Tag Archive | rpg

Stars Without Number 003: Overwatch Appears

Here’s the write-up from last Monday night’s SWN game.

First off was a reminder that when players own a spacecraft someone needs to play the clerk and keep the spreadsheet. It had been two weeks since our last game, so it was a bit hard figuring who owed who money from the scribbled notes on the back of the captain’s character sheet.

Done with that, the game began with the party receiving a message from the secretive Overwatch organization. Overwatch is a bit like Anonymous with spaceships. They’re paranoid security specialists and encryption nuts. They built the box the treasure map’s in, and one option was to have them open it instead of tracking down Ace’s friend Lootman, the owner who’s on some hell-world and may or may not be alive.

The party had been trying to contact Overwatch for a few sessions, but had no luck until now. Overwatch contacted them and set up a meeting.

On an abandoned spaceship.

In an irradiated system.

The party flew out, and Overwatch wanted Captain Bai to cross to the derelict ship. She said she wouldn’t go without Zhukov. Overwatch agreed. The two crossed over and boarded the ship. Felipe ran a scan and saw that the ship was rigged to explode. He told this to Captain Bai, and she and Zhukov fled back to the Far Drifter with only minor incident. Overwatch contacted them again and asked what the problem was. Bai said, like hell was she going to board a ship rigged to explode. Overwatch replied it was just a security measure. Bai consulted with the crew and ultimately decided to cross over alone. She boarded the ship, went to the cockpit, and began negotiations with Overwatch.

Turned out that Overwatch was interested in finding the Wild Card and wanted to partner with the party. They agreed to open the box for a fee and to enter a partnership with the party. There was some negotiation as to what this partnership might entail, and in the end it was decided that an Overwatch representative would accompany the party and make an appraisal of any relics found. This rep would meet the party the following standard day on Logodav Station.

The party returned to Logodav and met with their former passenger, Kameron Litvak. She’d been talking with station security and had a hunch her sister was being held captive at a pirate base in the system. The crew agreed to help her and said they’d go to the pirate base after the Overwatch rep arrived. The next day a small packet boat arrived at Logodav carrying Jonah Gnosis, an AI.

jonah 001Introductions were made. Questions were asked. The party seemed to take a shine to Jonah, especially after he displayed his surveillance abilities.

Happy to be working together, the crew boarded the Far Drifter and went to talk to the pirates, posing as smugglers. The pirates agreed to negotiation. The crew landed at their base and were told they could board, but couldn’t wear armor or weapons. Everyone hid a small weapon on their person, but the armor they left behind. They entered the base and quickly met up with a group of pirates who wanted to know what they had to trade. Captain Bai let them sample the space heroin. (The pirates brought out a captive “entertainer” and used her as a test subject.) Pleased with the results the pirates agreed to the deal. But when asked what they wanted in payment, the crew asked for the prisoner – but the pirates refused, which prompted mayhem from Zhukov.

Weapons were drawn. People were shot. Some of them even pirates.

Captain Bai and Felipe were wounded pretty early and went back to the ship once the pirates were done. Zhukhov and everyone else pressed forward, kicking down doors.

More people were shot.

By now Felipe and the Captain had armored up and returned to the hideout. Zhukov was just subduing the pirate chief when they got to him. They then dragged the captain to the prisoners. Where the captain managed to escape and lock himself in with the prisoners. He then began negotiating through the locked door, but when things went south he opted for trying to kill Kameron’s sister. The party managed to bust in and kill him and get a Lazarus patch on the sister. They then killed the last pirates (who had surrendered) and looted the place before boarding the Far Drifter, voiding the hideout’s atmosphere, and flying back to Logodav with the rescued captives.

So now, they have the box open and the jump map to the Wild Card. They have some loot (but never enough). They could set out next adventure for the Card or they could do some tomb raiding in system or take on another cargo and make some money doing some more of that space trucking. The choice is theirs.

All I ask is that they give me some clue beforehand.

Stars Without Number 002: Space Trucking!

AKA “This time let’s make sure we check the hold for killbots!”

900 words of actual play report incoming! If reading that sounds awful, run away now!

