Thursday, December 27, 2018

Greatest Hits #27 - Spirit of '77 Adventure Seeds

I almost ran one of these over Thanksgiving but we decided to go another way - regardless, I still like these ideas ...




I was doodling a bit the other day and started coming up with one-liners I thought would make a good title for an adventure for Spirit of '77. These are in no particular order and may of them are clearly mixing some familiar things:

  • Land of the Lost Saucer
  • Space: 1977
  • The Outlaw Mary Tyler Moore
  • Interstate '77
  • Cloned to Run
  • Schoolhouse Rockets
  • The Poseidon Inferno
  • Any Which Way You Can Lose
  • Capricorn Dos
  • How the West was Run
  • The Galileo '77
  • The Shiner Syndrome
  • Kotter vs. Kotter
  • May the Magnum Force Be With You
  • The Computer Wore Racing Slicks
Now those alone might be enough to start your wheels turning, but here's what I came up with for them as I thought through it a little more. I may have individual entries on them down the road when the final rules come out.


  • "The Computer Wore Racing Slicks" - The world's first intelligent car is being tested - then it takes off! The PC's are hired to secretly (SECRETLY!) bring it back "alive". The car appears to have an agenda of its own and there may be more going on than simple advanced electronics. There are also other parties interested in acquiring the vehicle for themselves, some far less scrupulous than the party.
  • "Land of the Lost Saucer" - An old friend of one of the PC's, a crazy scientist, has been working on a wrecked alien spacecraft and its robotic crew. When terrorists interrupt his first attempt to power up the craft, the crew takes a journey to ... somewhere else. Somewhere with dinosaurs, furry humanoids, scaly humanoids, and strange crystal-filled pylons.
  • "Space: 1977" -  Organized crime has taken a crew of NASA astronauts hostage. They are the only ones trained to fly a new experimental spacecraft and with the launch only days away the agency needs them back, pronto! One of them may have escaped - and is now hiding on the tour bus of a famous rock band.
  • "The Galileo '77" - a massive, high-tech airship named "Galileo" is taking its maiden voyage from LA to Honolulu and the PC's are invited. While on board they get to know the other members of the inaugural passenger list and everything seems fine until a storm and a series of equipment failures force the airship down onto a strange island filled with strange, savage inhabitants. Can the PC's keep the peace? Can they get everyone working together to repair the craft? Can they protect everyone from the savage inhabitants?
  • "The Outlaw Mary Tyler Moore" - An old reporter friend of the PC's shows up on the FBI's ten most wanted list. Has this once happy big city girl gone rogue and fallen in with kidnappers? Is it case of stockholm syndrome? Or is there more to this than meets the eye? 
  • "Interstate '77" - in a nod to the wonderful 90's PC game Interstate 76 the team crosses paths with Groove Champion and Taurus for some automotive mayhem out west.
  • "Cloned to Run" - a new criminal gang is causing trouble back east and when the PC's intervene and get a chance to remove some perpetrators' helmets it turns out they are identical! A science experiment gone wrong falls into the hands of organized crime and it's up to our heroes to clean up the mess.
  • "Schoolhouse Rockets" - A high school auto shop class in the inner city has become affiliated with a powerful local gang. When the PC's intervene to save a kid brother, the gangs don't take it well. Lessons are learned and extreme property damage is inflicted. An ABC Afterschool special produced by Michael Bay.
  • The Poseidonworld Inferno - The PCs are on vacation at a massive underwater resort which suffers a few problems when a nearby underwater volcano erupts. Also, why is the robotic waiter looking at us that way?
  • "Every Which Way You Can Lose" - Clyde the Yeti has escaped and taken up with a trucker and part-time brawler out west. Add in a animal activists, corporate repo men, vengeful motorcycle gang, a legend ready to retire, and some rival girlfriends and things get complicated quick. (PC hooks include contact by the biologist or being old friends of the trucker) Lots of room for a sequel too.
  • "Capricorn Dos" - A fringe reporter friend of the PC's has photographic evidence that an astronaut who supposedly dies in an accident years ago is actually alive and living in Mexico. He wants the PCs to head south of the border and find out what's going on.
  • "The Shiner Syndrome" - In the wake of widespread reports about the appalling conditions of the big corporate breweries the best little brewery in Texas is trying to expand -  but the Big Beer Companies are trying to buy them out (to water them down like any other corporate beer) and the PC's are called in to help out and deliver a special shipment to a potential benefactor across the country.
  • Kotter vs. Kotter (double sequel) - A high school teacher meets himself walking into class one morning. A science prodigy with a thing for the teacher's wife accidentally clones the teacher instead. Ties back to "Schoolhouse Rockets" and "Cloned to Run"
  • "May the Magnum Force Be With You" - San Francisco's greatest inspector runs thinks he's investigating a series of grisly killings but this time the perps are Not From Around Here and this time the .44 Magnum, the most powerful handgun in the world, may not be enough.
  • How the West was Run - A greatest hits adventure as all of the notable NPC's from all of the other adventures - and some new ones - come together for a "friendly" race across the country. A big "season finale" adventure that's going to take multiple sessions to complete. It should also lay the groundwork for some future encounters too. Featuring:
    • The Car from Computer Wore Racing Slicks 
    • The Mad Scientist from Land of the Lost Saucer who shows up in an unusual prototype
    • Groove Champion and Taurus
    • The High School crew from "Schoolhouse Rockets" has an entry - possibly the cloned teacher from K vs, K
    • The main NPC from EWWYCL (and Clyde?). The motorcycle gang will probably show up somewhere along the way too. 
    • Reformed bad guy from Shiner Syndrome shows up as another driver
    • Outlaw Mary could be an entry
    • A famous Russian race driver
    • A British secret service agent

