Showing posts with label Websites. Show all posts
Showing posts with label Websites. Show all posts

Friday, September 8, 2017

Mapping the Scene #1 - Offworld Transport Facility

Welcome to the first of what will hopefully be a series of articles that talk about gaming maps and diverse uses for them in your games. It's no secret to anyone reading this blog that I'm a huge fan of Christopher West and his Maps of Mastery store*. Chris has been working in the gaming cartography business for over a decade now, and has produced several beautiful maps for the Star Wars Miniatures game. More recently, he's taken many of those themes, made them more IP-generic (i.e. filed off the Star Wars details), and expanded his catalog of sci-fi (and fantasy) maps. What we have now is an ever growing resource for maps suitable for gaming in a variety of settings.


Mapping the Scene


So what is the point of this series? I really enjoy Chris's maps, and I haven't run a game session in recent memory where I haven't used at least one of his maps. They're diverse in their usefulness, some more than others. My goal is to pick a specific map from the current Maps of Mastery catalog and showcase some neat ideas and scenes that it can be used for. I'll try and go through as many unique ideas as I can from a variety of settings; fantasy, steampunk, historical/weird war, modern, and of course sci-fi (...interesting list, huh?) I want to give my readers a resource for using these maps in scenes and encounters for their games, as well as provide a challenge to exercise my own creativity and try to come up with outside-the-box scenarios and stories for these maps.

Today we're going to start with one of Chris's earliest maps (of Mastery!), the Offworld Shipping Center from his Mass Transit mapset.


It's a classic, glorious map, with rail cars, cargo bays, control centers, hazards to play with, and even a neat shuttle laid out in the landing bay. The map connects to other maps in the Mass Transit series in a variety of ways, allowing GMs to make truly huge areas for the players to stomp around in.

But what can we do with this map, by itself? As far as utility goes, Chris does give many of us access to overlays for his maps, especially .pdf copies of them. We get an overlay to remove the shuttle and make that an empty landing bay, for instance. With some of the other Maps of Master products, we could leave the bay empty or throw in some more barrels and crates, or a different vehicle, or even turn it into another command and control center.

Speaking of control centers, we've got a nice little cluster of terminals and displays in the center of the map. This is an optimal location to control all aspects of the map's mechanical mechanisms; retractable bridges, security fields, locked doors, cargo cranes, even turbo-lifts could be controlled from these stations. There is a second control station just outside the control center. This leads into the landing bay, so it's optimally used as a security checkpoint that anyone who arrives has to approach before access to the rest of the facility is granted. The orange light on the wall could be used as a weapon or other scanning device, letting the person behind the protected glass know if the person is carrying weapons, or is human, or whatever the device is scanning for. This security station probably has access to locking and unlocking access doors on the map, and maybe control of the fuel depot.

There are two other wall terminals on the map too, one down by the security gate across the railway, and another in the upper left near the south entrance to the fuel depot. If the GM wants these to actually be used, they could be utilized in a more local means to interface with the main computer for the map (if networking is a thing) or individually to operate the security gate or lock down the fuel depot. The depot has a lift, which those controls just outside the room could control.

That's the layout, now let's talk about what you can do with this map in any given setting.

Fantasy: Okay, we probably can't do anything with this map in a fantasy setting...or can we?

This map is actually pretty useful for a city or fortress in a fantasy setting that could allow for such a thing (Eberron comes to mind). We'll say that this is a section of a dwarven fortress, one that is moving valuable minerals from deeper within the mountain to transit points where they will either be smelted (ores) or sorted (gemstones). It works better if we use the empty landing bay to remove the shuttle from the pad, but everything else works fairly well. The control center isn't really computerized as much as it is a series of records and bookkeeping files that outline productivity within the mines or possibly even troop disbursements for shipments elsewhere in the kingdom. Elevators become closets or storage rooms where weapons and supplies are kept. The fuel depot stores water for animals or possibly even alchemical substances to power artificed devices used for transportation. The railway can be used as-is, if there's ever a race in fantasy that would use rail-cars, it's the dwarves (or gnomes, I suppose). The security checkpoint is magically warded, with scrying sensors that detect magic, races, and illusions.

Game Use: Your PCs may need to infiltrate the fortress or mines by sneaking in the cargo holds, or bluffing their way past the security checkpoint. They might not be looking to get into the fortress any further, maybe they need something from the bookkeeping center, such as maps, schedules, or inventories. Maybe the bookkeeping center is the objective, and there's a magical scrying crystal that someone wants the PCs to steal for some nefarious scheme.

Steampunk (and Weird War):  For this we have Dr. Fornazio's Aeronautical Cargo-dome! Various airships, gyrocoptors, and rotor-planes from shipping companies and privateer fleets utilize the Cargo-dome to transfer goods ans services. Built into the side of the Rockies, the various aircraft arrive at the landing bay where they offload their cargo. Servicemen and specialists who work for Dr. Fornazio secure the cargo in two holds near the landing bay, while the pilots of the craft check in with security. If their ship needs fuel, it can be arranged for at this time. After a brief waiting period in the cargo hold, the goods are moved to a steam-powered train system that carries the cargo into the mountain to be secured in protected vaults.

Game Use: A Steampunk adventure could include raiding the Cargo-dome in hopes of securing an item from the cargo hold before it can be moved into the more secure mountain vaults. Perhaps the fuel depot is the target, and a hopeful independent freelancer sees the Cargo-dome as a prime target for theft of petroleum (or whatever your world's aircraft are powered by). Maybe the objective is deeper within the mountain, and the PCs need to defeat the evil Dr. Fornazio's Elite Security Magistrates to gain access to the inner vaults and the even more deadly dangers within!

Modern/Sci-fi:  I'm going to try to come up with something different here. This isn't an Offworld Shipping Center; it's a missile loading bay on a warship. Missiles are loaded from a secure hold off the right side of the map along the tram-line. The freight cars are actually missile packs or even giant torpedoes, that are configured before launch in one of two preparation bays (the Cargo Holds).  Once the missiles are ready to launch, they are moved along the track to the loading cranes, which can move along ceiling-mounted trams to either of the two launch tubes along the left side of the map. The Control Center is the master loading system and fire control station for this particular launcher. In such a scenario, I'd make the landing bay the storage bay for additional munitions and armaments.