As promised/threatened here’s a play report from our most recent Stars Without Number game. The main party consists of Captain Rana Bai, psychic explorer searching for her family’s lost fortune, ex-commando Estevan Zhukov, sleazy pilot Felipe Mazin, and Ace Stanton, a conman who’s promised to bring the party to a lost ship full of treasure.

The adventure before this one saw the crew taking on a payroll delivery job, getting into a dog-fight with a pirate ship, getting high-jacked by pirates, and defeating said pirates at the expense of two of their crew’s lives. After that the party cruised into Highline Station and was promptly paid money, which they promptly turned around and paid back to the company that hired them in the form of having the heavily damaged Far Drifter repaired.

Phillip Maeda took this moment to announce his retirement. Yup, space was proving too dangerous for him and he figured he’d rather find a steady job piloting orbital tugs. So down a pilot, the party sat around the station’s shitty spacer bar where Ace bumped into an old buddy, Felipe, who happened to be a pilot. He quickly joined the crew, especially once he heard talk about the lost treasure ship, the Wild Card.

A day later with the Far Drifter repaired, they flew back to New Omsk where they picked up cargo, and Estevan found a message from his former employers at Silverlight Enterprises waiting for him. It told him to be at a dingy bar at a certain time. He set out with Felipe while Captain Bai stayed behind to go over possible routes and cargoes.

Of course, it was an ambush. Of course, people got knifed in the face. Surprisingly none of them were Felipe or Estevan.

zuke 001After they were done taking care of the Silverlight goon squad, a stranger approached them wanting passage off planet. She was willing to pay and said she had some skill as an astronautic tech. Estevan said it was up to the Captain, and they brought the woman, Kameron Litvak, back with them.

By now Captain Bai had got a line on enough cargo to fill the hold. Computer parts and data cells for Davenbando Station, nutribars and 20 tons of boxed up pigs destined for Logadav Station. She’d also turned down a xenoarcheologist passenger (which surprised me but was likely for the best as he probably would have gotten the party killed in a treasure-hunting mission) in favor of an old doctor and Kameron.

Loaded up and ready to go they left New Omsk and had no problem making their first jump. Unfortunately the pigs didn’t react well to intergalactic travel and several of them quickly became ill. There was some quick debate over what might be causing it, and since they had a doctor (or two if they counted Captain Bai) onboard they decided to operate and see what was wrong with the pigs.

Something about this picture... the vomit just pours out of it.

Something about this picture… the vomit just pours out of it.

Doctor Soledad cut open a pig and discovered that it had space heroin hidden inside. Most of the other pigs had similar cargoes. The crew did what they could to keep the pigs alive, but they also kept a pack of space heroin.

The only other incident came when they exited jump and intercepted a distress signal from a hijacked shuttle. The decision to ignore the call proved non-difficult. They jumped again and found themselves in the Davenbando system. They encountered a police cruiser, made no resistance despite the drugs onboard, and were sent on their merry way to the station, where they refueled, sold off their cargo, and said goodbye to the Doctor. They then took in a museum/amusement park set up to emulate the quarantined world below that once housed a now extinct race of intelligent one-eyed miniature tyrannosaurus rexes. Captain Bai proclaimed the park the highlight of the trip.

Unfortunately, after doing a bit more book-keeping it was pretty clear that the party had made very little money on the run once they discounted for expenses. Fortunately there was a cargo waiting to go to Logadav Station, and the crew quickly loaded it up. Not wanting to take any chances Captain Bai had Felipe attempt to shear their travel time by doing some course trimming. While not without some risks, Felipe proved more than capable to the task and succeeded. The party reached Logadav without incident. Except for the fact that nearly half the pigs were dead and all of them (except one) had space heroin inside. They decided to rendezvous with the buyer as quickly as possible, which they managed to pull off without incident.

Now they’re on Logadav Station, a mining colony less than a century old, and suddenly famous on account of the fact that the ruined tombs secreted within asteroids throughout the system. Captain Bai has her hopes on doing some treasure-hunting, while Kameron Litvak, the passenger they brought out here, asked for the crew’s help in finding her sister who disappeared several months ago while visiting the system.

