Tuesday, March 21, 2023

Miniature Musings - Building for Age of Sigmar

 


Well, I've let it happen. Pretty much every one of my 40K armies has some kind of backlog but they also can all make playable and at least partially painted armies. I try not to let a gathering of plastic sit too long in an unplayable state even if it's not painted. So having achieved that state some time ago I decided to start expanding my Age of Sigmar forces ...


Yep, that's a big ol' pile of angry dwarfs waiting to be built. They are completely unplayable as nothing is built. I wanted to do this one a certain way so I ordered custom stonework-looking bases for the whole damn army and that meant I couldn't really buy already built or painted units so here they sit ... on the sprues. Now this has all developed this year so they are not too backlogged but I haven't made much progress beyond the "acquisition" stage. That's multiple Start Collecting boxes because they are a hugely better deal than the newer options and some individual unit pickups of Vulkites and Hearthguard. Grombrindal there in the blister pack will be my first Grimwrath Berzerker.

Beyond what's already here I don't need much - maybe a few more Magmadroths if I like how they play (I have 3 at the moment) and probably a few more Berzerkers and Doomseekers down the road to have more options. I want each of those to be unique so it will take a little more effort but I'm not in a rush.



The chaos warriors are in a slightly better state though it may be hard to tell. I talked about restarting this journey a while back and I did follow though on that. I put together a squad of chaos warriors, dusted off some knights I picked up a while back, found a heckuva deal on some painted chaos knights (the red guys up there), finished gathering up marauder parts and at least one of the Warcry warbands which seem to be big players in the AoS chaos books. I have some characters put together as well so while it's not all pretty yet I could play them in a 1000 point game at least - progress!

The big additions here were in the Slaves to Darkness army box that came out last fall that came with the new army book, new daemon prince, new chosen (finally in plastic!), and new "Ogroid Theriadons". That last unit is a pack of 3 ogre/troll/minotaur-looking things and I really like them so I added 3 more to make a nasty unit of 6. I used to field chaos trolls in the old days so I like having a brute squad in my otherwise mostly human-ish force and these are the new heavy hitters. I already had the prior Start Collecting box with warriors, knights, and the lord on karakadrakadrakka thing sitting around from a prior flirtation with these kinds of thoughts. Converting some of my old characters to round bases meant I had a pretty solid force right away so now the big task ahead is to finish building and get the rest of the painting done.



Then there are the Beasts! I've been bouncing these guys around for more than 20 years and I may finally get them onto the table as an actual army soon. In the early to middle years of Warhammer Fantasy "Chaos" armies included everything - warriors, beastmen, daemons,  whatever. Over the years as they expanded the range they split each of those forces off into separate armies which felt very forced at times but that's how it went. These beastmen started off as add-ons to my Chaos army that was mostly chaos warriors. The daemons I had back then eventually became a separate army and ended up used in 40K more than fantasy. The beastmen though just kind of sat. They made good gnolls for D&D but I didn't really care about building them out to be a full Warhammer army. A few years ago I seriously considered making them a "The Herd" army for Kings of War so I picked up a Cygor/Ghorgon to be a potential centerpiece but I ended up just letting them all sit in a box for the next few years. 

This year as the Sigmar interest developed and I started going through boxes and drawers sorting out fantasy parts I realized I had a pretty good amount of them. With the Beasts of Chaos battletome coming out for 3rd edition as well I figured the time was right so I started basing them up and adding up points and I realized I didn't really need to add much. I have enough old figures that are effectively Gors to make the battleline units I need. I have old metal shamans and beastlords so the characters are covered. My old metal dragon ogres are complete and while they aren't as pretty as the newer ones they are still perfectly usable here. The Chaos Warhounds I bought years ago to use as Flesh Hounds in my daemon army when the official models looked bad are still the current model for Warhounds  so why not pull them back into the army they're supposed to be in?


The minotaurs are a pure indulgence on my part - I like minotaurs, I like the current GW models in particular, and I thought an all-minotaur army would be a fun skew list to play so i started buying some. Right now I'm at 6 which will probably be one unit and I also picked up an old metal Doombull I can use to make them Battleline. This is really the only part I have spent money on with this army other than the book and it's probably the most playable of the three. 