Game Use: PCs might have to infiltrate this section of the ship to place explosives of their own, or prevent a missile with a bio-weapon from being loaded and fired from this launcher. Either that, or they're on defense, trying to prevent enemy saboteurs from destroying this launcher (and possibly the whole ship).



So there we have it; the first of my "Mapping the Scene" articles. I hope you find it useful, or at least entertaining. I know it certainly helped me look at this map in a different light, and increases the odds that I'll use it in the future for a variety of games.

May the dice be with you!

*- One final note; Chris West is a phenomenal artist, cartographer, and gamer to follow. In addition to his Maps of Mastery storefront, Chris is also on Patreon. Currently, anyone who supports him on Patreon is receives a series of exclusive maps on a monthly basis. As of now he's giving us various tiles for a modular-configured Starship (which is 3 months away from being officially finished, but you could always reverse the image on a few tiles and have a complete vessel now). Maybe I'll take a stab at drafting up Star Wars RPG stats for this and a few other vessels Chris has designed and laid out on his various maps.

Thursday, September 1, 2016

Day 1: Climate and Variety



So here we go.  Day One - Climate & Variety.
The first fifteen minute exercise is to write down all the different climates you can think of-if you need to just say a city name, do it. Sometimes "Seattle" is more evocative than "northern damp temperate climate." Write these names down in a list.
Then, go through that list and write one or two words that describe how that climate, either the word itself or the way the place itself may have made you feel, if you've been there before. Try to stick to abstract adjectives; emotional words, if you can, but nouns are also okay.
 This is going to be tricky because I'm actually trying to create several planets, not just one. I'm trying to populate an entire star cluster; okay, not an entire cluster, just the inhabited parts. Still, it's a good exercise.

 Let's start with this...

And someday we'll stop fucking this all up...
And now, climates. not really going for the "17 recognized climates" here as much as I'm thinking about geographic locations. Here's where my mind went and what I came up with.
  1. Temperate Forest - Tall trees, shade, concealment, nature
  2. Urban - contrasts, loud, motion, stark
  3. Appalachia - country, rural, traverse
  4. Tundra - desolate, cold, exposed
  5. Arctic - hibernation, harsh, cold
  6. Bayou - buzzing, obscured, oppressive
  7. Marshlands - damp, winding
  8. Plains - agriculture, flatlands, torandoes
  9. Desert - blistering, exhausting
  10. Badlands - ambush, orange, apocalyptic
  11. Rocky Mountains - intimidating, unyielding
  12. The Alps - stratosphere, snow-capped, majestic
  13. Ocean - vast, isolation
  14. Marianas Trench - crushing, blackness
  15. Jungle - predatory, sweltering
  16. Savannah - speed, warm, surveying
  17. Tropics - dictatorship, relaxation, care-free
  18. The Outback - deadly, survival
  19. Volcanic - Hellborne, illumination, methodical

I know there are others, and some more evocative words too, but this is a pretty interesting list to consider when creating my worlds. I can already see certain themes coming together for some worlds I'm thinking about creating.

This probably took me a bit more than 20 minutes, rather than the 15. But not bad for what it was.

Looking ahead at tomorrow's task has definitely piqued my interest; The Physical Planet. Let's see where this goes...



Exercises taken from "30 Days of WorldBuilding" by Stephanie Cottrell Bryant

Wednesday, August 31, 2016

Project Trinary: 30 Days of Worldbuilding - Pre-Game

Union Soldier
So after a significant dry-spell of writing to this blog, I'm back with a hopeful plan for the next 30 days. I've been kicking around a new project for the past few months, something I've been itching to do for a while now but needed to get certain things in order for it. I've wanted to create a new campaign world to run something in.

I've probably mentioned it here a few times; a futuristic world with mystic powers, monsters, mecha, and a few other things thrown in. I've been having a bit of a mental block of late. The last time I created a campaign world was back in the late 90s when I made a D&D setting called (rather unimaginatively) the Twin Worlds. It was a 3rd Edition setting, and was fun to play around in for a couple campaigns. It led to some highly memorable stories and lessons for my GMing style; some humorous and awesome ("Kick the Box" and "How To Kill An Army In One Round") and some not-so good ("Never Trap The PCs When You Want Them To Run" and "Greater Dislocating Weapons Are Fun In Concept But Not In Practice"). I've grown in my writing style and my interests, so the Twin Worlds have sort of faded into the history of my gaming career. It was a fun place, but I've got new plans and new ideas.
 
Bathal Host Warrior
The idea I've had is for a world someone reminiscent of the one in the game Starcraft; humanity (and a few other races) in a corner of a galaxy, fighting themselves and alien empires for survival. I want to throw in a little magic, and a few other concepts that have piqued my interest over the years. But I've had the hardest time trying to formulate where to begin.

After some searching around, I found a site that is a series of 15 minute writing exercises that you do over the course of a month. Written by Stephanie Cottrell Bryant, it covers a lot of topics to flesh out to simply get your background world in order. It seemed like a fun and useful outline, so starting tomorrow I'm going to give it a shot. I've set my alarm on my phone to go off every day at 12:30pm, right during my usual lunch break at work. With luck and determination, I'll be able to stick with it and flesh out a campaign world (well, worlds actually) by October 1st.

I'm going to try and post here as much as I can, and share the process (without giving too much away of the secret parts of the campaign bible).  I've already set up a new Obsidian Portal page for the Campaign Setting; Trinary. In the document, Bryant goes over some foundation elements to the campaign world:
  1. Map the World: Working on a star chart for the to-be-named Star Cluster the game stakes place in now.
  2. Magic Level: High/Average/Low Magic Setting - Trinary is starting "Low"
  3. Prevalence of Magic Creatures: unknown at this time
  4. Magical Cataclysms: An interesting point is made that usually there's some mystical event that changes the world, usually to the determent of all. I've got a few in mind that are listed as "The Great Victory", "The Unmaking", and "The Sacrifice". I'm on the fence about having The Sacrifice on-screen or not.  We'll save that decision for later in the process.
  5. Magical Systems: Basically, what types of magic are there in the world. Trinary will have Sorcery, Divinity, and Psychic "magic".
  6. Drakon Imperial Raider
  7. Wizard Types: What kinds of magic-users are there; I'm looking mostly at Essence Manipulators (wizards able to use the raw power of magic for direct effects) and Energy Wizards (wizards who use magic to affect energy types around them) with a few Spirit Callers and Hedge-Wizards (summoners, necromancers, and witches)
There are a few other foundation-points to go over, but these were the ones I've worked on today.

