before. Despite all these advances there is one area that a lot of these books fall behind with and that is a nicely indexed and bookmarked document that will allow you to jump to the relevant section of a book in a heartbeat.

I know the pain involved with creating a table of contents in Word and there are ways of doing it automatically, is this the reason why publishers steer clear of including a basic bookmark structure, for the fact it looks unprofessional?

I feel not having something like this only adds to the amateur quality of a product.

I wonder if I start leaving comments on the products I bought saying “yes, I like it but why isn’t this pdf bookmarked?” would this start a revolution in the industry?

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