Also Logadav is only two (uncharted) jumps away from Valcuba the world where Ace says his ex-partner Lootman is, and he’s needed to open the box that has the map to the lost treasure ship inside.

Unfortunately, those are two uncharted jump routes, and Valcuba is a notorious death world.

The party’s other option for opening the box is tracking down the box’s manufacturer, a mysterious group of paranoid security operatives known simply as the Overwatch Pact. So far they’ve had no luck finding leads.

* And yes, I’m doing the whole art for XP thing again. The vomit from the pig on that one is quite good.

** And yes, I went full space trucker with box pigs and everything.

Stars Without Number 001 – Welcome to Hades Gamma Sector

hades gamma sectorStarted running a Stars Without Number game here in town. We’ll see how long it lasts. The last space game I ran used FATE as its core system and for all the good stuff in that system, I never could get the players scared for their characters’ lives. I’ve run SWN a few times before*, and this time around I’m trying to keep my penchant for killing everyone in deep freeze. So far it’s been fun. One thing I’ve done is not create much beforehand. The first session was rolling up characters and worlds and running with the randomness to build the setting. (This hands-off approach was aided by the fact that I had food poisoning at the time, so what might have been the first adventure just turned into 45 minutes of dice rolling before cabbing home in a cold sweat.)

While SWN would be a great system to run a Fading Suns Baroque SF style game, right now I’m defaulting to Futurama and Firefly, which everyone seems happy with. The player characters started in prison. They escaped on board a smuggler ship operated by a murderous nutcase. They picked up a passenger searching for her family fortune. In transit to the next starport they managed to kill the nutcase and takeover the ship. They landed and got a crash course in interplanetary economics and bill paying. Now they’ve lined up a new job with a high risk to high profit ratio, and that will be next week.

Things I like about running more modern-era games: it’s so much easier to find better pictures to show players. There’s just a wealth of stuff to pull from. What does the mutinous nutcase smuggler captain look like? Here you go. Sid Haig from Galaxy of Terror.

galaxy of terror - sid haig

Say hello to Santiago Jones.

The gangster who owns the party’s ship is Jim Jarmusch, the grizzled NPC  with the map to a lost ship supposedly containing a fortune is Harry Dean Stanton from Alien, the security chief at the starport is Pacific Rim’s Rinko Kikuchi, etc.

Or maybe I just dig Syd mead over Frank Frazetta, and I’m able to admit that now.

Another thing I want from games is for combat to be a deadly, panicked experience, and it’s easier to achieve that in games with shotguns. Having a six-shot revolver makes every missed attack stressful. I also stole a bit from 5e and made a successful tactics roll allow for the possibility of advantage on an attack roll because I had no idea what else to do with the tactics skill.

We still haven’t gone too deeply into space combat and psionics, despite one character being a psychic, but it’s been fun to witness this mass of random stuff emerge into a nascent story. What started as, “I’m a pilot *rolls* named Phil from *rolls* Upton which is a *rolls* space station where *rolls* men are second-class citizens” is now fueling the story, and it’s neat how the characters are starting to inhabit the random names they rolled up in odd ways. Esteban Zhukov, former commando, is now just Zhukov. Phillip Maeda, cocky starship pilot, got reduced to Phil. And Rana Bai, psychic historian, remains Rana Bai and don’t call her anything else. I’ve played games where people show up to the table with four typed single-spaced pages of backstory, and this is just so much more enjoyable.

All of which is to say, you can expect some game posts in the future. Play updates, background stuff, more pictures from forgotten movies, etc.

* The longest running table game we’ve had was a year long Beyond the Wall game. Unfortunately, the nature of migrant worker (AKA expat) life is high turnover rate. People come and go. Good game groups dry up, new groups have to form, and finding decent folks to game with takes time. It’s all topsy-turvy and sometimes you end up with situations where there are gamers to game with but they don’t meet your requirements**. This actually was what did in the 5e game and the FATE game.

** My requirements: would I want to hang out with the person for a nongame activity? If yes, then they meet my requirements.