I'm excited to see where this goes, which is something I've needed for quite some time.  My creativity is starting to burble and grow, and I'm happy to accommodate that.

So tune in tomorrow for Day 1 of 30 Days of WorldBuilding.


Friday, January 1, 2016

Welcome to 2016



Happy New Year and welcome back to Fragments from the Rim!

It's been a long year. I haven't really posted anything of consequence since Gamer Nation Con.  After that, it was a whirlwind trip to Celebration Anaheim, a very long couple of months dealing with the water damage in my home caused by ice dams from the Great Snowpocalypse of 2015, and...general lack of time and drive to write anything for this blog.

Which is sad, I really enjoyed writing and sharing my thoughts.  So with the new year comes a new focus, a new mandate to try and write as much as I can for this blog, while sharing what knowledge I can drop on you unsuspecting peoples in the interwebs.

D20 Radio

As some of you know, I've been an occasional writer for D20 Radio's gaming blog. There have been some handy and entertaining articles posted up on that site; hopefully you find that mine are some of them.  I do still plan to write for them in addition to writing here.  I'm not sure if some of my articles will be cross posted, or if I'll keep content to either page exclusive to one or the other.  I know my readership is more over there, they simply have more viewers.  Still, cross pollination of blog posts can't hurt, right?

Aside from that, Chris and Dave have graciously kept me involved and a part of the Order 66 Podcast, and it's still a lot of fun to do.  We're trying to get the shows down to 2-hours in length, partially because Dave wants some shows he can submit for Ennie consideration, and partially because they were honestly getting long and off-topic at times.  If you never listen, you should.  And "if you never listen", thank you for your patronage.

Another Longshot

Ah, my current flagship; the Longshot Campaign.  It's still going, and tomorrow marks the 1 year anniversary of it's birth. I'm celebrating with the second of two "Side Bets"; games that incorporate characters from both teams (I have one PC group consisting of Force Users from various factions, and another PC group consisting of Galactic Alliance troublemakers called The Idiot's Array). Tomorrows game involves one of the Legacy Era's watershed events, and the PCs get to deal with the backlash from it in the Hagen Sector. Or not. They're PCs after all, they could surprise me.

More about the Longshot Campaign will be shared in this blog as we enter Season 2 of the story.

Fallout 4

Another source of seemingly endless time-consumption lately has been Fallout 4.  I've been playing this game like a mad, mad fiend.  Juilian Cross, sole survivor from Vault 111, has crafted quite a considerable Minuteman Protectorate in the northern Massachusetts region.  I'm finding the game a lot of fun, but as usual I'm getting massively sidetracked from the main plotline by exploring the wastes, managing my multi-settlement Mutfruit-and-Purified-Water empire, and using the proceeds to construct bigger and better towns.  I'm glad I picked up the PC version, as the Settlement Creation Editor's size limit can be bypassed, allowing me to make some pretty elaborate towns (much to the dismay of my frame-rate, at times)

Playing Fallout has got me thinking about roleplaying Fallout.  It's the only real deficiency that I have with the IP, the fact that it doesn't have a dedicated RPG supporting it at this time.  I've kicked around a few ideas to home-brew something, or adapt it to Savage Worlds (pretty easy) or to Edge of the Empire (a little harder).  I even wrote an article about it for D20 Radio called They Came From The Vaults.  Doing so inspired me to come up with an Edge of the Empire module to play at Gamer Nation Con 2016 that takes place entirely in the Fallout world.

It's still under development, and a lot of that development is going to be shared here in the coming weeks.

Costuming

Remember how I advertized this as a costuming blog too?  I haven't forgotten about that.

I'm working on a few costumes for 2016, not all of them mine.  For the 501st Legion, I'm involved in a group project to make a horde of First Order Snowtroopers for the local garrison. My father and I are waiting with bated breath for all our pieces to be complete, and start assembly as soon as they are. I like the look of these snowy's, and while I wish they got more screen time in the movie, at least they were in the movie, you know?

After that, I'll be keeping my eye on something for the Rebel-side of the group, or should I say the Resistance-side.  I really dig the new X-Wing pilot outfits, and there's already talk of supplementing our pilots up here in "Phantom Squadron" with some T-70 jockeys.

Finally, I'm working on a more practical suit, something to be used for the upcoming Crossover LARP in my area. I've been working with EVA Foam to make (a rather mandalorian looking) armor suit for my new character, and my lovely wife picked up an airbrush kit for me to learn how to use. The airbrush can be used for painting and giving the armor some wear, but the main reason for the kit is for use with liquid make-up for my character.  Think something rather Darth-Maul-like, but with blue and white instead of black and red.  Along with that comes repaints of the various weapons I'll be using in the game; nerf guns painted a more appropriate shade for use in the game. I'm moving towards painting nerf guns for other players for commission, and am painting up 5 of them for the NPC camp's use.  I probably won't be doing much work on that until March, as the game isn't starting until May.



Welcome Home


And that's pretty much it for now. Thanks for reading, please check back in here from time to time and see where things are going!

Until next time, may the dice be with you!


Thursday, March 12, 2015

PUG Life - GamerNationCon 2015


A review of a convention can sometimes read like a post on a travel website; somewhat entertaining but ultimately pointless unless the person reading has an interest in going there. To that end, I'm going to try to not only entertain you, but also sell you on attending GamerNationCon in the future;

I had more fun gaming at GamerNationCon 2015 than I did gaming at GenCon2014.

The two conventions are completely different animals; GenCon is an industry trade show and the pinnacle of competitive gaming. The biggest tournaments are held at GenCon, as are the biggest releases. Companies save product to specifically release at GenCon to boost the hype. Gamers and GMs from around the world write and register events, creating a catalog of events 200 pages long in tiny 6-point font.  40,000 gamers crowd into the vast halls of the Indianapolis Convention Center.  It truly is an experience every gamer should participate in, simply for the sensory overload of "GAME".

GenCon is what you make it; if you have a lot of friends to go and adventure with it can be a great time. If you can get in on one of the official events run by the game companies, you may be treated to a grand, well written adventure. You may even get in on some private-run and registered game, run by a solid GM who knows his stuff.  It's very hard to get in on pick-up games, unless you come from a gaming community and they organize something together. Even then, your group wanders around the vast halls and hotels looking for some place to play your game while a dozen other groups attempt the same feat.

