Showing posts with label Maps. Show all posts
Showing posts with label Maps. 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.

Monday, September 5, 2016

Day 5: The Map

I didn't expect today to be an easy endeavor.

From today's exercise plan...
I should warn you that today's exercise may take more than 15 minutes. I'm still working on coloring the large-scale map of a world I used 2 years ago, but the small-scale map only took about an hour.
Today is the day you get out your pencils and paper and start to draw The Map.
Again; I'm working on a star cluster here, not a specific world.  That being said, the star cluster does need to get mapped.  Stars placed, stellar phenomena placed, borders and hazards placed. It's a similar enough exercise that it works as part of this schedule.

Over the years I've picked up a few tools to help me out in the map-making department.  One of them is Campaign Cartographer.  It's a solid program, but does require a 3-credit college course to unlock everything you can do with it. I've made a few world maps with it, as well as the map of the star sector my current Star Wars game takes place in.


I think this is what I'm going to do today's lesson with. The lesson plan reads as follows:
So, today's exercise is to draw out the physical contours of your map, and then identify at least three places that your people might live. You don't need names for them yet-- we'll worry about names next week, when we give our people language. Just draw a dot on the map or maybe sketch a little "house" symbol to indicate that people have settled that area.
That could fly for a star map.  Let's see...


...yeah, that could work. It's a start, anyway I don't have smaller nebulae, protostars, pulsars, travel routes, or names for half the star systems. These are just the inhabited systems, too.  There are hundreds of others that aren't inhabited that would just take up space on the map.  Got a couple purple nebula, and a green nebula in there (that reddish stuff is just the backdrop).  The blue nebulae on the borders represents clusters of proto-stellar matter that REALLY messes with Faster-Than-Light travel. 

That should be all for today. Looking forward to tomorrow, as it deals with Races. Got some ideas about what I want to use and where it all goes.

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

Thursday, June 27, 2013

Fantasy Flight Imports: Part 2- Marin and The Thranta

Another week, another conversion.  With the first character conversion from Saga Edition to Edge of the Empire out of the way, I'm able to move on from design theory and method explanation to a discussion of conversion on another character.  I'm going to try churning these out pretty quickly from here on, because my current game is sorta on hold until I complete these.


I was indirectly asked in a different board why I don't just wrap-up the current campaign and start a new one.  The simple reason is because it would be like wrapping up the Lord of the Rings just after the Battle of Helms Deep.  Or Star Wars just after The Empire Strikes Back.  The characters just turned a corner, and have a good 4-7 sessions left to get to a point where I could end the campaign on a good note.

So my work continues...

Marin Zycolik

Next up on the conversion list is Barret's business partner and pilot, Marin Zycolik.  Just like Barret,
Art by Phil Maiewski
I'll be building him on 300xp after starting character creation.  Let's see what we have to work with.



Marin Zycolik                                                    CL 10
Medium Human scout 5/scoundrel 2/gunslinger 2/vanguard 1
Destiny 4; Force 11
Init +9; Senses Perception +11
Languages Basic, Bocce, Durese, Sullustese
Defenses Ref 28 (flat-footed 24), Fort 27, Will 23; Vehicular Combat
hp 95; Threshold 27
Speed  6 squares
Melee  by weapon +7
Ranged targeting blaster rifle +13 (3d6+5) or
Ranged blaster pistol +11 (3d6+6)
Base Atk +7; Grp +11
Atk Options Deadeye, Extended Ambush, Point Blank Shot, Precise Shot, Soften the Target
Special Actions Quick Draw, Shake it Off
Abilities Str 10, Dex 18, Con 14, Int 16, Wis 12, Cha 10
Special Qualities trusty sidearm +1
Talents Extended Ambush, Hyperspace Savant, Improved Stealth, Snap Shot, Soften the Target, Spacehound
Feats Deadeye, Force Sensitivity, Point Blank Shot, Precise Shot, Quick Draw, Shake it Off, Skill Focus (Pilot), Skill Training (Use the Force), Vehicular Combat, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Climb +10, Endurance +12, Knowledge (galactic lore) +13, Knowledge (physical sciences) +13, Mechanics +13, Perception +11, Pilot +19, Stealth +14 (may reroll but must keep the result of the reroll even if worse), Survival +11, Treat Injury +6 (no penalty to heal self), Use the Force +10
Possessions blaster pistol, flight suit (+0 armor, +1 equipment), comlink, energy cell, glow rod, liquid cable dispenser, medpac, power pack, 2 rolls of mesh tape, security kit, tool kit, utility belt, targeting blaster rifle (tech specialist mod; +1 attack)