Future acquisitions will likely include more of the giant monsters as those would be fun too. More minotaurs obviously. I'd like to get up to 18 of those to be able to throw out 3x 6-bull squads. I know Bestigors and Ungors are major parts of the army but I just don't care about them that much. One day I'm sure I'll want some but for now it's mainly what I have plus Bullgors. 

Beyond these newer arrivals I still have the half-painted-mostly-built Seraphon army in the miniatures closet from a few years back and also the large pile of Stormcast and Blades of Khorne I acquired through multiple boxed set purchases back in 1st & 2nd edition. 

There are also the 4 daemon armies that are mainly for 40K but work perfectly well in AoS too and those are actually in pretty decent shape - probably the most "done" of any of these forces. It helps that you can play them in both games. 

So yeah, this is a fairly stupid way to get into an army - stumbling into it with half-done units over multiple editions. I would not recommend doing it this way at all. The choose it/buy it/build it/paint it approach, ONE army at a time, is far more sensible. So if you're not already invested in one of these games do it that way, two armies at most so you can play games or teach people on your own. Hopefully I can make enough progress on these to feel it's worth posting about them again later this year. Maybe even play some actual games too ...

Onward!



Monday, March 20, 2023

Meme-ish Monday

 


If Gavin Macleod was still with us would anyone be contemplating a "Stubing" series? 

Thursday, March 9, 2023

Aaron Allston's Strike Force

 


This is an updated version of the original Strike Force from 1988 and is the product of a Kickstarter drive in 2016. I made a post about the original over ten years ago and thought very highly of it. With a newer version out there I figured it was high time I looked it over too.

Some straight-up comparisons:

  • The original was a 96 page softcover while this one is a 256 page hardcover. Both are available in PDF.
  • The original was black and white while the newer book has some use of color in layout and illustrations. It's not a Mutants and Masterminds book but it's not B&W either.  
  • The Strike Force campaign kept running so while the original covers the first 6-7 years of the campaign this one includes information on what happened after that from AA's own notes.
So right there if you're interested in how an original superhero campaign progressed, well, there's a lot to explore. For one there was an alien invasion and then a third world war which had the heroes helping to rebuild the war  - here was a man who was not afraid to shake things up! I've preached for a long time that you have to be willing to let your PC's leave a mark on the world and here is a strong example of where that can go. Throughout this campaign there is dimension-hopping, space exploration, alien invasions, alternate earths causing trouble ... a bunch of comic book tropes used and explored and making permanent impacts on the world. This new edition covers another two decades of play so it is definitely worth a look for that. 

"Bolo"

There is a big section on the heroes and villains of the campaign. It took up roughly 50 pages in the original and it's around 100 in this one. In many ways this is the least valuable chapter in the book for me as the value in this book is less about Hero System stats and more about how the campaign as a whole worked over time. That said this also includes bios for most of the characters and those can help one make sense of the interplay between characters and the changes over time. For example, one of the early Dr. Doom-ish villains slowly moves away from world domination and by the end is more of a scientific benefactor aiding the heroes and the world in general - not something we see in a lot of superhero stories where some things need to be constant but totally applicable to an ongoing RPG campaign. For the major heroes it shows their Champions character sheet at the beginning of the campaign and then their updated sheet at the end of the campaign which could be interesting for Champions players and GMs.

Other interesting campaign material includes the expected timeline, discussion of major events, how magic works, how technology fits in and has changed over time, secret lands, major organizations, some secret societies, other dimensions, other earths, and alien races and empires. This all fleshes out the big picture side of the campaign with about 50 pages of totally steal-able ideas. The breakdown of magic in particular is a great example of laying the ground work for things by setting some boundaries and some common language while still staying fairly flexible. 

Kestrel

The last big chunk of the book is how Aaron set up a campaign, how he kept it going and kept people happy, and his advice on solving problems that can arise in a campaign. This is where much of the blue-booking discussion and the player archetypes discussion happen which are two of the things Strike Force is most known for. As an example of the contributions of others involved Steve Kenson gives some excellent advice on blue-booking in the age of smart phones and tablets. There is a lot of good, useful information here and the best thing about it is that it comes from actual play experience - not theory!