In my experience, there's little friendly interaction with other con-goers unless you've happened to sign up for the same game. Because everyone pays an additional amount to play the registered events, some folks come to the table with an attitude of "I'm a consumer and I'm going to get my money's worth, dammit". They may insist on rulings go their way, or tell the rest of the party how the group will proceed and hog the spotlight as much as possible (which is funny, because everyone else paid just as much to sit at that table with Captain Blowhard).

Pick Up Games at GenCon are mostly non-existent, except in the situations I described above (gaming communities) or at demo-areas in the exhibition hall where game companies are trying to get you interested in their games. Not a bad thing, mind you, a good game is worth its weight in gold, but Demos tend to last just long enough to teach you how the game works and get your buy in to the product, not the other players.

On the flip side is GamerNationCon, a convention held entirely within the confines of a former dance studio in Plano, Texas. "Dallas Games Marathon" is a small facility with a capacity for 187 people, max. This means attendees are capped at 150, to allow room for volunteer staff and small overflow. This particular site location has the advantage of a massive games library where you can grab a game off a playing rack, a flag that states "Looking for Players", and generally within 5 minutes you're off and running.

Everywhere you look are people that are there for the same reason you are; to play some games. They're war-gaming, or board gaming, or Role Playing, or trying to get through the Artemis Bridge Simulator. There's minor celebrities and Names from "the industry" to game with, or simply chat with.  There's shenanigans, late nights, gamer food, and laughs.  It's a lot like the "gamer community" option with GenCon, but the whole room is filled with folks there for the same reason; game with others from the community. This happens at all hours.  There's almost always someone to game with, someone willing to hop in on Pandemic, or Star Wars RPG, or a hundred other games.

GamerNationCon also has the game-within-the-game; GamerCred. Various actions or accomplishments earns you small buttons that have a name, an image, and a point value. Coming in costume/cosplaying gets you the "Alter Ego" badge, worth 10 points. Getting a photo with a member of the 501st is worth 5 points.  Playing a game that's no longer being supported or produced earns the 10-point "Dead Gamer" pin. Play in 30 hours of events over the con and you get the "Iron Gamer" pin.  RUN 30+ hours of events and you'll earn the "Iron GM" pin. There are secret ones too; Order 66, Brush with Greatness, Sad Panda, Steward of Gamedor, the list goes on and on. Starting next year, your total in "GamerCred" will earn you benefits or first shots at events. It'll be fun to see.

Personally, I had a blast at GamerNationCon 2015, also called "Three Days of Good Gaming" or "3DoGG" for short.  It's a fun con where you're surrounded by gamers who are there to game with the community and have a good time. I feel that can get lost, and did get lost in the insanity that was GenCon.

If you get a chance, or an opportunity, go to GamerNationCon. It's small, it's weird, but it's awesome and can be the most fulfilling con-gaming experience you'll ever have.

Don't get me wrong, GenCon was awesome and I'd love to go back. But sometimes you don't want the Big Dog at the Big Show.  Sometimes you just want a PUG*.


May the dice be with you (and see all my Puggies in Plano next year!)


* - Someone REALLY needs to make a mascot/icon for GamerNationCon, and it needs to be a pug...

The Long Dark Road Out of February

I made one post in February...One. Partially because of all the writing I needed to do for my Another Longshot games. Partially because of the show notes and additional work I was doing for the Order 66 Podcast.  Partially because I was suddenly inspired to write a Convention Module from scratch for Gamer Nation Con 2: Electric Boogaloo.  But also partially because we in New England were subjected to an unprecedented amount of snowfall in the course of 1 month. It became the snowiest month on record and are only inches away from the snowiest winter on record. My time for creative writing was limited, so I had to focus.  Naturally this fell by the wayside.

I'm going to attempt to make it up to you folks, my loyal readers and those who just happen by every once in a great while. I've got plenty of things to write about for all my main topics of blogging; gaming, conventions, costuming, RPG tips. I've got a lot to talk about; I had a great experience at GamerNationCon 2015, making some good progress on "Another Longshot", wrote a module in two weeks that folks seemed to have a good time playing in, and we're in the final few weeks to get costumes ready for Celebration Anaheim.

There's some big changes and upgrades happening over with the D20 Radio folks on their website. They've started a Patreon Campaign to help pay for some improvements and give our listeners some additional content on a regular basis. I'm excited to see what comes from all this.

So I'll post this now as a place-holder, and I promise I'll be back before Sunday with a less generic, more focused post.

Until then, may the dice be with you.

Tuesday, January 6, 2015

Another Longshot - Launch Day


So there were no updates in December, the primary reason being that any time I had to write for the blog, I spent it on writing for today's topic.  As you may discover, there was a lot of work needed and it seemed to pay off.

New year, new post, new campaign.

...campaignS?

Technically seven years in the making, Another Longshot has finally launched.  Set in the "Legacy Era" of what is now called "Star Wars Legends", the campaign takes place primarily in the Hagen sector on the edge of Wild Space.  Mysteries, ancient enemies, new threats, and a struggle to survive and fight the Sith Empire are all themes of this story, and this past weekend my PCs helped me kick it off with a bang.

Day One: Group Besh


On Saturday, the first dice started rolling for Another Longshot. Group Besh, "the Rebel group", got everything started with a romping 6 hour adventure. I think the thing that most impressed me was the lack of combat in this session.  There was one altercation on the promenade of a space station thanks to some Threat results on the dice, but otherwise it was all skills and role-playing to move along the plotline.  The players seemed to have a good time, so much so that three hours after I left (I live an hour away even without snow on the roads) my PCs were still hanging out talking and writing about the game.

I think I may have hooked their interest in the game...

I'm not going to re-hash what the PCs went through; I'll let them do that!  You can find the adventure write-up by the Group Besh PCs here.

I think the best part about the adventure was the collaboration. Everyone tried to make sure that everyone else felt useful and needed in the group. I still think Joe (playing the displaced Jedi) was the odd-man out and may have felt the least effective. Still, he contributed and I'm fairly certain the next session will focus the spotlight on him a little bit more, especially since his Bounty obligation got rolled.

I roll Obligation, Duty, and Morality at the end of the session so I know what's triggering for the next one and can write it into the story.  Works much better than spending hours writing something and then having someone's Oath Obligation get rolled or Space Superiority Duty rolled and having no extra room for random NPC interactions or space battles.


