Wow, R. Talsorian is Kickstarting another Mekton edition.This one promises to be the best yet, and if the kickstarter goes well enough, it will be a fully supported line of splatbooks, minis, manga, etc.
All of this is set on the world of Algol - a planet whose technology is entirely mecha based. The kickstarter page describes it better than I can, but in essence, it's a world where you will find scenarios that would be at home in any settings from Patlabor to Robotech to Pacific Rim.
I was mildly excited about the release until I watched the video. Now I'm very excited. Could this edition be the one that anyone (not just hard-core fans of crunchy, stompy mecha action) could get into?
Saturday, May 25, 2013
Tuesday, May 7, 2013
Traveller Tuesday, Session #1
We had our first gameplay session of the "Traveller Tuesdays" campaign today over lunch. With only an hour to play there are limits to what you can get accomplished, but the group got pretty far - they established reasons to travel together, where their next stop is, and cleared any legal hurdles to departure. Now, they need to pick up passengers and crew, and take the sky.
The Karman Brevit is a 40 year old safari ship originally converted into a Far Trader, then captured by pirates, and now "rebranded" as a legitimate trader, though with only J-1 capability. A measely 5MCr will fix that drive up though. Three players scored a "Merchant Ship" (5 ship shares), so I let them take a 40 year old ship "for free".
Mongoose Traveller didn't keep the (IMHO excellent) MegaTraveller concept that starship drives are composed of modules, and that you need a certain number of modules to get a certain level of performance out of any given hull displacement. So, I've decided to retrofit the concept. The KB's jump drive is composed of 3 units, 5MCr each, which in concert can propel the ship 2 parsecs per jump. However, one of the modules is damaged beyond repair (in fact, they had the useless hulk of it removed during refit), the ship has the equivalent of a Type-A drive, and until another jump module is acquired, they can only achieve 1 parsec per jump. Each additional jump module they install will give their 200dt hull another parsec of range, but they'll need to convert 20 tons of cargo into fuel for each module and add another power plant module to provide the energy required.
As a side note, I decided a Ship Share is 4%, rather than 1% of a ship's cost. So a single "ship" result (5 shares) is effectively a downpayment on a new ship, and 25 shares (5 "ship results) get you a ship free and clear. 20 years of age is equal to 5 ship shares. Which means a 100 year old ship is effectively free, but will be in such poor repair that it is essentially junk.
Next week if all goes by schedule, I'll introduce them to their passengers and available cargoes, guide them through a gas giant refueling dive and fire the jump drives for Jenghe! Here are some highlights of the session:
- The crew of the newly refurbished and registered Karman Brevit, or K.B. for short, having been given the runaround for a while about their Exit Visa (I decided to spare the players actually RUNNING the "Exit Visa" scenario), were blowing off steam at Regina Startown.
- The recent death of a major econo/political figure (actually one of the players) has the system on high alert, which is part of the reason that the K.B. has been denied Exit Visa. Duke Norris swore vengeance on whoever killed "his great friend, Sir Charles Ponzi" and appears to be using Ponzi's "death" to advance Norris' own political ends.
- The "dead" character's accomplice (a doctor of no mean abilities) approached the crew seeking passage offworld, but found that the crew, while willing, was not able to travel yet. In return for passage, the doctor had Sir Ponzi (still incognito) assist the crew in clearing up their legal troubles. A Diplomacy briefing from Ponzi (with a ridiculously high effect) assisted the engineer's next meeting, and after a few tense minutes (and 50Cr slid to an officious but receptive admin), the K.B. was given a 48 hour launch window.
- However, the crew of the K.B. is still broke, and cannot afford to outfit their ship yet. They decided to carry some passengers (the two incognito players were unamused but decided to not draw further suspicions on themselves) and plan to make a deal with the local starport supply clerk against future earnings. (In essence, they'll get X% value once they prove they have boarded their passengers, and the tickets will be surrendered to the harbor master on the next world.)