The only disappointment here is that a) it is a summary in many places of the campaign, not an actual-play recounting of the games and b) many known superheroes and things from other IP universes - like Battlestar Galactica - were used in the campaign, especially early on, and those have to be renamed when mentioned here so it's not always totally clear who was interacting with who (the real who) at times. The good thing is that the raw package of Aaron's notes is available apparently though I have not gone that far myself yet.

So yes, I would recommend this 100% if you've never read the original. While some of these concepts have leaked into RPG guidance in general it's still great to see them all in one place and there are undoubtedly at least a few concepts you will want to take home.

If you have the original it's a little more complicated. Did you like that book? If you didn't like it then this may not change your opinion. If you did, well, this book is a lot of what was in there, plus more. I have the original and I still bought it in hard copy and I have no regrets.

Skyrocket

I see a lot of "GM Advice" products out there now, since PDFs and DTRPG have made it where anyone can run 15 sessions of D&D 5E and call themselves an Expert Gamemaster. This is the opposite of those products - decades of running games distilled into one book. At this point in my gaming career I don't rate most of the advice I see out there as I've been playing longer than many of the advice-givers have been alive. I need a track record to pay any attention to this kind of thing. Take it from me, this guy had one hell of a track record.

If you're actually running a game, or planning to, and would like to see how someone else actually ran a game, this is probably the best written example there is.

Some links:
(these are not affiliate links, I don't do that. They are just here for informational purposes)
There are supposed to be character files for Icons and Savage Worlds as well but I am not sure where to find those.



Friday, March 3, 2023

40K Friday - Arks of Omen

 



So this is the way 9th will bow out - a series of books that expand the lore and focus on a specific new style of play. I have read Book 1 and I have Book 2 but haven't finished it yet so this discussion will mainly focus on "Abaddon".

First up: it's the usual nicely-produced GW hardcover. They have this figured out and it loks very much like a 9th edition codex style-wise. The grey tone throughout offset by colorful artwork and pictures of miniatures ... it looks exactly like what "9th edition 40k book" should conjure in your head if you've been keeping up with the game. 


That said it is less than 100 pages and was going for 50-60 bucks most places. So it's thinner than a codex and yet costs more. It's about 40 pages of lore and background, 10 pages of pictures, roughly 20 to cover the new Boarding Action rules, then about 20 more for specific boarding action missions. I rarely bring up cost here with 40K because it's just part of the hobby - it's expensive and always has been. For someone who remembers the $22 box of 30 marines and 5 metal minis in a blister pack for 5.95 it's just part of the deal. This one though feels like a boundary-push given the size and scope and that it's supposed to be FIVE (!) books. I am assuming that the lore will progress and also that each one will contain additional rules for Boarding Party games so if you want the full scope of those it will cost 5X what any one army's codex did  -and then we will turn right around into an edition change and it will all be moot anyway. In an earlier edition this would likely have been a one-off softcover supplement book for half of that price but this is where we are now. 


Cost gripes aside I admit I love the Boarding Action idea. I always liked both the Space Hulk game and the concept within the setting and that seems like something that a) would be worth fighting over within the universe of 40K and b) gives an easy excuse for any number of factions to show up for a battle or a campaign regardless of location or temperament. The rules are solid and the missions are interesting enough and with a 500 point limit it does keep the games fast. I was a little disappointed at some of the restrictions, namely the lack of dreadnoughts as this seems like exactly the kind of mission where an armored walker would be desirable. Without them it's goes back to a hero-hammerish approach where characters are the heavy hitters in many cases. Sure, "no vehicles" is the simple approach but I think a few rules tweaks could have made this work well. Maybe add some of the dreadnought-sized monsters in too just to be fair. 


There is more to the whole Arks movement than just these specific books. There is the latest tournament/mission pack and it seems solid enough though I've played zero games with it. The missions mostly look like refinements of the Nephilim missions as do the objectives -the big change for this season is the force org chart:


There was a lot of hubbub when this first came out but that seems to have settled down as people have embraced and begun exploring the possibilities this change offers. Sure, it might be an end-of-the-edition-take-what-you-like-blowout kind of thing but damn it looks fun. That's why we play the game, right?

So it's a mixed bag for me. I like the content but I think it's overpriced, even for GW. That said I'm probably going to buy them all because I'm a sucker for the story, especially the potential for some kind of game-changing lore of significance and the return of The Lion. I know, but that's just where I am right now. 