Marin was passed over for Jedi training as a youth, and instead found his way into the Republic Astrological Survey Team, and working with the Jedi Explorer Corps.  He's a wonder at the controls of the group's transport ship, a YT-1930 transport named The Thranta.  He's also a great shot with is slightly more "socially-acceptable" Targeting Blaster Rifle, as well as having a good amount of proficiency with stealth.

As we did with Barret, we start by looking at Marin's stats.  Ironically we're looking a lot like we did with Barret, except that I put Agility at 4 and Intellect at 3.  All other stats are at 2, because I've just burned 100 of his starting 110xp and can't afford to raise any more Characteristics.

My biggest conundrum was where to start Marin.  Explorer/Fringer fit.  Smuggler/Pilot fit.  Heck, even Bounty Hunter/Assassin fit.  After a long car ride and discussion with Marin's player, we decided that a split between Fringer and Assassin made the most sense.  Looking at the Career skill lists for Bounty Hunter and Explorer, and the Specialization skill lists for Assassin and Fringer, I decide to have Marin start in Assassin.  He's not really an assassin, more of a hunter and exploration party protector when on uncharted worlds.

Initial skill selections from Bounty Hunter are Athletics, Perception, Piloting-Space, and Ranged-Heavy.  From Assassin we'll put a point into Coordination and Stealth.  This covers Marin's athletic ability, his sneakiness, his piloting skill, and his rifle proficiency. I'm going to bypass Marin's bonus human skills for now.  I want to see where the rest of the character goes and fill in any holes.  I will put the last 10xp from character creation into Ranged-Heavy, bumping it up to 2.

Let's start spending XP.  I'm going to bump up Piloting-Space to Rank 3 for 25xp.  I'm also going to pick up a couple Knowledge Skills for Marin, those being Lore and Outer Rim for 10xp each.  That should cover Marin's Galactic Lore skill from Saga.  It won't cover much from the Core Worlds, but it will cover the Outer Rim and the Obscure, which fits why Marin had it in the first place.  I think at this point I'll declare one of his Human skills for Education, which will cover Physical Sciences but can also help him out in other areas.  Ironic, he loses something from Galactic Lore, but gains more than Physical Sciences gave him. 

I know I'm going to take Fringer which will cost 30xp thanks to it being Marin's second Tree from a different Career.  I'll buy up Marin's Astrogation skill at this time.  He's a good Astrogator, thanks to his Hyperspace Savant talent in Saga.  I might need the points elsewhere so I'll only buy it up to Rank 2 for 15xp, total.  I see Marin won't get access to Mechanics as a Career skill, so I'll make that the other Human skill.

Total Spent for Skills: 90xp

Moving on to Assassin Talents; I took this tree for it's great list of talents for a sniper build.  With Dead-Eye, Careful Aim, Extend Ambush, and a rifle that is designed to be used with an aim action this is where Marin's specialty in combat lies.  The first column in the Assassin tree is calling for Marin to dump XP into it.  Grit for 5xp is where we start, moving on to Precise Aim for 10xp.  Targeted Blow is great for Marin's Agility of 4; he'll be able to flip a Destiny Point to deal +4 damage with a successful attack.  I'll hold up there, even though going through Stalker will get him a second Precise Aim an a pair of Sniper Shot talents.  I do like Stalker though, with it's Boost die to Stealth and Coordination.  Fortunately, we can snag it back on Row 1 for 5xp.  I see that Quick Draw (a feat Marin had in Saga) is a short hop down from Dodge at 5xp, which is a nice defensive talent to have.  Plus, between Fringer and Assassin Marin could end up with 4 ranks in Dodge.  I'm also going to take Jump-Up, branching off from Precise Aim.  It's handy, allowing Marin to get up from a prone firing position quickly.  Looking in Fringer, it'll also allow him to bypass that same talent in a 20xp slot and get that much closer to a Dedication talent.