Notes:
The Karman Brevit is a 40 year old safari ship originally converted into a Far Trader, then captured by pirates, and now "rebranded" as a legitimate trader, though with only J-1 capability. A measely 5MCr will fix that drive up though. Three players scored a "Merchant Ship" (5 ship shares), so I let them take a 40 year old ship "for free".
Mongoose Traveller didn't keep the (IMHO excellent) MegaTraveller concept that starship drives are composed of modules, and that you need a certain number of modules to get a certain level of performance out of any given hull displacement. So, I've decided to retrofit the concept. The KB's jump drive is composed of 3 units, 5MCr each, which in concert can propel the ship 2 parsecs per jump. However, one of the modules is damaged beyond repair (in fact, they had the useless hulk of it removed during refit), the ship has the equivalent of a Type-A drive, and until another jump module is acquired, they can only achieve 1 parsec per jump. Each additional jump module they install will give their 200dt hull another parsec of range, but they'll need to convert 20 tons of cargo into fuel for each module and add another power plant module to provide the energy required.
As a side note, I decided a Ship Share is 4%, rather than 1% of a ship's cost. So a single "ship" result (5 shares) is effectively a downpayment on a new ship, and 25 shares (5 "ship results) get you a ship free and clear. 20 years of age is equal to 5 ship shares. Which means a 100 year old ship is effectively free, but will be in such poor repair that it is essentially junk.
Tuesday, April 30, 2013
Pearl of Portal
I had an idea for a magic item over the weekend. I can not in any way claim much creativity for it, as you'll see. The flavor of this item should be different between OSR and D20, so I'm providing both versions. Needless to say, if you like one version over the other, don't let my arbitrary preconceptions get in your way of your game.
Pearls of Portal, Swords&Wizardry/OSG Edition
The Pearls of Portal are a matched set of flawless but otherwise unremarkable pearls, often stored together in a small felt pouch. To use the pearls, first touch them together, then place (or throw) one of them to another location no more than 360 feet away. While touching the pearl you still have, speak the command phrase ("the cake is a lie") and you will instantly be transported to the other pearl. Transportation works in both directions, and includes any items you are carrying and up to two friends with whom you are holding hands. The pearl does not teleport with you, and if you were holding it, drops to the ground where you were standing.
You may use the pearls to teleport 3 times per day, after which the pearls must be reunited and exposed to moonlight for at least an hour before they can be used again.
Pearls of Portal, D20 "High Magic" Edition
Pearls of Portal are a matched pair of flawless pearls with a limited dweomer placed on them. To use the pearls, touch them together, then leave (or throw, etc.) one pearl wherever you wish. To activate the pearls, hold the pearl in one hand and speak the command phrase ("the cake is a lie"), and you and anyone else holding onto the hand with the pearl will be instantly teleported to the other pearl. Both pearls are consumed by this action. The pearls have a maximum range of 100 feet, and cost 1000gp.
Essentially these are a Dimension Door spell (Wiz4) crafted into a wonderous item that uses one of a pair of pearls as the destination. The S&W version is a permanent item that needs a "ritual" to recharge, the d20 version is more like a scroll or potion, and is priced accordingly. Players will hopefully come up with clever ways to place the target pearl (slings, henchmen, monsters who believe they found a treasure, etc.) and in the case of the S&W version, will hopefully be equally inventive about how they plan to retrieve the pearl(s) once they have used them. (Remember, the pearls do not transport themselves - someone has to go get them.)
Pearls of Portal, Swords&Wizardry/OSG Edition
The Pearls of Portal are a matched set of flawless but otherwise unremarkable pearls, often stored together in a small felt pouch. To use the pearls, first touch them together, then place (or throw) one of them to another location no more than 360 feet away. While touching the pearl you still have, speak the command phrase ("the cake is a lie") and you will instantly be transported to the other pearl. Transportation works in both directions, and includes any items you are carrying and up to two friends with whom you are holding hands. The pearl does not teleport with you, and if you were holding it, drops to the ground where you were standing.