Welcome to Lazarus Sector!

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Welcome to Lazarus Sector!

A resource rich galactic borderland, Lazarus Sector serves as the buffer between several interstellar polities and is littered with the ruins of past civilizations. Adventurers, outcasts, and criminals call Lazarus Sector home, hoping to get rich and score big, before their luck runs out.

Here are the big players in Lazarus Sector, although by no means is this every one. Countless organizations and cabals have their agents in the Sector.

The Illuminated: An expansionistic technocratic empire that serves a mysterious God-Emperor known as the Omnissiah, the Illuminated have aggressively pushed into Lazarus Sector and made dubious claims at sovereignty over the region.

The Morn: A once advanced human civilization that destroyed itself in ancient times, the Morn now exist as arrogant scavengers on the fringes of society.

Panoplian: The inhabitants of the Panoply Republic, a vast collection of worlds, cultures, and societies known for its open-minded attitudes and dismally slow political infrastructure.

The Union Worlds: A splinter group of Panoplian corporatists that bristled at the constant meddling of Republican bureaucracy. Their worlds are known for their advanced technologies and gross economic disparity. Pragmatists to the extreme, the Union Worlds are everyone’s ally as long as the credits keep rolling in.

The game starts in Wendigo Station, a Union owned “free” station with lacks governmental oversight that orbits the ruined Morn world of Shard and serves as a crossroads to the Sector.

The group starts with a spacecraft. FTL travel is done via the use of “slipstreams routes”. Known slipstream routes will be on the map. Unknown slipstream routes exist and are a valuable commodity. Who doesn’t want to be the first trader to discover a lost world and fleece the poor souls for all they’re worth before the competition arrives?

The first adventure will be a salvage operation as the crew tries to locate a lost Illuminated ship and reclaim its cargo.

***

It appears I’m running a space game for people here in town. Setting details are partially recycled from a few SWN games I ran last year and every SF RPG I’ve ever read ever.

This time around I’ll try and be less bloodthirsty.

The Dead Enders vs. The Martians

10635852_10152360944371864_1298429769924298763_nTwo weeks back I had a day off and ran a Fate Accelerated game. The picture above gives you some idea who the party were. The set-up was the PCs were senior citizens in a shitty rest home called Sunny Valley, and in the middle of an escape attempt stumbled onto a Martian plot to invade Earth. It was silly. I didn’t completely know how to run the game (I’m pretty sure I tracked Stress wrong), but everyone had fun, and the oldsters saved the day. The party consisted of a retired detective, a military sharpshooter suffering from dementia, a hacker with ties to Canadian Separatists, and a former getaway car driver that operated a souped-up scooter. While prepping for the game I made some NPCs that either died or didn’t get used. Here they are:

Picture is Holger Czukay, bass player for CAN.

Picture is Holger Czukay, bass player for CAN.

Dirk Ostergarten

High Concept: Elderly ex-biker gang member

Trouble: Trouble tends to find me.

Aspect 1: I’ve seen some shit.
Aspect 2: The Man’s always trying to pin shit on me.
Aspect 3: Where did I put my glasses?

Stunts: Dirty Fighter
(Dirk can improvise hand to hand weapons)

Grundy Style
(Dirk knows Pennsyltuckian martial arts and gains a +2 when forcefully attacking.)

One More Stunt to be determined in game.

APPROACHES
Careful: +2
Clever: +1
Flashy: +0
Forceful: +3
Quick: +2
Sneaky: +1

Refresh: 3

Stress:

Consequences:
2 – Mild:
4 – Moderate:
6 – Severe:

Patricia Highsmith is sick of your shit.

Patricia Highsmith is sick of your shit.

Ada Morgan

High Concept: A Mean Old Witch
Trouble: You say I’m cruel like it’s a bad thing.

Aspect 1: Ms. Taffy is my wittle sweetums.
Aspect 2: I’ve turned better men than you into toads.
Aspect 3: It’s never too early for a drink.

Stunts: No one suspects an old lady.
(+2 to sneaky when bluffing and hiding.)