Wednesday, December 26, 2018

Greatest Hits #26 - Sandboxing 4th Edition

One of my favorite posts about 4th Edition D&D - so many people were convinced that it could not do certain things that they never tried ...



Early on I wasn't sure how this would work - thought there was certainly no lack of insistence online that it could not work - but after spending a couple of years with the system I don't see it as being any more difficult than earlier versions. Let's look at some of the published material:


The best out-of-one-book option is Neverwinter. I've come around some on this setting from my original take on it. No, there isn't a traditional set of encounters or an adventure in it, but what is there is a pretty solid sandbox. There is a ruined city and the surrounding wilderness, mapped out in some detail though not exhaustively so. There is mechanical support through the themes that tie a character to the local situation. There are factions within and without to give the PC's hooks to look for, sides to take, allies and enemies to deal with. Each one has goals, a history, a list of creatures associated with the faction, a leader with a name and a personality, and typically some monster stats or stats for the leader as well. The whole thing is built for levels 1-10 and there's more going on there then one party could finish before leveling out of that range. Given that and it's small geographic area I think it's perfect for running multiple groups and multiple characters per player in an old-school style campaign.


The most complete published sandbox is the Nentir Vale. First presented in the 4E DMG, that material covered an overview of the vale and its history along with the fairly well detailed town of Fallcrest and a small starter dungeon. Over the next couple of years we saw more detail on specific locations like Shadowfell Keep, Thunderspire mountain, the active dwarven city of Hammerfast, and the ruined Tiefling city of Vor Rukoth which were all published as module-type products. Then we finally got the Nentir Vale Monster Vault which is full of things like a unique red dragon that lives in one of the mountain ranges, a spirit that haunts a certain area in the vale, and monster stats for specific tribes of orcs and barbarians along with notes on where they live and what they are up to. Put it all together and it's a very solid set of resources for a region roughly 200 miles long and 100 miles wide. Players can wander through the vale looking for rumors, contacts, patrons or just plain trouble. Have your players roll up a party, drop them in Fallcrest at level 1 and let them decide what to do next.