You may use the pearls to teleport 3 times per day, after which the pearls must be reunited and exposed to moonlight for at least an hour before they can be used again.
Pearls of Portal, D20 "High Magic" Edition
Pearls of Portal are a matched pair of flawless pearls with a limited dweomer placed on them. To use the pearls, touch them together, then leave (or throw, etc.) one pearl wherever you wish. To activate the pearls, hold the pearl in one hand and speak the command phrase ("the cake is a lie"), and you and anyone else holding onto the hand with the pearl will be instantly teleported to the other pearl. Both pearls are consumed by this action. The pearls have a maximum range of 100 feet, and cost 1000gp.
Essentially these are a Dimension Door spell (Wiz4) crafted into a wonderous item that uses one of a pair of pearls as the destination. The S&W version is a permanent item that needs a "ritual" to recharge, the d20 version is more like a scroll or potion, and is priced accordingly. Players will hopefully come up with clever ways to place the target pearl (slings, henchmen, monsters who believe they found a treasure, etc.) and in the case of the S&W version, will hopefully be equally inventive about how they plan to retrieve the pearl(s) once they have used them. (Remember, the pearls do not transport themselves - someone has to go get them.)
Sunday, April 14, 2013
Just a quick shout out to "Standard Action"
I just wanted to make a quick shout-out to "Standard Action", a fun web-series that chronicles the events of some adventurers in a D&D 3E/Pathfinder-inspired game world. They're going for funding to make more episodes, and they've already reached their first goal, so the only question now is how far will they make it?
The episodes are admittedly "low budget" level productions, though to be honest the video quality and makeup is surprisingly good for the shoestring budget they must have, and the writing is entertaining if you're a D20 geek. (And if you're not, why are you reading a gaming blog?) If you've seen "The Gamers: Dorkness Rising", (and if you haven't, you should) that's a similar level of production, though I think Standard Action's costuming and effects are a touch better.
Search for them on YouTube and watch the first two seasons. As you might expect, the second season is more polished than the first, but the first season has some fun moments in it. The cast and crew has a lot of heart and clearly loves what they're doing. It's no Raimey production (alas), but I like to throw a few extra bucks and projects like this, especially ones that make me smile, which this one did.
So check 'em out and see if you feel compelled to drop a few bucks in their tip jar as thanks for the laughs and funds for the next installment.
The episodes are admittedly "low budget" level productions, though to be honest the video quality and makeup is surprisingly good for the shoestring budget they must have, and the writing is entertaining if you're a D20 geek. (And if you're not, why are you reading a gaming blog?) If you've seen "The Gamers: Dorkness Rising", (and if you haven't, you should) that's a similar level of production, though I think Standard Action's costuming and effects are a touch better.
Search for them on YouTube and watch the first two seasons. As you might expect, the second season is more polished than the first, but the first season has some fun moments in it. The cast and crew has a lot of heart and clearly loves what they're doing. It's no Raimey production (alas), but I like to throw a few extra bucks and projects like this, especially ones that make me smile, which this one did.
So check 'em out and see if you feel compelled to drop a few bucks in their tip jar as thanks for the laughs and funds for the next installment.
Sunday, April 7, 2013
So What's This "Swords & Wizardry" Thing Anyway?
The very short answer is, S&W is a "Retro-Clone" of the old, original Dungeons and Dragons game.
The complete rules are online at http://www.d20swsrd.com/, and you can buy printed copies from the same site. The same site gives a good description of S&W's goals and history. Much like their Pathfinder sister site, the d20swsrd is an invaluable resource for search for rules and such. Also, the downloads section contains character sheets, adventures and other aids.