I'll have an update looking at the Angron book soon, maybe for next Friday.




Wednesday, March 1, 2023

Star Trek Online Continues

 


Looking over the blog I realized it's been quite a while since I said anything about STO and that's a shame because I've spent quite a bit of time on it lately. First off, yes - it's still around still adding new material and still fun to play in my opinion. I've been playing it since launch and though I have had a few gaps it is never a game I've "quit" - usually it just gets de-prioritized while I do things like the move last year. 

The game just celebrated it's 13th anniversary so it has been going for quite a while now. The last two years' major storyline has been fighting the Terran Empire from the Mirror Universe and I have to say it's been pretty interesting with some unexpected characters showing up in a big way.

 

The pace of content development is not fast with about one new "big mission" per quarter alongside new ships, new uniforms & gear, various bug fixes, and tweaks to existing content in general. The downside is that if you're "caught up" there is less new to do, but if you're coming in fresh there is a ton of content here and plenty of time to do it given that pace of releases.

Inside the Dyson Sphere - I love that zone

One of the things that became far more prominent after the game had been out for a bit is the regular recruitment of Trek actors to do voice work in the game. From TOS to TNG to DS9 to Discovery many of the actors have contributed to a storyline and it really does add something. Running around fighting alongside J.G. Hertzler's General Martok was a particular bit of fun for me. In the recent terran arc Admiral Janeway is a big presence and you get both the one we know and a Mirror Universe Janeway which is quite a bit of fun. 


With the Terran arc wrapping up now it looks like the Next Big Thing in STO is going to be some kind of Borg ... resurgence? Invasion? It's hard to say just yet but they were the big bads in the early days of the game but they have diminished over the years, powercrept and relegated to older missions that are not played as much outside of some raid-style Task Forces (in STO terms). I'd be happy to see them become terrifying again.  


Thursday, February 23, 2023

Superhero RPG Roundup Part 2 - The Multiverse of Superhero RPGs

 


Given the opportunity to start a new superhero campaign I dove into the deep end and ran through a bunch of games I own and checked into a few I did not. Part 1 of this covered the Marvel Superhero options as I do love the old warhorse and there are a lot of options out there built around that chassis. 

Beyond that though there are many other games in this genre. I hit most of the big ones in my exploration so I thought I would share some thoughts on each in this post.


  • First up, Mutants and Masterminds: In my mind this is the current standard for superhero RPGs and has been for more than a decade. Third edition is thorough and expansive game system with a unified mechanic that is fairly simple to run in play, options for point-build and random character generation, and supplement books to assist with deeper options in almost any area you can think of - powers, gadgets, locations, running a super team, cosmic campaigns, supernatural campaigns, adventures ... pretty much any area of running a game has extra material available if you want it. It's a great game and one I have run multiple times previously.

    For this campaign it was a strong contender but I decided to try something new. I will run this again, maybe later this year, but for now I chose "new" over familiar.
  • Second, Champions - my first superhero RPG and one that still lives in my head whenever we get to discussing them even 40 years later. It works and works well if you want to have all the details. People fuss about math in this game but once you build your character the math is mostly "do I have enough dice to throw for this attack?" rather than anything particularly complicated. I love it and I have players with some experience with it and the current Champions Complete is the best version of it to be released in years.

    Despite this we will only be playing this game once a month and introducing some new players to Hero system when playing on that schedule is just not the best idea in my opinion. I'd love to run it and I will make an effort to do so but it's not the best choice for this campaign

  • Next up - ICONS - lord knows I have talked about ICONS enough on this blog over the years. It's a great game with a ton of support that plays fast and is very good at letting your players focus on what they are doing in the game rather than how the rules work. Bits of MSH, bits of FATE, elements of M&M ... all combine to make for a really good game that can handle a wide range.

    For this campaign I was very tempted to use ICONS but in the end as mentioned above I decided to try something new. ICONS will be back in the rotation at some point as I have a couple of players that have never tried it but for this one I decided to go in a different direction.



