Categories
Roleplaying

PTA: Plundering Pitard IV

On Friday, a group of us got together and pitched a new network retro-scifi TV show. The show we described is pleasantly hokey (but not in a way that the characters acknowledge), with futuristic ray-guns and robots that mean well but don’t have the finest motor control.

The series stars Lt. Johnny Coburn, Commander Hank Houston, Alginon Rockefeller III, Willhelm Wolfgang Muler, and KRNCH-E.

We played one round of scenes after finishing the pitch.

The show started off with the silver bright spaceship landing, sinking slightly into the soft ground. The gangplank dropped and a line of suited figures in classic bubble helmets strode forward and down the gangplank. Coburn kept an eye out for danger, Houston posed for the cameras, and Willhelm held up a sampling rig, while Myrtle… coughed and started to topple. Alginon and KRNCH-E made themselves scarce!

Houston caught her, while Willhelm unhooked his air supply and fed it into her suit. Coburn leveled the swaying grasses with his raygun. Myrtle was rushed to the medical bay where quick analysis revealed that cyclotoxins were responsible. The ship was buckled up tight…

(Missing Scene?)

The next scene involved KRNCH-E and Muller setting up atmospheric purging stations around the ship. Eerie green lights and clouds of purified fog billow around the ship.

Lt. Coburn struggled to get approval to adequately secure the compound. An electrified chain link fence was erected to form a secure perimeter around the ship; Coburn was unable to get authorization for the six turrets that would create a secure space, but two were allowed. Somehow, he’d make it work.

Alginon decided to get mining analysis underway; he convinced Houston to send ten marines to escort Gerald, the mining geological expert, to the nearby mountains. Hours later, panicked cries came in over the radio from the scout team–but the transmission was abruptly cut off.

Huston and his simmering second in command, “Big” Dan Anderson, led every marine to the site of the ambush. A radioed call from base warned of disaster from everyone’s absence, and mentioned impressing civilians into running the turrets. Huston peevishly ordered five men to scour the area for the bodies of all of the fallen, while he hustled back to base with the remaining 25 soldiers.

Categories
DnD FATE Games Roleplaying

Bookwyrm and new D&D links

Bookwyrm is coming soon; we’re beginning to wrangle GMs. Patrick and I are in charge of the indie track… and there’s a lot of people who’ve previously run that we’d love to see again. My GM recruitment post is here.

Beyond Bookwyrm, two recent developments in D&D:
web browsable basic D&D rules and a hyperlinked D&D FAQ (for AL)

Also, WotC is recruiting players to write adventures and website articles for D&D.

And Fate…
Fate new player’s guide

Categories
FATE Games My Game Ideas Roleplaying

Recent finds

Simple World, a purpose built Apocalypse World hack for one-shots.

FAE con “pregens” — an excellent technique. I can’t get no…

Making characters was fun. I didn’t want to do full char gen at the Con, even with a simple game like FAE. Too long, or more likely, choice paralysis. Nor did I want to do full pregens as a big part of Fate’s fun is the group making the decisions. So I mooted a card based idea, and ran with it in the end. I wrote 6 high concepts onto cards and let the players pick.

This got great buy in straight away. None of this is set in stone and I deliberately wrote Aspects with flex in them. Then, Troubles, on another six cards, and again with plenty of flex and some obvious conflicts written in.

At this point the players were brainstorming away and looking at each other’s picks. This was a big plus for me. Usually with pregens, players are so intent studying their own paper that they don’t pick up on the other PCs. With this, everyone was super aware of the party, all of it.

Then I put out some rules in the form of some pre picked Approach numbers, written on cards, taken straight from the FAE book. (see page 10). Easy. Then I killed the entire party.

Categories
FATE Games Roleplaying Roleplaying Books

Atomic Robo by Evil Hat

I wish I was more familiar with the source comics… but so far I’ve been good about resisting reading them during work.

It’s Fate, but they have an interesting character creation system using “Modes” that somewhat streamlines character generation by having you pick three of four modes and ranking them +3, +2, +1. The modes have associated skills, and where they overlap (a skill is on both lists), they auto-bump up, so the overlap isn’t wasted. Plus they have weird modes beyond the standard 4, to model specific concepts from the comic (like being an Automaton or dinosaur).