Day Two: Group Aurek


Due to schedules, it worked out that I had to run both groups back-to-back or else Group Aurek wouldn't "launch" until Late February.  Better to get the games going and PCs collaborating, I thought and predominately I was right.  "Group Aurek" is a unique group because everyone is a Force User.  It's basically a Force and Destiny group, with two Jedi, two Imperial Knights-to-be, and an unwilling Sith Apprentice who started off the campaign by saying "enough of this, I'm leaving and I'm freeing my Master's prisoners first".

This is the group with the most overt-ties to the original Longshot game. One of my PCs (Alex) is playing a descendant of the cigarra-smoking, foul-mouthed, unkempt space-pirate-turned-Rebel-operative he played seven years ago.  Now playing an upstanding Imperial Knight named Bleys (sort of a Star Wars take on an old favorite D&D PC of his), he's been saddled with his great-grandfather's broken-down ship and even further broken-down droid. This group also was exposed to the campaign "prophecy", or at least the "Nemoidian Fortune Cookie" variant.  Read all about their harrowing adventures here.

It will be fun to see where this motley crew goes.

Lessons Learned


Two games!  Two PC parties!  11 PCs!

I will never do this again if I can help it.

I ran 12 hours of games and had 5 hours of travel (thanks to detours and snow-delays). My wife is a very loving, understanding, patient soul for supporting me in doing this (and doing my best to give her some quality time prior to this hopefully helped).

I will happily run for 6-8 hours straight, but only for one day.  And I just can't spend that much time in the cars.  The rest of my weekend was basically shot, and I had to bail on an Order 66 episode because I was fried.

If I do have another game-a-rama like this, it had better be because I'm at a con.  Then again, who knows; I'm sure that at some point the calendar gods will decide to throw this scenario at me with a "both sessions on X weekend or one team doesn't play for 3 more months" or something like that.

I need to resolve how I'm doing maps.  Making maps on Roll20 is easy, and handy, but unless more players are using their own laptops to access the game everyone's looking at my secondary 19" widescreen from across the room to see the action. Plus I can't figure out how to center the other screens on what I'm looking at on mine, so I can't "force" the view on the second screen and am constantly shifting back and forth to adjust the PCs view. On the flip side, extra laptops for Group Besh would really clutter the table we're sitting at.  I wouldn't mind using physical maps, but I'd miss out on several good maps of Chris West's and it wouldn't work well with Group Aurek, where we're all sitting around a living room. Group Besh might be easier, but the map could take up more room than the extra laptop or two.  Going to have to work on that.

Someday, my friend...someday.


On a more positive front, I forgot how much music enhanced my game. I'm still using my Beta-release of Syrinscape because it allows me to make my own sound sets with my music and I don't have to pay for a subscription to use it (a recent development from that program's developer). The music was on for the Group Aurek game, with tense overtones coming in  while I'm describing scenes as if I planned them from the get-go.  Definitely worth my time Friday night rebuilding my sound sets from my laptops "format faux pas" a year ago.

Logistics


Early on I knew that I wanted to document this adventure, perhaps more-so than almost any previous campaign. Let's face it; I'm a known entity now (at least in a very niche group). Folks who are not playing the game will be following the campaign. Also, I've developed something of an issue in keeping things straight, so it helps if everything is written down someplace I can access it at any given moment. Finally, it's good to see things from a PC's perspective, and see what they are thinking.  Many times they come up with angles and sub-plots that are better than what I had planned.

I'm encouraging my PCs to help me develop and record the game, and bribing them with XP to do it.  It'll be small, usually 5xp between sessions, but that 5xp will add up over time.  Assuming I stick with my schedule, that'll be an extra 25-30xp by the end of the year. I know no PC who wouldn't want an extra 25xp to add to their character. That's a bottom row talent, or a Skill from Rank 1 to Rank 3, or a new Force Power with an upgrade or two. With 11 PCs, it's going to be tricky finding something for each of them to do, though.  I think the next few weeks will be needed to hash out the "PC contributions" portion of the campaign.

I hope this works out. I won't really know if I've got this on a good head of steam until we hit LARP season, and arranging games turns into a real puzzle with all the games folks play. To be fair, I've got a plan for that to, I just have to get my PCs to a point where they could have "crossovers" with each other and run with everyone who isn't at a campsite with boffer swords and spell packets on a particular weekend.

And I have to see how I can deal some Wild Cards into the deck...

Hope to have another blog-post sooner rather than later.  Until then, may the dice be with you.

Tuesday, August 12, 2014

GenCon 2014: Pre-Game

Here I am, in New Hampshire.  In 24 hours I hope to be in the middle of the D20 Radio GenCon Meet N Greet, rubbing elbows with those of you out there in the Gamer Nation that could make it to the con, and with some industry friends of the show.  After that, it's likely going to be 4 days of poor sleep, late nights, and geek overload.

Gods, I hope I can survive it.

When going away on any trip, it's important to make sure you don't forget anything.  This trip is no different.  It's even more important not to forget anything because I've got probably a dozen or more folks in Indianapolis who are looking forward to sitting down at my module, "The Big Leagues".  So I did what anyone would do (yes, at the suggestion and urging of my wife); I made a list.

So here's what I'm bringing...

The Big Leagues

  • Huttball Map
  • Final Encounter Map
  • Dice Rolling Tray (Thanks Ann Marie and Erich!)
  • Dice (...for the tray)
  • Initiative Tracker (8.x11 dry erase board, thanks Chris!)
  • The Module (printed)
  • Character Sheets (24 of them, 3 pages each.  Quickest use of a printer cartridge ever...)
  • GM Screen
  • Character Tokens
  • Assorted Alea Tools Magnets (Status conditions, height modifiers, etc)
  • Cargo Tiles
  • Age of Rebellion core rulebook (rules and autographs)
  • Edge of the Empire core rulebook (rules and autographs)
Jedi Outfit
  • Jacket
  • Tabards (2)
  • Obi
  • Pants
  • Boots (with insoles)
  • Belt
  • Pouches (2)
  • Lightsaber
  • 32" blade (bought my current suitcase specifically because it fit inside)
  • Charger
  •  Hex Key
Vaultdweller
  • "101" Jumpsuit
  • Belt
  • 10mm Autopistol (Made from a NERF Maverick)
  • Mentats
  • Combat Boots
  • Vault 13 flask
  • Pipboy 3000 (gotta remember to get 9v and AAA batteries)
  • Micro Mp3 player (45+ minutes of music & 3-Dog clips pre-loaded)
Electronics
  • Phone
  • Tablet
  • Charge Cords
  • Back-up Battery 
  • Power Strip (I'm rooming with 3 other guys with just as many electronics as I...we'll need the plug-space)
Mundane items
  • 4 days of clothes
  • Toothbrush & Toothpaste
  • Deodorant (I will not be "That guy")
  • Drugs (Wife would be upset if I died in Indy...so would I)
  • Airborne chewable capsules (Wife will kill me if I bring home the ConCrud)
  • 2 travel-size bottles of Purell (see above)
  • Electric Razor (gotta remember to shave the head tonight)
  • Moleskin (for when I wear the Jedi boots)
  • Scissors (for the moleskin)
  • Box of Pop-Tarts
  • Box of Granola Bars
  • Water Bottle w/ built-in purifier (This item alone will probably save me $10-$20 per day...)
Also included are various gifts and attire I need for the weekend, including my 501st Legion Challenge Coin and Name Badges.