Hexes and curses
(+2 to careful when creating advantages)

Demon familiar
(once per session Ms. Taffy may attack)

Careful: +3
Clever: +2
Flashy: +1
Forceful: +0
Quick: +1
Sneaky: +2

Refresh: 3

Stress:

Consequences:
2 – Mild:
4 – Moderate:
6 – Severe:

#

Now that work and grad school are both back up and running I don’t know when I’ll get the chance to run or play another game. Which is too bad since the summer game I ran here in town was fun, and ended on something of a cliff hanger with one character having a severe curse put on him.

How I Game Now

It finally happened.

For the longest time my friend and I wanted to run a D&D game of some iteration here in town. Finding players and finding time were all an issue.Well, with summer upon us we have done both. Although everyone we thought to ask said no, we still managed to find seven or eight players, including one of my grad school teachers. She’d never played before and upon starting had this to say:

“Holy shit! You’re making all this up. Cool!”

And she’s come back – and brought fresh baked fudge brownies with her too! So it’s all good.

For the grognards among you, we’re using Beyond the Wall as our skeleton system with skills being more story-gamish than crunchy. While everyone likes the BtW character gen mini-game it doesn’t quite suit the campaign, which is Ghostbusters of Lankhmar. Actually, maybe it does suit the campaign: young heroes go to the big city, where misfortune happens to them and no one cares that they were the village hero.

Anyway, since we’re all old and playing on work nights, my goal’s to have an adventure that we can get through and finish in three hours. This means rethinking some things.

1. No megadungeons. At most a dungeon will have 12 rooms or encounters.

2. No exploration phase. Kill me if I ever have to say or listen to, “you walk into an empty 10×10 room” again. Give the players a map, maybe not the exact map, but something where they have a general overview of where they’re going. And to hell with 10′ poles. I know we all grew up with this style of play, but nowadays it just brings me down.

3. Bonus XP. Your character drank three unmarked potions and survived. You said something funny. You drew a post-game picture. You brought rum-soaked dark chocolate cherries to the table. Bonus XP.

4. Adventure seeds. I give the players 5 adventure seeds (here’s what’s happening in town…), they tell me which one they want to follow up on. I make the adventure. Simple. Some remain from week to week. Some don’t.

5. Empty dungeons that “activate” once the party is in the middle of them. Getting in is easy. Getting out is hard.

And I wrote 5 more things but they were lame and obvious. You get the point. Overall the adventures have been fun and the players have come back from week to week and try to get their friends to come to, so that’s all cool.

Play vs. Play

This will be an RPG update post. If that sounds boring, tedious, and/or excruciating, then I suggest you look away.

Now then.

For the past six months or so I’ve been playing in a face to face Pathfinder game down the road in Gyeongju. It’s been great fun (although I can’t really be bothered to learn all the rules of Pathfinder and do all the accounting – honestly, I don’t think I’ve updated my character’s skills in levels), and it’s made me realize how much I missed regular face-to-face games. Don’t get me wrong, G+ games are fun; I can’t believe I’ve run a game for two years now. But, having a local gaming group that meets regularly and rolls the funny dice together? Can’t beat it.

Of course, the buddy from town that makes the trip with me and I are talking about starting a new game here in town. Our current idea is to run a campaign where every character is the same class (either fighters or thieves, so every adventure is either a Black Company novel or a heist movie – also maybe start characters at 2nd level, so they can have 1 level in another class).

But trying to get a game together here in town is proving to be a bit on the silly side. There are lots of stealth gamers and lots of enthusiasm, but no one wants to set the time aside to actually do it. Not only that, but it’s been fun to once again witness that creeping shame of not wanting to look a nerd when you mention RPGs that some people never get over.

It’ll be interesting to see if anything actually happens. As it is I’m pleased to have the game groups that I do.

Nero’s Megadungeon

I finished Gilbert Highet’s Poets in a Landscape. It was pretty great. I recommend it.

It’s the type of book you can read a chapter of and then put aside for weeks or months and then pick up again when you’re on the way to the can or wherever, read another chapter, and continue on this way until the book’s done. It’s a collection of biographies, so it never feels like you missed anything.