If these are too conventional then there is always the Gloomwrought boxed set which pretty much presents a city in the plane of shadow as a sandbox with factions and creatures similar to he Neverwinter presentation but with the weird meter cranked up several notches. I don't own this one so I can't go into as much detail (and it doesn't really push my buttons as a DM) but I think it might serve a somewhat higher level range than the first two - certainly at least 10-15 should work. The shades of gray to just flat-out evil party will probably be more at home here or at least will see less interference from do-gooders. There is also plenty of material on the plane of Shadow in the Heroes of Shadow book and the Manual of the Planes, plus there was a Free RPG Day thing covering another nearby domain. So if you want to go dark, there is a sandbox option for you.


A less-developed option (though there are plenty of resources from other editions out there) would be Sigil from the DMG2. It takes up 26 pages of content in that book including a map, stats for some typical street encounters, and a short starter adventure. It's not a block-by-block description but it's a good overview and certainly enough to start up a DM's imagination. Plus making the City of Doors the hub of your campaign lets the players go just about anywhere they want - demanding on the DM to be sure but it also means the players should never be able to say they're bored with the campaign or tired of the same old scenery.


Another slightly less developed option is the Gray Vale in the Forgotten Realms Campaign Guide. There's the town of Loudwater, notes on the history and geography of the surrounding area, a starter dungeon and some smaller encounter areas, and some of these other areas are developed in Dungeon magazine. It's mainly lower Heroic Tier but given the are of the Realms that it's in that can certainly be amped up without much trouble.

The main thing all of these published areas share is no metaplot. There is no overarching story driving things forward. There is a base area, various factions going about their agendas, old legends about people or places or things, and lairs and dungeons and wilderness to be explored. That's exactly the kind of thing you need to run a sandbox regardless of edition. Keep something like Dungeon Delve handy in case the players head off in a direction you were not expecting, or a PDF collection of dungeon and access to a searchable index and you should be good to go. DDI and a printer or the ability to rapidly cut and paste monster statblocks into one document could really help with on the fly encounter generation as well.



How would I run it given 4E's heavy emphasis on balance and XP budgets and set piece encounters? Originally I was thinking that zoning a region for different levels, like an MMORPG, would be a good approach but I don't think you need to do that. Rather than geographic level distribution I would look at faction-based level distribution. For example, we know the Bloodspear Orcs have member creatures that cover certain levels, maybe from 4th to 8th. Say we also know they live in the Cairngorn Peaks. I would work up three patrol-type encounters that include what I think their typical patrols would consist of and start with those. Maybe one is a light recon patrol of speedy skirmisher types, another might be warg-riders, and another might be a heavier one with a shaman and a couple of ogres and orc berserkers. The main idea here is that I don't let a set "regional level" drive my choices - instead, my choices determine what level it ends up at. If I end up with a heavy orc patrol that turns out to be level 9 when I add up the XP's well that's the way it is - hope the party is up for it or that the players are smart enough to run if not. If I'm doing random chance for wandering encounters then in the Cairngorns I would pick one of these when the time came. If I do a full-blown random encounter chart then  I would make sure the known home territory of the Bloodspears had a pretty good chance or orcs for random encounters.


Now some might say "but what if they level past the region?" - let them! You don't have a metaplot, remember? You could decide up front and say I will run this area at Heroic for one calendar year as-is. Maybe players will try multiple characters. After a year you can change things up - maybe the drow burrow up from below, maybe someone opens a gate to the Abyss, maybe the Gityanki start showing up en masse for some reason. Conversely you could have the entire area annexed by some kingdom and become too peaceful for adventuring and it's time to move on to a new area - maybe Sigil. Whatever it is you can have something drastic happen to your sandbox either upping the threat level into Paragon or wrapping it up and changing to a different campaign - or, enforce character retirement. When a PC hits 11th level they get one last adventure and then have to retire to something respectable like high priest or local baron or they take a trip to Gloomwrought or something. You could also move things downward and have more powerful heroes recruited to stop an underground threat like the drow and work up a whole Underdark sandbox in the same region and have a war going on deep beneath the surface with duergar and deep gnomes and drow and all of that lore. Not every group is going to want to go there, but it could be a cool option if you intend to have both tiers in play at the same time.