Total Spent in Assassin: 60xp

Time to move back over to Fringer (which I paid for back in the Skills area).  There's a great cluster of talents perfect for galactic travel and exploration.  We start with a rank of Galactic Mapper for 5xp, move down to a rank of Skilled Jockey for 10xp.  Now Marin's taking off a black Setback die from Astrogation and Piloting checks.  Master Starhopper at 15xp allows him to decrease the difficulty of Astrogation checks, which fits in nicely to replicate the Hyperspace Savant talent.  Now his Astrogation really could be as good as his piloting skills.  I like Defensive Driving, adding 1 Defense to a vehicle Marin pilots.  It's only 15xp, and is a good replicator for the defensive aspect of the Vehicular Combat feat.  

Moving on from there, Marin's a hardy individual.  The life of being a scout will do that.  I want to put some points into toughening up Marin, so I slide over a couple columns to take Rapid Recovery for 5xp, another rank of Grit for 10xp, a second rank of Rapid Recovery for 15xp, and move over from Grit to take a rank of Toughened.  Now Marin can take a little more damage, suffer a little more strain, and recover more strain after an encounter.

Total Spent in Fringer: 85xp

Last area of Marin's backstory is his connection to the Force.  He's not trained, not really.  At best he goes off hunches, sometimes weighing the outcome against what his gut is telling him.  He has learned to be better at going with his gut, thanks to Skill Training in Use the Force in Saga Edition.  We'll start with taking the Force Sensitive Exile specialization tree for 30xp (3rd Tree, and a Universal tree).  I like the look of Uncanny Reactions, and Uncanny Senses at 5xp each.  Ironically, going into Exile gets Marin access to a Talent that touches on his Survival skill training in Saga; Forager.  This talent will make it easier for Marin to scrounge food and water in the wilds, something that Survival allowed him to do.  It's a great fit.

Now, I like the idea of Marin having some Force ability, but have it be explained as a more passive, instinctive manifestation.  We have Marin take the Sense Force power for 10xp.  We then spend another 10xp to get the first Control Upgrade.  This will allow Marin to dedicate his one Force Rating die to a defensive ability; once per round he can upgrade the difficulty of an incoming attack.  It has been clarified that this upgrade works in vehicles as well as personal combat (unlike the Dodge talent), so this is another way for Marin to display his piloting ability.

Total Spent in Force Sensitive Exile: 65xp
Total Spent overall: 300xp

Equipment time!  Marin's got this hot Targeting Blaster Rifle.  In Saga Edition, this was a weapon that was a Licensed weapon, as opposed to a Blaster Rifle which is Restricted.  Base damage was that of a Blaster Pistol, but if you aimed with it the base damage went from 3d6 up to 3d8 (standard Blaster Rifle Damage).  I could just say "to hell with it, it's a Blaster Rifle" and call it a day, but I like where this is going so I'm going to work with it. I'll take the Blaster Rifle skill (Ranged-Heavy), Critical Rating (3), Range (Long), and Hardpoints (4).  I lower the base damage to that of a Blaster Pistol (6), and the Rarity to 4.  These weapons are supposed to be pretty sizable too, bigger than a Blaster Rifle, so the Encumbrance is 5.  It keeps the Stun-Setting quality, and gains the Cumbersome 2 quality (meaning you need a Brawn of 2 to use it without penalty).  

Here's where we work in the unique quality from Saga.  I'd thought about things like "when you take an Aim maneuver, you get an extra Boost die", but that would affect the ability to hit as well.  Successes equal damage, but the targeting rifle is supposed to hit harder when you aim, not be easier to hit with in the first place.  So I need a way to increase the damage when aiming and came up with this; when the character uses the Aim maneuver, the rifle gains the Pierce 3 quality for the next attack.  That effectively brings the base damage of the rifle back up to that of a Blaster Rifle.  I could also say that instead of Pierce 3, the rifle's base damage increases to 9, instead of 6.  Two ways of doing the same thing, really.  I just feel that gaining "Pierce 3" sounds cooler and conveys how deadly the rifle can be in the right hands.

I'm tempted to dial it back so that to gain the Pierce 3 quality you need to have used 2 consecutive Aim maneuvers.  We'll see how it playtests like this.  I might just say "to hell with it, it's a blaster rifle with the long-barrel modification".  We'll see.  Other than that, toss in a blaster pistol, add in some standard gear, some Padded Armor for protection, and Marin's good to go.