Something I really want to see in play is brainstorming–a structured way to bring science and similar “background” skills into prominence, by letting you influence the problem you’re trying to solve. Plus brainstorming is a competitive/cooperative thing… you’re all working together, but if you win by the most, your idea is true and the other players have to work their ideas around it.

I haven’t played it yet, but I’d like to.

Categories
DnD Games Roleplaying

New to me site: Ten Copper

Ten Copper has wargaming and roleplaying news.

Quick monster conversion 1st and 3rd edition monsters to 5e: http://brentnewhall.com/games/1e5e.html

Categories
Roleplaying

Oriel’s date with Dread

An encounter with ISS Auerbach.

1. Normally a navigator of your skill would not be assigned to this sort of ship. Why are you here?
Not many people have been to Aleph-Seven. I got to know the sector well back when I served in the Navy—they were running lots of supplies to clandestine bases out here at the time. Since then, no one’s really bothered with the sector—the markets aren’t ripe here. I don’t know why our company is suddenly interested, but my familiarity with the sector was important enough for them to ask me about it when I interviewed.

2. Where did you get that scar?
When I was twelve, my family and I were riding horses in the outback. My horse shied when it saw a snake and tossed me from my saddle. I fell on a sharp rock and gashed my leg to the bone. I was panicked, but my parents didn’t call a medivac. They tore an old shirt into strips and wrapped it tightly, had me smoke some herb that numbed the pain a bit, and we continued with our vacation. I was miserable for the rest of the trip, but my parents wouldn’t bend. One more thing to set me apart, I guess.

3. Why don’t you like being the age you are?
I’m out of step with my peers, whose youth-boost has them looking twenty five well into their fifties. I look old, much older than my peers; it makes socialization hard. I worry that I’m being picked up because I’m a freak, because they’re cruising for an exotic.

4. You are normally very close to your family, but recently have fallen out of touch. Why?
Mom… I love her dearly, but she’s cutting herself off from the universe. She kept the faith, stayed orthodox and skeptical of the modern corrupting world. Recently she’s been sick and needs treatments that her faith doesn’t allow; she’s tired of fighting me over it, but I can’t just let her die for no good reason.
Dad hears me, but says he has to support her one-hundred percent. My sisters Becky, Marie, and Kesha have all turned inward, to their children and families. I love being an uncle, but space is large… it’s hard to keep up when I’m absent for such long stretches.

5. What piece of contraband have you smuggled aboard? Who else knows about it?

I have the embargoed communications of Tau Ceti Prime hidden on a memory crystal. It’s a six month log of the world’s communications—so many people so desperate to get their message out. I couldn’t resist the humanitarian cry, despite the black mark of the Junta in charge.

6. When do you feel most alone?
At 5:45 am, after my alarm has gone off and I need to rise for morning readings… but the chill of the corridor and the unpleasant sonics of the shower encourage me to huddle warm a few minutes longer.

7. Which member of the crew don’t you trust (i.e. the captain, the medic, the technician)? Why?

I don’t trust the doctor; it’s a hangover from my anti-medicine upbringing. I know that I’m a freak, thanks to my parent’s choices—who would voluntarily set their children up for the indignities of age when they are so easily prevented? But I’m old enough, and the treatment is so prevalent, that everyone—even the doctor—treats me like it was my choice.

8. Why are you also in charge of the inventory?

The navigator is a ship’s officer, but works in small groups or alone most of the time. They’re important, but no one wants to pay for the 90% of the trip when they’re not doing much, so they get assigned additional roles. Because they’re not leaders of men, they typically get assigned tracking and spreadsheet tasks and a crew that runs the day to day with little interference. Thus, I’m also the inventory control officer. I’m just happy they also didn’t also make me the trade accountant!

9. What hobby do you have that occasionally comes in handy?
I’m a rock climber and wilderness enthusiast. Most people look at my gray hair and wonder, but I really do enjoy getting back to nature and breathing non-canned air. You’d be amazed at how many navigators are the same way—people think we’re all about ship life, because that’s how they see us professionally, but given a chance, we get together and whitewater raft or hike alien worlds.

10. What disease do you fear most and why?
Alzheimer’s; so much of what I do is tied to remembering places and their connections. I don’t know if I’d still be me if I was unable to do my job, or remember all the fine details that make life, life.