Anyway I mainly wrote this up to show that not only is sandbox play possible, but based on the amount of material published for it I would say it's even been encouraged by WOTC. The ease of up and down leveling monsters in 4E makes adjustment quite a bit simpler than in previous editions and if you're willing to run wit ha computer at the table tools like DDI and the numerous PDF products out there make seat-of-the-pants Dm-ing even easier. I do not typically run with a computer at the table because my players tend to stay focused on a particular goal or rumor or mission rather than meandering about like so many of us did in the old days, but it doesn't mean that I couldn't  - it's mainly because I haven't needed to do that. Maybe next campaign.

Tuesday, December 25, 2018

Greatest Hits #25 - The Greatness of the Game of Thrones Dragons

Still one of my favorite recent-ish posts...




I was talking to a friend the other day about fantasy TV and movies and one of the things that came up was dragons - mainly how poorly done dragons have been in most TV and movies yet they are somehow still cool. The outcome of this was that dragons Game of Thrones has really amped up the presentation of dragons over the last few seasons, to the point that I think it has the best dragons ever presented on film.

Warning: There are many spoilers and many pictures in this post. If you haven't seen seasons 6 & 7 and want  to enjoy them naturally, do not continue. 


Think about the major movies that have used dragons in some important way. I can think of four main movies:

  • Dragonslayer (1981) - Vermithrax is pretty well done and appropriately impressive in size and violent capabilities but is limited by the technology of the time, mainly that its glory shots are all done in stop motion animation. Now I grew up on this kind of thing but my kids just laugh at it and it does detract just a little bit from the spectacle. 
  • Dungeons and Dragons (2000) - This terrible movie, the first with a shot at CGI Dragons, did nothing to make dragons more impressive. After Jurassic Park I know my own hopes were high, and they were dashed pretty quickly. Lots of dragons in the finale, but all of them look terrible.
  • Reign of Fire (2002) - It's not a great movie to me, but the dragons are almost right. I initially thought it was the design here, where they don't have forelimbs, just wings and back legs like a bird, but I think it's that they are too skinny - altogether it just puts it "off" some for me. The D&D'er in me says they're big wyverns, not dragons. 
  • The Hobbit (Desolation of Smaug - 2013) More than a decade after the D&D movie and done by the team that did the Lord of the Rings movies you would think the dragon would be the showpiece of the trilogy. Sadly, you would be wrong. Smaug in these movies looks so cartoony I thought it was some kind of joke in the theater. "Underwhelmed" is the nicest way I can put it. Sure, he thrashes Laketown nicely but the wyrm himself ... sigh. 
Honorable Mentions:
  • Smaug in the animated Rankin-Bass Hobbit movie is really cool. That cat-like face really sells that he's something different than just a big animal and the fire spiraling around him and the screen in many shots almost makes it seem like he can control it. He's just more magical, more of a fantasy creature, then the later movie version we saw. 
  • Maleficent in Sleeping Beauty - so much scarier, meaner, evil looking than a lot of the presentations over the years. 
So Dragons have been ... iffy ... over the years as far as being fearsome magical fantastic beasts, at least in movies and TV. 




 Game of Thrones has completely overcome this and set a new, much higher standard. Daenerys has three dragons who started out as eggs, then hatchlings, then dog-sized, then horse to elephant-sized, and in this last season or two are finally the awesome army-smashing beasts they should be.