  • Savage Worlds - I am running a Deadlands game now and there is a shiny new Super Powers Companion that just came out so it would make some sense to run a Savage Supers campaign now. The new book is solid  - these things have really evolved since they were basically the powers chapter of Necessary Evil with some additional material added in. They have gotten further and further away from the standard SW approach of "powers cost ongoing power points" which is fine for wizards and mad scientists but does not work well for superheroes with permanent abilities so it's a welcome change - it's basically a point buy system for powers now. It is not as comprehensive as some of the other games but a lot of that is because it's a supplement to a game system and not a self-contained game in itself. I'll have a separate review of this one soon.

    As much as it would make sense to use this option - especially since I was considering a WW2 supers game and I have the Weird War 2 book as well making this really easy to run - I ended up deciding to hold off. My main concern is running two games in Savage Worlds in parallel at different power levels and possibly making one feel "less" than the other. There's also the danger of making them feel too "samey" using the same rules for two different games. I will need something to run after Deadlands and I'd say Savage Supers would be a good fit when that day comes so that's probably where it will come into play.


  • Finally I looked at the Sentinel Comics RPG. I had run one of the starter kit adventures a few years ago and it was cool though some of the concepts were tricky coming in cold. I did the Kickstarter and had the rulebook and the GM kit but had not really dived in with an eye towards running it until now. There's a lot of Marvel Heroic (Cortex) in there but it's not just a clone.

    For example you're only going to be rolling 3 dice in your pool - a power, a quality, and your status dice which is a new concept that sort of replaces the solo/buddy/team element in MHR.  This status is determined by a Green/Yellow/Red system which has two tracks. One is your health - as your character takes damage they begin "Green" then move into Yellow at a certain point and then finally into Red as they take more and more damage. There is also the Scene Tracker which replaces the Doom Pool from MHR with a fixed countdown by round that moves through a G/Y/R sequence to show things escalating automatically - no die manipulation necessary. So your status die is determined by the current "color" (some may progress upward d6-d8-d10, some downward, and some may be steady) and also some of your powers are gated by this as well - the biggest bangs are only available when things turn red, for example. 

    This is a great concept that really anchors certain tropes into the mechanics. There are a lot of changes like this where things that were somewhat abstract in MHR become more defined and set and I would say more intuitively playable. I'll do a longer review later but there is so much clever stuff in here that I had to give it a go so it will be our system for this next campaign.

So, more to come on all of this. More in-depth reviews of some of these books and some session summaries as well. So far 2023 is a pretty good year here. 

Wednesday, February 22, 2023

Follow Up - Some Old-School Marvel Resources

 


As a follow up to yesterday's post here are some links to some great support sites:

 First up is the granddaddy of them all Classic Marvel Forever. This site has been around for years and was the one-stop shop for all things MSH including PDFs of the original books. The obvious links are gone these days but I suspect they are still reachable with some creativity. Beyond that there is a ton of extra material from character profiles (including DC!), organizations, house rules, and just a lot of interesting material if you're actually running a campaign.


Another solid one is FASERIP.com which is a site I was previously unaware of but does have a ton of material as well. The Links section in particular is a gold mine for characters and character generators and all kinds of useful materials. The site's author has also created their own MSH retroclone which apparently takes the FASERIP rules I mentioned in yesterdays post and adds a bunch more stuff. I have not checked it out myself but I will at some point. Until then here's a link to the FASERIPopedia in case you want to take a look.


Finally there is MSH Gamer which is another great, modern site with character writeups, rules, links - it's just a great site and is definitely worth a look if you're interested in MSH.


Finally a personal note - MSH has gotten some flack over the years about the color chart and how people don't like charts and how it may seem like a kids' game etc. I'd like to point out that one of the goals of many more recent RPG designs is to achieve something beyond basic pass/fail results with their base mechanic. From Savage Worlds success/raise mechanic, One-Roll Engine's height/width mechanic, FFG's funky dice results for several of their games, various dice pool games, and others, have all tried to implement a simple mechanic that gives something more than a simple made it/didn't make it result. 

Well ... here's a game that had -three- possible levels of success plus failure on -every- roll with guidelines on what those different levels could mean while covering a power level that ranged from Aunt May to Thor and Hulk and beyond ... and it's from 1984. So before you dismiss it as "the kid's superhero RPG" or an introductory superhero game, take another look. There's a reason people still discuss it and use it today beyond "nostalgia". There is a serious, robust, time-tested game system here that is as capable as anything newer on the market.