We move on to Obligations and Motivations.  I had all my PCs answer the Three Questions by GM Chris, so I've got a great place to start.  Based on his character backstory, his Obligation is the same as Barret's, the loan on their ship.  They've kept ahead of their payments, so the Obligation is only a 5.  His motivation is also similar to Barret's; Ambition-Wanderlust.  Marin loves exploring, and would be happy just pointing his ship in a direction, throwing the hypersapce levers, and ending up wherever the Force takes him.



Not To Be Confused With "Benny and the Jet"

As mentioned, Barret and Marin own a YT-1930 called The Thranta.  It's the party's ship, their main transport, and has brought them through many tough scrapes and close calls. The party has made some extensive modifications to the stock model.  Guns have been added, shield systems and hyperdrives upgraded, a cryogenic hold added to the storage by, and even a special "fighter cradle" that allows the ship to transport a small fighter with them in hyperspace.

The Thranta; Modified YT-1930 Light Freighter
Defense Ref 16 (flat-footed 14), Fort 28; +14 armor
hp 150; DR 15; SR 45; Threshold 78
——————————————————
Speed fly 12 squares (max. velocity 950 km/h), fly 3 squares (starship scale)
Ranged medium laser cannon +2
Ranged quad ion cannon +2
Ranged laser cannons +2

——————————————————
Abilities Str 46, Dex 14, Con -, Int 14
Crew 2; Passengers 6
Cargo 130 tons; Consumables 4 months; Carried Craft 1 starfighter
Hyperdrive x1 (backup x12), navicomputer
Emplacement Points (10 base) -14 (-70 tons to Cargo)
Quad Medium Laser Cannon (pilot)
Dmg 6d10x2

——————————————————-
Double Medium Laser Cannon (copilot)
Dmg 5d10x2

——————————————————-
Quad Medium Ion Cannons (gunner)
Improved Accuracy (+1)
*Dmg
7d10x2 Ion
Upgrades
  • x1 Hyperdrive (replaced x2)
  • Maneuvering Jets +2 (2 EPs)
  • Armor +1 (2 EPs)
  • Shields, SR 45 (replaced SR 15)
  • Cryogenic Chambers (2)(4 EPs)
  • Sensor Array Computer +2 (1 EPs)
  • Fighter Cradle (10 EPs)
  • Quad Medium Ion Cannons (2 EPs)
  • Quad Medium Laser Cannons (2 Eps)

This is not a ship that FFG has done stats for, yet.  Thankfully, Donovan Morningfire wrote up some stats for it for the GSA.  After some modifications, here's how she looks Edge of the Empire style.

The Thranta; Modified YT-1930 Light Freighter
Hull Type: Freighter
Ship Class: YT-1930
Manufacturer: Corellian Engineering Corporation
Hyperdrive: Primary: Class 1, Backup: Class 12
Navicomputer: Yes
Ship’s Complement: One pilot, one co-pilot/engineer
Starfighter Complement: One starfighter
Passenger Capacity: 6
Encumbrance Capacity: 180
Consumables: 4 months
Silhouette: 4
Sensor Range: Short
Speed: 3
Handling: -1 (-2 when carrying a starfighter)
Defense: 3/3
Armor: 5
Hull Integrity: 25
Strain Threshold: 18
Customization Hardpoints: 0 (Reinforced Shield Generator +3, Hyperdrive Generator Upgrade, add Quad Laser Cannon, add "Quad" Ion Cannon)

Weapons
Dorsal Turret Mounted Twin Laser Cannon (Fire Arc All; Range Close, Damage 6, Critical Hit 3, Linked [1]) 

Forward Mounted Quad Laser Cannon (Fire Arc Front; Range Close, Damage 5, Critical Hit 3, Accurate, Linked [3])

Ventral Turret Mounted "Quad" Ion Cannon (Fire Arc All; Range Short, Damage 6, Critical 4, Ion, Linked [3])

Yes, the hardpoints are likely fudged and "hand-waived", especially the ship's ability to transport a fighter it it's storage bays, but it fits the work the players have done to the ship.  The Shield Modification fits because the PCs got the biggest shield generator they could fit in a space transport, and installed it.  I had to make my own Quad Ion Cannon, which should work out pretty well as a foursome of medium ion cannons fire-linked.  It's not accurate like a true quad-cannon, but it should do just fine. 