The first time we see one in action is Season 5 episode 9, "Dance of Dragons" - The Queen and her companions are trapped in an arena as a rebel faction that dislikes the changes she has been making seize this moment to try and assassinate her. It looks pretty grim - then she closes her eyes and seems to be concentrating and then we get that awesome moment with fire, a roar, and an angry dragon making his entrance ...


Even here he's say elephant-sized. Big enough to ride but not humongous. It also demonstrates that they can be hurt by weapons, at least a little. He gets hit by several spears and clearly feels them but they don't really seem to slow him down. It's a great scene and marks the emergence of the dragons as an actual, not just a theoretical, threat.

The next time we see them in a glory segment is in Season 6, episode 9 "Battle of the Bastards". Everyone remembers the other big fight in this episode but the dragons get a nice sequence here where everyone learns that wooden ships are not a great weapon against fire-breathing opponents,


This is the kind of stuff we didn't see as much in the early seasons of the show. It's the kind of thing that makes it a fantasy show and not an alternate medieval history series.



The next big scene for them is in  "Spoils of War", Season 7 episode 4 where we learn that supply trains and foot armies are vulnerable to even a single dragon - oh, and a screaming horde of barbarians.


It's just spectacular.


They're huge, they're terrifying, they're nearly invincible ...


Even a hero can have a hard time facing one down:


The whole thing is just really well-done.


Sadly, they are not invulnerable, and about the time they start fighting, you know they're going to get hurt. Mortal opponents and weapons seem to be painful but not all that dangerous to them. Then, they had up north for the first confrontation with the Night King in a sort of Black Hawk Down scenario.



The white walkers have been really well done here too. Also - flaming swords! In combat! Plus an undead polar bear attack! It's a great episode. So much more fantasy than most other shows or even movies ever get too. Easily the best look and best story and characters since Lord of the Rings.


Surrounded and facing the ultimate bad-guy-lich-thing of the setting, what do you hope for?


Air Support!


Look, fire breath works just as well on the undead as it does on the living! All 3 dragons are in full action here, flying and flaming. Unfortunately for our heroes, the Night King knows about dragons and is not without a means to deal with them.


It's a shocking moment as the dracos have been unstoppable so far on the show,  It's sad, amazing, and one of the highest and lowest points on the entire series to date.




Even more amazing, you know it's not going to end there. I mean, he animates the dead, you know?



To conclude: Game of Thrones is an amazing show and has only gotten better over time. These last few seasons, the last two in particular, have really turned it into an epic fantasy show with dragons, undead, giants, magic weapons, and barbarian hordes fighting knights ... it's just the most fantasy thing on TV now or ... really ever. It's just spectacular. The dragons are at the heart of it, awesome and inspiring - as they should be.

Monday, December 24, 2018

Greatest Hits #24 - Starting Concepts for a Rifts Campaign

Early thinking for my own campaign ...



With Savage Worlds Rifts a real thing now I thought I would share the three ways I have started and run a Rifts campaign. It's a post-apocalyptic game, but one where there is some organized technological /magical society and industry (unlike Twilight 2000 and most Gamma World campaigns) and most of the world has been covered at some point so I know it can be tricky trying to decide how to start a game in a way that makes sense.


Option 1: The North America opening - This is how my last campaign started. The idea is to limit the character types and the setting to the core rulebook and let things expand from there. The starting line from my email to the group that last time: Welcome to Horseshoe Bend, Arkansas, 2400 A.D. No flying cars, and not much indoor plumbing either.  It was a backwater town with some local problems where the PC's were drawn in and things gradually expanded from there. It's a classic "bullseye" type campaign where you have a fairly high level of detail for the town, some detail on the surrounding area (say a day or two of travel for normal folks), and a general idea of what's outside of that. The main premise here is that it's easier to add things to the game than it is to take things away from the game. It's easier on the GM and it's easier on the players too. Plus it makes no assumptions about where the campaign is going - it's just a starting point and once the party finds their feet it could go anywhere. Maybe they end up headed for Tolkeen. Maybe they become heavily invested in the town and the local NPCs and become local champions and defenders. Maybe they take it over and rule. It's wide open once things get rolling and it's largely player-driven at that point.