Supposedly most of that will fit into my suitcase and two carry-on bags.  I don't think I'll be over 50 lbs in the suitcase, I've actually got a bit of dead-space in there.

I should be running The Big Leagues at least twice, but I brought enough material to run it all four times (once for each PC Set).  We'll see how many times and who I get to play with.

I have no clue how often I'll be updating this blog this week.  I'm more likely to post little blurbs on Twitter.  Follow me @DarthGM on twitter and you'll get my various updates.

May the dice be with me...

Bonus Content: Boston Comic Con




This past weekend was Boston Comic Con, and I wanted to give a shout out to my base CO, Mike Brunco, for getting his idea for our convention booth from concept to finished product.  Another local legionnaire Kevin made the bulk of our new Trash Compactor, and many of us went to Mike's house to paint it up.  The dianoga head was made by Brian Anderson, and the tentacle was made by Bob Gouveia.  By the images on the NEG website, you can see that it was something of a big hit.

Oh, and I bumped into GM Sam at the con.  Chatted with him for a bit about upcoming conventions. 



And didn't have to pay BCC $40 to do so...


Friday, January 3, 2014

New Year, Par for the Course


Here we are on January 3rd, the first Friday of 2014, and I've already missed a blog-post.  I could pawn it off on the blizzard we just had here in New England, but I won't.  I spent all of last night playing Star Trek Online, part of it with my former STO-Podcast co-host, Gonzo.  Good to get some time at the helm with him, even if it was for only about an hour, and with some toddler aggro that he had to attend to while we were facing the Borg.
 
It was a decent New Year's Eve.  I got to spend it with several nice folks in a mellow, low-key gathering.  It was a nice reset that set the framework for the coming year.  It'll be a year of challenges and celebrations, and require a bit of focus on my part.  I can honestly say I'm going to give 2014 a chance to be awesome, and work towards it being so.  If it isn't, it won't be because I didn't try.
 

Here Comes A New Challenger!

I almost called this section "Level Up!", but then I realized that's a bad, misogynistic live-action tv-show about MMO players.  This is nothing like that.  This is all about the "Edge of the Jedi" document and me finally fixing a few things in it. 
 
Changes!  Corrections!  Updates!  Let's begin!
 
CAREER TREES: I'm happy with the Specialization trees as they are in 1.02.  No changes here.  Move along, move along.
 
BALANCED LIGHTSABER STYLE TREE: Now we're starting to see some changes, specifically to that useless Twin Strike talent.  After talking with Donovan Morningfire, I've moved Jar'Kai to the 15xp row, and moved Twin Strike to the 20xp row.  Twin Strike now "adds a boost die to any Lightsaber Combat Check when using Two Weapon Attack or when using the Autofire option while wielding two lightsabers".  Adding that boost die increases the odds of rolling enough Advantage to trigger that second attack, or use that Autofire option.  You no longer total up the damage between the two, which really would only be an issue if you're attacking a vehicle with Armor 1.  Since that comes up so infrequently (i.e. hardly ever), this makes the talent actually worth something.  Since it's a 20 point talent in at least a second specialization, I made it a free-bee (no cost to use).
 
I got some fun feedback on Shii Cho, and Shii Cho Master.  "It's fun!" was the synopsis.  Many minions died to bring me that feedback.
 
STRONG LIGHTSABER STYLE TREE: More changes here to three of my Forms (well, 2 technically).  Shien got a big change.  The problem with the original Shien is that unless you had the 25 point Deflect Blasters talent from the Jedi Career specs, you didn't get any benefit from the talent.  While some may say that's okay, I decided to change the Shien power to match the old Shien Master; spend Threat and Despair on blaster weapon combat checks against you to deal damage back to the attacker (note that it doesn't say if the attack hits or not; it works in both cases).  Shien Master now drops the cost of activating Shien to two Threat or a Despair.  And no, you can't burn 4 Threat or 2 Threat and a Despair to deal 20 damage back to the attacker...unless your GM really is feeling generous.
 
I changed up Djem So Master too.  Instead of making it a mirror of Shien Master (now regular Shien), I went back to the description of Djem So for inspiration.  Djem So is all about blocking attacks and responding with strikes of your own.  So instead of dealing a flat 10 points of damage back to your opponent, you now deal your Lightsaber damage back to your opponent, and include any passive abilities the lightsaber has (like Breach 1).  Note that you don't get to use the regular Djem So (or Ataru) bonus damage in that hit, since you're not making a Lightsaber combat check.  Cost to activate remains the same as before.
 
Juyo got a lot simpler.  Also at Dono's suggestion, Juyo is now simply "1 strain to upgrade the next Lightsaber combat check once".  You get aggressive, you exert yourself, you increase the odds of hitting and something nasty happening to your opponent.
 
THE FORCE: Also added is about 2/3rds of a page on home-brewed house rules I've used in my games recently.  The first being the inclusion of a pseudo-talent, Power of the Force.  For 20 Xp you can spend 1 strain to turn a Dark Side Point into a Light Side Point.  This can be done with every Force Die roll (except the one at the beginning that determines Destiny Points for the game, you are rolling that one, not your character).  You can take this "talent" any time, during character creation or once play has started, only that you need to belong to a formalized Force tradition to take it.  The theme here is that by belonging to a formalized tradition, like the Jedi, they train you to tap into the Force reliably.  That training is what allows the Force User to at least get some use of the Force when they need it.
 