11. What did you do during your last shore leave?
Sherri and I took in the cliffs of Manichego and hiked the eastern rim. The 0.85g made the exercise feel easy, and the atmosphere made the sunsets vibrant. The warm green sunsets were unreal—you couldn’t tell where the local grass analog stopped and the sky began.

12. What is your name?

I’m Deputy Commander Oriel, at your service.

Categories
Roleplaying

Dog Eat Dog

It’s such a good game. I’m still thinking about and being unsettled by it a week later.

In fact, I’d say it’s probably the best game I never want to play again.

That’s the close to a great review from Shut Up & Sit Down.

It sounds like one to pick up and try with the Indie RPG group, after we’re well gelled and comfortable. Dog Eat Dog.

Categories
Roleplaying

My Life with Master: A town of fear and slaughter

Last night Patrick, Tracy, Josh, and I played a “quick” game of My Life with Master. (Unfortunately, Jeff’s schedule and Josh’s prevented us from saving Lady Blackbird once again. We’ll save her one day soon.)

A villainous, nameless Master haunted a dark woods in lower Moldovia; often coalescing into the form of billowing mist or a dark cloaked figure with tendrils of fog snaking.

He was loyally served by Killian, who could seep through walls when not observed. Unfortunately, Killian was crippled by a fear of the illness in buildings and refused to breathe while inside one.

Darva maintained a house and baked cookies like a normal resident of the benighted town… but her words were incomprehensible to those grounded by work. She was supernaturally persuasive to children and the elderly… she racked up quite a body count in her service.

Alexi was traumatized by the death of his religious parents; he giggled whenever he read christian texts. He had the power to read anything, though… and he stuttered uncontrollably unless he was reading.

Let’s just say that they were horrible, horrible people.

Alexi attempted to corrupt Father Plankovich with a dark grimoire, and brought a dear librarian, Tilly, with him to the Vicscount’s home, where he punched the butler and dashed up the stairs, stole a book, and crashed through the windows to the unforgiving ground below. When he returned to the Master, he read out bloody and complicated rituals that set all of the minions on grisly tasks.

Killian began by terrorizing the men in a local fort, setting the barracks of fire with guardsmen inside, and throwing a guard walking the wall through the burning roof. Later he led a group of town elders to lurk behind trees and fire on a patrol of soldiers as they crossed the bridge into the woods; cloaking the soldiers in dank fog as he rushed forward and plunged his hatchet into their skulls.

Darva began by convincing her “sister”, Agnes, to wait until her parents were asleep, then take her clothes down to the living room and throw hot coals on the drapes, furniture, and her own heaped clothes. Later she had the children in the town’s orphanage join her at the side of the river; the largest bashed in a child’s head, then ran to attack approaching adults while she snapped the necks of the remaining younglings. The evening ended with her trying to acquire a platter of fear; two dozen prisoners for their waithlike master and his brethren to devour deep in the woods.

In the end, Alexi’s love for Tilly led him to resist a final fiendish command by the master, and brought peace to the land. Alexi and Darva integrated into the town. Killian “died” during an exorcism in the church, but a cloud of dank mist fled from his lungs out the windows… a new master in the making.

Categories
DnD Roleplaying

More 5e Resources

5e fan Resources from ENWorld.

Fresno Adventurer’s League: FB page, Warhorn

10 Gaming Blogs for 5e

Harbinger of Doom, and his Sorcery of Royal Bloodlines

From Detect Magic: Structure for making a story out of your personality. The example of showing the flaw through play is excellent, and easily expanded to cover all of your background elements.

Categories
DnD Roleplaying

History + Gaming = Medieval guilds and cartels

Pearl farming and the secret society of diviners is an interesting look at how when you mix real world limits with the abstraction of fantasy rules, you get something baroque and cool.

There are several related posts, which adapt guild dynamics, medieval foreign and domestic policy, and similar constraints to build up a sordid world. The first article tackles adventuring’s horrific disruption of local society, and is followed by how guilds and vested interests push your magic items out of town, and a darkly conceived little war.

They’re all excellent from a twisted GM’s perspective–they’re tremendous world building. But man they’d be frustrating to experience as a player. They’re a great read, even if it’s not right to actually use this twisted and wonderful logic in your worlds.