Specifics: I liked Arkansas as it was near parts of the Coalition, Texas (and so vampires), the Federation of Magic, and it's not all that far from Florida and Dinosaur Swamp. I prefer an area that's not in the middle of some heavily detailed region or plotline but is close enough that the party could dive into those if they wanted to. Parts of Texas, Iowa, and Pennsylvania would work well here too.



Option 2: The Epic Quest - I used this for my longest-running campaign. The concept goes back to everything from  Jason and the Argonauts to Sinbad to Lord of the Rings. Heroes from all over gather when a call goes out to join an expedition into mysterious territory.  In my case a wealthy patron wanted to travel across half of North America from Arkansas to the ruins of Detroit to retrieve some legendary artifacts. You can read more about it here.  The thing to keep in mind is that just because the Rifts allow instant travel to other places you don't always know where they go or how long they will last. People are still going to travel the hard way and the epic quest is based on doing just that.

This opens things up for the players to bring in almost any character type as a "wandering adventurer" with any motivation from a worthy goal to revenge to a simple payday. It keeps the GM sane though as you're not required to explain why all of these disparate characters are working together - it's built into the concept and it's up to the players to explain why they are joining up! So if you end up with a juicer from Texas, a Triax full conversion borg, a Japanese cyber-samurai, and a Venezuelan anti-monster, that's perfectly fine. Maybe they traveled by ship, maybe they came through a Rift, maybe they want to get home, or maybe they don't remember how they got here - it all works! It gives all of you time to discover the backstory of each character if you want to without having to know everything up front.


For the GM it puts the "why" on the players and let's you focus on developing the "where". You have a major quest goal that is the long term focus of the campaign but while everyone is traveling there you can have impromptu side adventures. It also puts a definite end point to the campaign when the quest is achieved. After that you can reset the campaign with a new situation and some or all new characters as desired. If you think of your game as having "seasons" like a TV show then this would be a great way to start and finish a coherent storyline or season. It's also a good way to explore another area of the world if you have veteran Rifts players. Maybe North America is something you've all played before and you want to go somewhere different - the quest for the heart of Africa (meet the Egyptian gods? Take on the Four Horsemen?) is a definite change up. The team could outfit in NA in relative peace, then board a ship (or a fleet) which would utilize Rifts Undersea/Coalition Navy for some adventures along the way/ once they land in Africa there's a whole support book plus material online and something besides Coalition Troopers to bash.

Specifics:

  • "Expedition to Africa" as described above
  • "To the End of the World" - NA expedition to Antarctica via South America. Could take a ship down the coast, could take a giant robot over land - either one could be interesting.
  • "Transcontinental Transport" - it doesn't always have to be a one-way  traveling quest. What if someone gets an idea to rebuild a transport network across the continent? Part of the campaign would be talking to locals and working out deals along the way to extend the line, and part of it would be defending what you've already built. This could be a crazy back and forth campaign and could easily accommodate multiple groups of players and characters if you're fortunate enough to have multiple groups. It gives them a chance to change the landscape of the world in a notable way and gives them plenty of diplomacy and combat as well. Keep in mind it doesn't have to go east-west either - maybe Northern Gun wants to ship products to Mexico - or Chile!
  • "Moonshot!" - Mutants in Orbit gave us details about what's going on up on Luna. It's kind of a wasted book if no one goes there, right? Maybe someone on Rifts Earth is convinced that pre-Rifts civilization survives on the moon and thinks humanity's last hope is to establish contact with them and get some help.  This could be a 3-stage quest: First, getting to Florida to what was North America's major spaceport. Second, taking control of the facility and figuring out how to get to space. Third, launching for the moon, landing, and finding out what's there. If all goes well then you might have set up your next campaign: "Red Planet". 