Finally, while there's no modification listed for a "fighter launch" or "shuttle clamps", I wanted this ship to still be able to haul along a Jedi Starfighter when the need arose.  I figured losing a point of Handling while carrying a starfighter in the hold would be good compensation.



Like everything else, I'll be testng this to see how it flies.  *ba-dum crash*



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. 


Saturday, July 9, 2011

Star Wars Miniatures: Sluggy

So a while back, GM Chris of d20Radio's Order 66 Podcast posted a need for a mini.  He's running a couple games at GenCon 2011  and said he needed an Exogorth, more commonly known to Star Wars fans as "The Space Slug".  Chris asked what he could use to properly represent the strange creature, and several people gave good suggestions.

Feeling in a crafty mood, and having a minor background in "Green Stuff" putty and miniatures painting, I offered to make one for Chris.

Now, I admit, one of my problems is I procrastinate.  I think he asked about the Exogorth back in March.  And it's now July with only a few weeks left to the con.  But hey, progress.



The asteroid is a styrofoam block, cut and reshaped with a hot foam-cutter.  Sluggy is made from...of all things...a fake vegetable.  Some kind of chili-pepper, I think.  I took an inch of "Green Stuff" to smooth out the pepper to make the slug, adding in some ridges and patches to give him some character.



All he needs is to get painted and detailed and he'll be ready to go.  I'm giving myself a deadline of next Saturday to get "Sluggy" in the mail to Chris.




I hope he likes it, and I hope his players do too.

Friday, November 5, 2010

YV-100 Light Freighter


One of the things I've been working on and contributing to the Gamer Nation at large have been maps of ship interiors for use with the Star Wars Roleplaying game.  Inspired by the published works of Map Designer Christopher West, I've only done a few thus far.  I've been pretty happy with the results of my endeavors.

Here's my latest one; the YV-100.  Designed by Corellian Engineering Corporation, it's design takes a nod from CEC's highly popular YT-1300 design.  One of the bit of "fluff" about this ship is that, unlike other CEC Designs, it's not as modular or easy to modify as the ships from the "YT" series.



WotC never published Saga Edition stats for this ship, but Darth_Scorpion on the d20 Radio forums came up with these home-brewed stats, which I approve.

Corellian Engineering Corporation YV-100 Transport CL 7
Colossal space transport
Init -5; Senses Perception +5
--------------------------------------------------------------------------------------------------
Defences Ref 13 (Flat-footed 13), Fort 28; +13 armour
hp 150; DR 15; SR 15; Threshold 78
--------------------------------------------------------------------------------------------------
Speed Fly 12 squares (max. velocity 880 km/h), fly 2 squares (starship scale)
Ranged Fire-linked (2) Light Blaster Cannons +2 (see below) and
Ranged Fire-linked (2) Medium Laser Cannons +4 (see below)
Fighting Space 12x12 or 1 square (starship scale); Cover Total
Base Atk +0; Grp +38
Atk Options Autofire (Light Blaster Cannons, Medium Laser Cannons), Fire-link (Light Blaster Cannons, Medium Laser Cannons)
--------------------------------------------------------------------------------------------------
Abilities Str 46, Dex 10, Con --, Int 14
Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Stealth -15, Use Computer +5
--------------------------------------------------------------------------------------------------
Crew 2 (normal); Passengers 10
Cargo 150 tons; Consumables 6 months; Carried Craft None
Hyperdrive x3 (backup x12), navicomputer
Availability Licensed; Cost 150'000 (50'000 used)
Emplacement Points 5

Fire-linked (2) Light Blaster Cannons (Gunner)
Atk +2 (-3 autofire), Dmg 4d10x2

Fire-linked (2) Medium Laser Cannons (Pilot)
Atk +4 (-1 autofire), Dmg 5d10x2


Designer Notes
[*]The ships Dexterity score, but as it is a light freighter I didn't see it being particularly manoeuvrable and gave it the same score that the YT-1300 has
[*]Free Emplacement Points. As the YV series was remarked as being less adaptable than the YT-series, I decided to give the ship half the number of free EP that a YT-series ship has
[*]The Laser Cannons being controlled by the pilot, though it seems a reasonable solution