"Why not just play the old D&D?" you ask? S&W has cleaned up many inconsistencies and vague wordings, and has added optional rules to smooth over some of the clunkier aspects of the original D&D, such as the crazy "low is good" armor class system. S&W includes both that system and a more d20-ish "ascending AC" system, which is supported through all of their creature lists and such. For gamers like me who have lived through the "to hit" tables and THACO, I'm happy to have the modern system available, as in my opinion it is the "right way" to do AC.
And, more subjectively, I believe Matt Finch's (the author of S&W) writing style is very clear and engaging. I first read S&W when I got a copy from the Reaper Kickstarter, and reading it made me want to play so much that I ordered the hardback version from Frog God Games.
A nifty innovation of S&W is that there is only a single save number, which is used for all saving throws. The author did include the original save table as an optional rule, but the standard S&W save is a single number. Certain classes get bonuses for different kinds of saves, such as the Magic User's "+2 for saves against effects caused by spells". At first, I wasn't sure about this system, but the more I use it the more I like it. The old system was often vague (is a wand of petrification a paralyze/petrify or a wand save?). Also, others have suggested using the Save for any situation that requires a throw of some sort that isn't covered by another rule, since the save improves with level. I've used it for a "three strikes" type of death system, sort of like 4e's, where once you drop to zero hitpoints, you must make saves each round until you either pass three and stabilize or fail three and die. A friend can stabilize you as their round's action.
Well, that's it. If you're at all intrigued, head on over to the SRD site and see what you think.
The complete rules are online at http://www.d20swsrd.com/, and you can buy printed copies from the same site. The same site gives a good description of S&W's goals and history. Much like their Pathfinder sister site, the d20swsrd is an invaluable resource for search for rules and such. Also, the downloads section contains character sheets, adventures and other aids.
"Why not just play the old D&D?" you ask? S&W has cleaned up many inconsistencies and vague wordings, and has added optional rules to smooth over some of the clunkier aspects of the original D&D, such as the crazy "low is good" armor class system. S&W includes both that system and a more d20-ish "ascending AC" system, which is supported through all of their creature lists and such. For gamers like me who have lived through the "to hit" tables and THACO, I'm happy to have the modern system available, as in my opinion it is the "right way" to do AC.
And, more subjectively, I believe Matt Finch's (the author of S&W) writing style is very clear and engaging. I first read S&W when I got a copy from the Reaper Kickstarter, and reading it made me want to play so much that I ordered the hardback version from Frog God Games.
A nifty innovation of S&W is that there is only a single save number, which is used for all saving throws. The author did include the original save table as an optional rule, but the standard S&W save is a single number. Certain classes get bonuses for different kinds of saves, such as the Magic User's "+2 for saves against effects caused by spells". At first, I wasn't sure about this system, but the more I use it the more I like it. The old system was often vague (is a wand of petrification a paralyze/petrify or a wand save?). Also, others have suggested using the Save for any situation that requires a throw of some sort that isn't covered by another rule, since the save improves with level. I've used it for a "three strikes" type of death system, sort of like 4e's, where once you drop to zero hitpoints, you must make saves each round until you either pass three and stabilize or fail three and die. A friend can stabilize you as their round's action.
Well, that's it. If you're at all intrigued, head on over to the SRD site and see what you think.
Saturday, April 6, 2013
Traveller version of the Spectrum of Awesome
Following the excellent idea proposed on Venger's old-school gaming blog, I have adapted his "Spectrum of Awesome" table to work with Traveller's 2d6 idiom as opposed to Venger's original percentile system. Visit his link to get the basic concept, which I won't repeat here.
Note that my probabilities are not exactly the same as his, and since 2d6 has 11 "bins" that do not map directly to Venger's 9 categories, this is not a direct conversion anyway.
I've provided two variants - Classic Traveller and Mongoose Traveller. In both cases, I've "repurposed" existing game mechanisms to get a similar effect.
The CT version applies SoA principles to CT's reaction table. If you determine that the players have advantage, add a +1 DM to the roll. And naturally, apply a -1 DM for a disadvantage. The original reaction table has "critical fail' rolls, which I have retained. It does not have "critical success" rolls, so I've left them out as well. Complications should be things like, "got away but dropped something important" and mitigating factors would be things like, "captured, but were able to hide a weapon on you before you were thrown in jail".