Option 3: Slave Ship - All of the characters begin the game on an Atlantean slaver. First session it comes under attack, the players break out, get to land, and begin exploring the area. There are some similarities to both of the previous options.

  1. Player character choices are wide open. The Splugorth trade and raid across the multiverse, so if it's in a Rifts book (or any Palladium book really) you can justify it showing up here. Bring on your Robotech characters and Ninja Turtles! Characters from prior campaigns could even appear in this one with nothing more than "I passed out in a bar and then I woke up here".
  2. The GM gets to pick the setting - I used this kickoff to explore those shiny new South America books back when they were shiny and new. Want to run around Russia or Australia or Japan for a while? Here's a great way to do it. You can assume your players will be spending a fair amount of time at the beginning just figuring out where they are and what they want to do so you can dive into that area of Rifts earth that interests you but has never made sense to include in your previous games. 
  3.  ...but the players drive the campaign forward - once they have their bearings what do they want to do? Take over? Help the locals against those oppressive jerks from the kingdom next door? Find their way home? Pay back Atlantis for what they have done?  It's totally wide open at this point and it's mainly up to them. Sure, the GM can plant interesting rumors about a pre-Rifts city that's intact up in the mountains, or a powerful magic item hidden in a tomb in the desert, or a really nasty monster that dominates a local region, but the direction of the campaign is all about what the players want to do.  

Specifics: Pick a book! Any non-North America book, or any book that doesn't cover a region you've already played through. Talk to your players in advance about what areas of Rifts Earth they are interested in - veteran players will probably have some ideas. I don't know that I would open this way with a group of players totally new to Rifts but for vets it should be a blast.



So there are 3 ideas to help get a Rifts campaign organized and off the ground. They all worked for me when I tried them out so I believe they can work for other people too. It's hard to predict where a campaign will go most of the time so these are mainly focused on "how do I get started?" After that, hopefully, you won't need much help. If you do try some version of them out, let me know how it goes!

Sunday, December 23, 2018

Greatest Hits #23 - Sandboxing Rifts

I re-read my own article when I was prepping the Savage Rifts campaign, so here it is again ...



While researching for my latest mania I realized that I ran and odd kind of sandbox back in the 90's for Rifts of all things. I think Rifts might be a decent game for this kind of approach, better than I had thought at first anyway.


The concept for the campaign was that the PC's all started out in one of those quasi-coalition towns in Post-Rift Arkansas. A local mage was recruiting for an expedition to Detroit, where he was convinced that he would find some ancient magic items in the collection of a wealthy collector from the time before. The plan was to travel cross-country in a Behemoth Explorer robot (pictured above) with a crew of adventuring types, explore things along the way (and sell that information later) and then dig into the ruins of Detroit.

I gathered some real world atlas pages of the travel route, slipped them into sheet protectors, and marked them up for apocalyptic damage, rifts and ley lines, and interesting locals. I knew the course the 'bot would travel, so I stayed within 100 miles or so of that course for any kind of detail and made some notes on what else might be off the edges.

The beauty of this approach is that the trip was going to take a few months to get there and presumably that much to get back so you get many sessions of sandbox exploration -with a moving map- but there is an overarching goal at the end for players who need a plot to work off of.

The giant robot follows all the rules of a typical West Marches/Sandbox Town - it's safe and nothing really happens inside it as that's where you go to heal/repair/learn new spells/accuse each other of being idiots. The interesting twist (other than having a base that moves) is that it can be attacked! Especially if the players start some kind of trouble and lead their enemies back to it, which happened once and spurred one of the biggest fights of the campaign, leaving the bot mobile but pretty heavily damaged. They learned form their actions, but they did enjoy getting to unleash some of the big guns and bigger missiles on the thing, so secretly I don't think they regretted it.