Another house-rule I've made concerns the old KotOR Campaign Guide power "Kinetic Combat".  The third Control upgrade in the Move power states you can use Move to manipulate objects with precision, and we judged that this could include wielding weapons.  It's not as easy as wielding them yourself, a level of control is required and your perspective on combat is slightly off.  It takes an Action to trigger Move to set up the power, and then in subsequent turns you need to commit two Force Dice to keeping the power going.  Also, you need to activate Move to be able to lift an object with a Silhouette equal to the Encumbrance rating of the weapon.  It's not that the weapon is that heavy, it's that Strength is a good indicator on how much "grip" or "finesse" you have when you use that weapon effectively.  Lightsabers are easy, Vibro-axes are hard, and Heavy Repeating Blasters are really hard to coordinate their bulk, aim, and firing all at once remotely. 
 
And hey, if you don't roll high enough to control the weapon, you can still use it as a projectile with Move (dealing it's normal damage based on the Silhouette, of course).
 
Making attacks with Kinetic combat increase the difficulty by one.  Turning off Kinetic Combat is a Maneuver if you want the weapon to return to your hand (or someone else's), or an Incidental if you want the weapon to just drop.
 
Finally, I also pointed folks to Donovan's Ways of the Force document for additional Force Powers like Healing and Injure.
 
So here it is!  Update 1.03 for your gaming pleasure.
 

Edge of the Jedi v1.03

 
I'm tempted...so tempted...to do an "Age of the Jedi" document at some point.  Possibly something to work on later in the year, or after I see exactly what's in the Force and Destiny beta.  If I had to do this all over again, I'd make three Jedi Careers; Consular, Guardian, and Sentinel.  I'd have three Specializations under each Career.  I don't think I'd change my Lightsaber Style trees, but I may consider adding one for "Force Wizard" specs.  I could also see doing a non-Jedi career; Force Adept.  I could likely come up with three Specializations for that too.  It's hard to think about all that right now, knowing that 8 months from now I'll have a better idea of how Fantasy Flight Games is doing it.
 
We'll have to see, now won't we?

Help from the Mandalorians?

I've been getting gameplay feedback from some members of the Gamer Nation; "Kell Ordo" and his family.  Pretty sure Kell is a member of the Mando Mercs, and possibly soon to be a member of the Rebel Legion if he's not already, based on some of the costumes he's stated he's working on for Celebration Anaheim.  He's got quite a list lined up.  Got me thinking about costumes, and specifically Mandalorians.  If I were to do a Mando, it would be one of Maul's Deathwatch members from his final arc in The Clone Wars, probably with the "Zabrak Horns" on the helmet.  I dig some of the custom stuff the Mercs have done over the years, but I have to say a lot of it has not appealed to me.  I'll admit it, I have a high-standard when it comes to Star Wars costumes, and I guess to costumes in general.  I'm starting to find myself looking at cosplayers thinking about what could be done better, or how it could be made better.  I'm not even what I'd call an expert or anything, I'm just a guy who's put together three armor kits and conned his wife into making him one and a half Jedi outfits.  Oh, and put together a lightsaber from parts.  My one and only prop-making project turned out like I expected; serviceable but in sore need of a redo.  So my pedigree is very "quick to judge but can't do himself".  Still, the Mando Mercs have gotten better over the years, and I do like the work some of their really dedicated members have done.


 

Final Thoughts

Man, 2014 is going to be busy.  Real busy, depending on how some things turn out.  I've got a lot of projects to get under way, and a lot of plans to make.  We'll see if the money and my wife's sanity hold out.
 
I'm curious about something.  If you have used my Jedi Career document, let me know.  Either here, or on my G+ or Facebook link; just a quick comment that you've tried it out.  By all means, if you have feedback or any cool stories about these rules, I'd love to hear them.
 
Anyway, see you around the new year, folks.

Thursday, May 9, 2013

Less Tools, More Rolls

In a fit of frustration this week, I posted a comment on my Facebook wall saying "If I don't run a game soon, I'm going to __________."  There were some cute comments, some dumb ones, and some folks who just seemed to agree with my comment.  As I march towards the end of my fourth decade of existence, I find myself gaming less and less.  My wife doesn't game, so I need to balance time with her with hours spent gaming.  Many of my players still LARP, which means that for the Spring and Fall entire months go by where we can't find time to play (seriously, I tried to schedule a game for one of my groups and the soonest we could come up with was July).  I do a lot of work with the 501st and Rebel Legions, so that eats up afternoons on the weekend.  I live in New Hampshire now, and most of my players live within the Route 495-128 belts of Massachusetts.  This situation almost entirely eliminates the possibility of running a weeknight game.

Or does it?

Virtually There


It's no secret that people are now only a Skype call or a G+ Hangout away.  Gamers have known a few ways to keep folks at the gaming table, thanks to a few Virtual Tabletop programs out there.  Since 2007 I've been using the powers of the internet to continue gaming with one of my long-time buddies, Alex.  Originally using a web-camera pointed at the game board to track movement, our ability to game with him increased ten-fold with the discovery of Maptools


Not my game, but you get
the idea of how it looks.

Maptools is a solid virtual tabletop program, free to use, with a ton of features if you happen to know a couple computer languages.  It's Java-based, and is community driven and supported, which of itself are two hurdles. 

Movement can be locked to a grid, or free form.  You can apply fogs of was, and reveal it in sections based on a PC-Token's sight lines. If you're not doing anything crazy, or using some obscure game system, the community has probably made a framework for use with the system you're playing in that has all these neat macro buttons like "Damage Taken", "Healing Received", "Status Applied" and the like.  You can input your whole character and the macros will account for damage reduction, and see if wounds are applied.

The map-making feature in Maptools is really where I find this program most helpful.  Like Photoshop, you have layers that you can put different objects on, even a GM-Only layer that won't display on any PC screen.  With the art tools that are out there, I can whip up a pretty decent map in very little time at all.



"I'm helpin'!"
"No, no you're not..."
 
The biggest problem with Maptools is it's a really finicky program to get up and running.  It's Java-based, and hosted on their side on servers.  They have really odd interaction issues with router and computer firewalls, and while the community has made some helpful guides to troubleshooting why Alex in Georgia can't log into the server, it's not always clear to those of us who didn't take many CS courses in college 15 years ago.  Also, if you want to use a new system and have the lack of CS background, you're not going to be able to just pop in a framework and get all the neat macros for your damage tracking needs.