Spectrum of Awesome, Classic Traveller Style
2 ~ critical failure, worst possible result
3 ~ failure, critical failure on 5+
4 ~ failure. critical failure on 8+
5 ~ simple failure.
6 ~ borderline failure, impose mitigating factors
7 ~ stalemate, mixed result; some success and some failure
8 ~ borderline success, impose complications
9 ~ minor success
A ~ solid success
B ~ high degree of success
C ~ critical success, best possible result
The Mongoose Traveller version is really just the standard MgT task roll against an average difficulty.
Spectrum of Awesome, Mongoose Traveller Style
Throw 2D, Average Difficulty
Effect:
6+ ~ critical success, best possible result, +2 to relevant follow-on tests
1 to 5 ~ Average success, +1 modifier for relevant follow-on tests
0 ~ success with complications
-1 ~ failure with possibility of recovery by accepting complications
-1 to -5 ~ Average failure
-6 ~ Exceptional failure
Note that my probabilities are not exactly the same as his, and since 2d6 has 11 "bins" that do not map directly to Venger's 9 categories, this is not a direct conversion anyway.
I've provided two variants - Classic Traveller and Mongoose Traveller. In both cases, I've "repurposed" existing game mechanisms to get a similar effect.
The CT version applies SoA principles to CT's reaction table. If you determine that the players have advantage, add a +1 DM to the roll. And naturally, apply a -1 DM for a disadvantage. The original reaction table has "critical fail' rolls, which I have retained. It does not have "critical success" rolls, so I've left them out as well. Complications should be things like, "got away but dropped something important" and mitigating factors would be things like, "captured, but were able to hide a weapon on you before you were thrown in jail".
Spectrum of Awesome, Classic Traveller Style
2 ~ critical failure, worst possible result
3 ~ failure, critical failure on 5+
4 ~ failure. critical failure on 8+
5 ~ simple failure.
6 ~ borderline failure, impose mitigating factors
7 ~ stalemate, mixed result; some success and some failure
8 ~ borderline success, impose complications
9 ~ minor success
A ~ solid success
B ~ high degree of success
C ~ critical success, best possible result
The Mongoose Traveller version is really just the standard MgT task roll against an average difficulty.
Spectrum of Awesome, Mongoose Traveller Style
Throw 2D, Average Difficulty
Effect:
6+ ~ critical success, best possible result, +2 to relevant follow-on tests
1 to 5 ~ Average success, +1 modifier for relevant follow-on tests
0 ~ success with complications
-1 ~ failure with possibility of recovery by accepting complications
-1 to -5 ~ Average failure
-6 ~ Exceptional failure
Friday, April 5, 2013
Twilight's Peak Preparations
I have a large-sized group willing to subject themselves to my attempt to referee (what Traveller calls "Dungeon Masters") the Classic Traveller Adventure #3, Twilight's Peak.
Hopefully none of my players will google the adventure and get spoilers. I'll avoid spoilers on this blog as well.
I am still deciding if I'm going to use Classic Traveller+DGP Task System or Mongoose Traveller. I'm sure I'll continue to angst about it until the game starts, and none of the players has expressed a preference yet.
The setup is simple - the players are captain and crew of an old merchant starship, the Empress Nicholle, which is just about to set out on a trading journey down the local branch of the "Spinward Main". The Spinward Main is a chain of star systems with no more than one parsec between any two systems in the chain. The 'main meanders and branches around the sector, and provides a slow and steady route for inexpensive Jump-1 capable ships to traverse. "Tramp" freighters are the lifeblood of those marginal backwaters that the big boys with their fancy high-jump number drives just jump over.