Here’s a bit about Nero’s swinging megadungeon:

“What they saw as a labyrinth of rooms within a mound of earth, with tunnels and cells buried deep in darkness and trees growing high above its topmost story, had originally been a large and sumptuous mansion on the street level, open to the air and sky all around, and that it had simply been buried by age, disaster, neglect, and oblivion. They looked at the richly decorated halls, far beneath the level of what they knew as Rome; they saw the elegant and comparatively fresh decorations, satyrs and garlands and wreathed columns, sacrificial emblems and trumpeting tritons; they decided that such fantasies were appropriate for the subterranean orgies of a bad emperor, and that, just as Tiberius had gone to the topmost summit of Capri to indulge his nameless vices, so, Nero, to hide his delights from the eye of heaven, must have buried himself in a subterranean cave, a grotto, secret but brightly lit and brightly decorated.”

Lastly, in all the books I’ve read about Rome’s history (this is three books) there’s always mention of how in the Middle Ages Rome consisted of mostly fortified noble houses from which the nobility would fight one another in the ruins. AND THAT’S IT, like one little footnote. I want to read a book all about that. Seriously. If there was an Osprey Book, Gangs of Medieval Rome, I would eat that shit up.

In other news, Pelican died. I was sad. Now I have to play a paladin. It sucks.

And, Elmore Leonard died, which also sucks. I’ve only read one book by him, though I have a few of his Westerns here on my shelf. His books are one of the half dozen or so ubiquitous ones you find in expat used book store coffee shops.

Assorted Game Updates

I’ve been gaming with some regularity. Here are various updates:

In Ur, the party hired a cohort of orc magi and assaulted the ghoul stronghold, where they slew plenty, and one or two of them was nearly slain themselves. They encountered one Helemor the Awakened, but were unable to defeat him. He escaped down to the lower level where strange machines emit eerie lights and a column of pitchlike darkness rises to fill the sky above the complex. They’re peering about, regrouping, and preparing to go below.

Then I started playing in a 3.5 Pathfinder game out in Gyeongju. The game’s a bit more character design oriented than I like, but fun just the same. Here’s Pelican, 16 year old sorcerer, and hillbilly son of a dryad. He likes to burn things for fun and profit:

Pelican

Next, Dennis ran his own megadungeon campaign and I got to play in that. This game is more my speed with roll 4d6 drop lowest and place in order. In that game, I rolled up a halfling named Paisley Frogsbody, and based him on Glum from the old Adventures of Gulliver cartoon. He’s a hoot to play, and his battle cry is: “I foresee the worst!” So far it has served him well.

Finally, I’m finishing up my summer classes by playing games. I’ve got one class playing Condottieri, and they seem to enjoy it. They know the game’s set in Italy, but don’t really care about Renaissance history. Mostly I’m using it to teach numbers with the lower-level class. What I really like about that game is how it’s simple to learn, but spirals upward nicely in complexity.

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My other class I have exploring the Haunted Keep from Moldvay Basic.

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No, it’s not actual D&D, but a much simplified creation along the lines of a Fighting Fantasy game or something. I just called it The Ghost Fighter Game, and had them each make a Ghost Fighter. We did character gen one day along with drawing the playing pieces, and then started playing on the other.

They’re my advanced class, and enough of them have taken to it that those not so into it don’t mind getting swept along. They all like rolling dice to open doors, hit monsters, and stuff. Plus it beats memorizing words in English. For my part it’s fun to see them get excited at, well, the exciting parts:  can we get initiative and attack first? Who can hit the monster? etc. Two of them are really in character gen and two others are into killing stuff. (The last is just sort of into doing this funny dance whenever she has to roll the dice.) Here’s some of the party:

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From left to right, it’s Sparta Ghost Sword, Wolf Girl, Super Blue, and Witch Tiger. Meteor Crocodile, the last party member, can be seen in the other picturet behind Wolf Girl and Super Blue on the left.

That’s all. Vacation begins in 21 hours.

Meanwhile in Ur…

20130802_150504The party prepares to assault the ghoul stronghold at the center of the Nightzone.