I like Maptools, but lately Java updates have been messing with the system.  Java 7+ won't let Maptools run at all on some computers, and we're constantly having to roll back to Java 6+ just to play.  But it's been the only game in town for me any my players; at least, until recently.

Rollin', Rollin', Rollin'...


Enter Roll20; the web-based online virtual tabletop for role-players of all sorts!  Different than Maptools, Roll20 uses a web based interface, meaning anyone on any device that can open a web browser can theoretically connect to the tabletop.  I'm not sure I'd ever want to look in on a smartphone, but still.

Roll20 is free-ware, to a point.  They have a subscription service, monthly fees of $5 or $10 will get you more features (like POV lighting and some scripting like Maptools-style Macros) as well as more online storage space for your maps, tokens, and art.  The interface is very clean, I like the functionality of the token interface, and can assign several notations to several tokens.  Little blue dots could mean flying, orange for immobilized, and a big red "X" for dead (or just "down").  I can easily have several pages of maps ready to go, and easily click between them. 

D&D Adventurers slaughter a Behir and her kids. 
Who's the monster now?!
You even have an option for playing sounds and songs through the program via their jukebox.  Big problem though is copyrighted material.  If you want to use your own music (like, say, anything from the Star Wars Soundtracks) you have to upload them to a SoundCloud account.  Their Terms of Service prohibits the broadcast of any copyrighted material over the internet.  So if I did want to use "Heroes of Destiny" or "Duel of Fates" as background audio for a fight, I could get my SoundCloud account banned.  Personally, I think there's a better product out there for what I want to use, be it Syrinscape or another web-based sound system.

There are a few key detractors to Roll20.  First, there's practically zero map-making ability in the program.  I need to at least make a background in some other program like Photoshop or Dundjini, save the map, upload to Roll20, and then I can drop in objects to populate the rooms and scene.  The other issue is the limitations of my art library.  I have over 15 gigs of art on my computer for map making.  The most you can have access to online through Roll20 is 2, and that's if you subscribe at the Mentor level ($10/month).  I can't have all my artwork at my fingertips, so if the PCs do something unexpected and I need an art asset as an object, vehicle, or token, I need to open my library, have it search through my folders, upload to their system, and then I can drop it on the map.  And by doing that, I've reduced my available storage with Roll20 by the size of that art item.  Remember that everything takes up this space; background maps (which are usually 2-12 megs on their own), objects, vehicles, tokens; everything reduces your available storage space.

I have made a discovery that a bunch of my art objects appear to be available as free-use in Roll20s own storage center, so it doesn't eat up my storage as much if I utilize those.

Conclusions


I think if I'm going to be running any sort of weeknight game, it's going to have to be remotely and will likey use Roll20 in the future.  Maptools, while brilliant and awesome to have had for the past few years, pales to the simple user interface of Roll20.  It's too bad I didn't get in on Roll20's kickstarter, else I'd have some neat bells and whistles for my account.  Ah well, I'll cope.  I haven't purchased a subscription yet, because I haven't needed the extra stuff yet.  Once I do start running games, I'll probably at least do the $5/month level.  Not sure I need the benefits of the $10 level.  But we'll see.

Anything that can get me gaming more often is a good thing. 


Friday, June 3, 2011

Another Longshot Development: Websites

Soon after I decided to document the development of the Another Longshot campaign, it dawned on me that there were simply many things I wouldn't be able to document on a public forum.  Let's face it, depending on his roll, documenting the development of Moff Fulton Antilles could be a severe spoiler for anyone who reads the campaign.  I can't go over the stats of NPCs, or why I'm giving them the abilities I'm giving them, else when the PCs encounter them they'll know what to expect and ready countermeasures for them.

So does that mean I can't talk about developing Another Longshot?  Does it mean I can't share what's going on in my head about it all?  The thoughts I have?  My creative process?  Hell no.  It just means you won't get the crunch, but you can get some of the fluff.

Obsidian Portal; Obsidian Awesome

To start off with, Obsidian Portal; once again I shall heap on praises for the website and services they provide.  If you're a gamemaster preparing and/or running a campaign, and your PCs are not only tech-inclined but also willing to contribute (or can be bribed to, I'll explain later...), "ObPort" is for you.  I now have 4 campaigns up on their own Obsidian Portal pages.  Now, I'm a subscriber to their service, so I'm not capped at two, but if you're just running a game, and want a neat online page to store campaign info, and be accessible from wherever you find the internet, this is it for you.

Bribery is the Best Policy

One thing I do is bribe my PCs to contribute something meaningful to the website.  If they contribute art, a character write up, a session summary, or something else like that I give them one of two benefit during the next game session; a free Force Point or a free D20 reroll.  It must be used that game session, so they can't save them.  This has gone very well with some of the players in my Brothers in Arms campaign, and has resulted in some very nice write-ups of my sessions.  It's also resulted in some massive hits from a certain Togorian Privateer with a love of power hammers.

One thing I'm considering is a sort of "Above and Beyond Award".  If one of my PCs goes the extra mile and updates something for the website with something great, I'll award them a Destiny Point.  I'm unsure if it would be a "Must use this session" condition, or if it can be saved.  I'll ponder that further, and announce it to them if it becomes and option (or if I'm so amazed by something done for my game website).

Map Quest

I keep finding new things in Obsidian Portal.  Awesome things.  Apparently, they have a Maps tab on their campaign pages.  These map files can accept a file up to 1028x1028 pixels, and put it into an browsing engine like GoogleMaps, where you can zoom in, move around the map, and even make markers and notes on it.  I've added the Arcaster Sector to the Maps page for Another Longshot.  The Arcaster Sector will be at the edge of known space in the Star Wars Galaxy, along the border with the Unknown Regions.  I took the eight planets presented in the Unknown Regions sourcebook for Star Wars Saga Edition and put them all into one sector.  They all have a unique feel to them and offer the potential for many poltlines and unique developments in the campaign.  I also added in a few other systems, like Arcaster itself which will serve as the Capitol of the sector and the home base of Moff Antilles.

Nuts, I think I may have just given something away.

I'll keep updating here, and on the Obsidian Portal page.  If you're a GM, check them out.  I feel it's an investment of time that pays off in the long run.