The Empress Nicholle is of a class of ships known as "Far Traders", which means that she can make 2 parsecs per jump - In theory. Unfortunately, her jump drive is old and run down, and can only make Jump-1. To fix (really, replace) her drive will cost 3.5 million credits, which is a whole lot more money than the crew has lying around. Getting that money is the owner's primary reason for taking on this trade mission. The rest of the crew will have their own reasons, but will also be expecting to make money.
The plan is simple: cruise down the 'main, looking for sweet deals and bulk cargo when there are no deals, and maybe (ok, definitely) do some "odd jobs" to cover for the inevitable dry runs. If they get lucky, they'll find leads relating to even more wealth. The Empress can theoretically carry passengers, but there are few enough staterooms that most will be occupied by the crew. Still, passengers often pay lots of money, and it could be worth it to double-bunk for a few dozen extra Kilocredits from time to time. You never know.
Being an "old school game", this will be a semi-linear sandbox. Semi-Linear, because their ship in its current condition can only go further down or back up the 'main, and will have only a few branches to choose from. "Sandbox", because though I plan to have possible encounters and patrons planned out for each world they visit, there are very few if any "must do" missions in the story line. (There *is* a story line though.)
I'm going to rely on the players to handle the ship's finances on their own. I'll tell them their costs and present mercantile opportunities to them, but aside from the crew charter, it will be up to them to decide how they want to split things up. Since only the captain has an ownership stake in the ship, I suspect the first order of business might be to work out how they intend to save up for their new jump drive, and if other players will "invest" their own cut in the venture. (Spoiler alert - they are not going to be able to make enough money hauling bulk cargo to buy the new drive.)
Hopefully none of my players will google the adventure and get spoilers. I'll avoid spoilers on this blog as well.
I am still deciding if I'm going to use Classic Traveller+DGP Task System or Mongoose Traveller. I'm sure I'll continue to angst about it until the game starts, and none of the players has expressed a preference yet.
The setup is simple - the players are captain and crew of an old merchant starship, the Empress Nicholle, which is just about to set out on a trading journey down the local branch of the "Spinward Main". The Spinward Main is a chain of star systems with no more than one parsec between any two systems in the chain. The 'main meanders and branches around the sector, and provides a slow and steady route for inexpensive Jump-1 capable ships to traverse. "Tramp" freighters are the lifeblood of those marginal backwaters that the big boys with their fancy high-jump number drives just jump over.
The Empress Nicholle is of a class of ships known as "Far Traders", which means that she can make 2 parsecs per jump - In theory. Unfortunately, her jump drive is old and run down, and can only make Jump-1. To fix (really, replace) her drive will cost 3.5 million credits, which is a whole lot more money than the crew has lying around. Getting that money is the owner's primary reason for taking on this trade mission. The rest of the crew will have their own reasons, but will also be expecting to make money.
The plan is simple: cruise down the 'main, looking for sweet deals and bulk cargo when there are no deals, and maybe (ok, definitely) do some "odd jobs" to cover for the inevitable dry runs. If they get lucky, they'll find leads relating to even more wealth. The Empress can theoretically carry passengers, but there are few enough staterooms that most will be occupied by the crew. Still, passengers often pay lots of money, and it could be worth it to double-bunk for a few dozen extra Kilocredits from time to time. You never know.
Being an "old school game", this will be a semi-linear sandbox. Semi-Linear, because their ship in its current condition can only go further down or back up the 'main, and will have only a few branches to choose from. "Sandbox", because though I plan to have possible encounters and patrons planned out for each world they visit, there are very few if any "must do" missions in the story line. (There *is* a story line though.)
I'm going to rely on the players to handle the ship's finances on their own. I'll tell them their costs and present mercantile opportunities to them, but aside from the crew charter, it will be up to them to decide how they want to split things up. Since only the captain has an ownership stake in the ship, I suspect the first order of business might be to work out how they intend to save up for their new jump drive, and if other players will "invest" their own cut in the venture. (Spoiler alert - they are not going to be able to make enough money hauling bulk cargo to buy the new drive.)
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