Managing players was easy enough - somebody can't make it? They're sleeping on the bot. New character? They are passing through the same area / a local / running from the law/ suffering a mechanical breakdown and agree to help out on the expedition. There was payment up front and at the end of the mission as this was a job, but money in Rifts isn't always a huge motivator, but XP's and knowledge, gear, and interesting types of ammunition (nuclear weapons) can be.


It was an interesting array of characters like the crazy who was severely claustrophobic so she slept in a tent bolted down to the top of the robot and the glitter boy who liked to drive his own truck alongside the bot (with his suit in the back). Along the way they fought demons, raiders, giant robots, vampires, superheroes, renegade wizards, and in a gladitorial arena somewhere in what used to be Tennessee.


We did eventually make it to Detroit (and among other things they nuked Windsor - sorry, but they had a good reason) but the game fell apart before we could make the trip back.

Looking back I think this kind of game works pretty well with Rifts because the power levels are all over the place and while rapid ground and air travel is easily arranged, enemies have all of those options too. Limiting things to a set region might work too but the moving base opens up more and keeps them from mapping everything from the air on Day 1.


One thing with running Rifts of any kind is forget about balance - it doesn't really matter. In a sandbox game the less powerful characters can actually shine as the Wilderness Scouts and Rogue Scientists have an environment where their abilities are extremely useful. That said, having a giant cannon with a range over a mile and a swarm of missile with double that range ready to go is still very comforting. In fact it gives your weapon-heads plenty of room (and likely plenty of reason) to cut loose. Yes the system can be a mess but once you stop trying to fix it things get easier to live with and the DM and the players can have a lot of fun.

Saturday, December 22, 2018

Greatest Hits #22 - "Unplayable" RPG's

An opinion piece but still relevant as I still hear this today ...




I've been listening to a podcast that talks about old RPG's and it's been pretty entertaining both with games I know well and games I passed by. I'll talk more about them later but one thing that comes up in some of the conversations is "unplayable". I'm not going to pick on them specifically because I hear it all over the place. The recent listening just brought it to top of mind and I decided to discuss it in a post.

A strong "get off my lawn rant" advisory is now in effect. 

First, let's talk about what people mean when they describe a game this way. To me it really breaks down into two categories:

  • Literally, mechanically unplayable - I mostly hear this from younger gamers describing older games. I suspect it's more "I looked at it and looked too complicated for me to enjoy so I went no further with it" or "I've heard stories about it". I personally have yet to find a game that is literally "unplayable".
  • Complicated to the point that it's not worth playing, especially when there are alternative games available that cover a similar niche - this is far more common and it's how I feel about quite a few games out there. Really, it's more "not as enjoyable" rather than "unplayable". 
I make this distinction because every so often I hear a game dispatched as "unplayable", sometimes with a bonus of sneering attitude to go with it, which happens to be a game I've played or run for an extended period of time. This of course immediately puts the lie to the "unplayable" description. 


Somewhere along the internet's lifespan theoryhammer/theorycrafting became in some people's minds as valid a set of thoughts about a game as actual experience. Someone looks at the math of the game and declares it unworkable. Someone finds a rule with some kind of logic flaw in it and declares the entire game invalid as a result. 

It's bullshit.

RPG's have never been "here's a book - do everything exactly as it is written here." Never. Different people have interpreted things differently, modified rules into something they liked better, and added new rules to cover something they felt was missing or underrepresented. 

A typical response to this from the non-players is something like "well sure if you start changing the rules it works" - no! It probably "worked" just fine before! I'm changing the rules because I think it works better!

Another common cry: "Why should I pay for it if I have to modify the rules to make them work". If that's your attitude you probably shouldn't! In fact if that's your attitude I'm not sure you should be playing RPG's at all! I don't say that to be some kind of snob - I say it because it's a just part of what people do with  these kinds of games!


Let's get into some specifics:

  • Rifts - I regularly hear when the game comes up about how it's "unplayable". I ran a game for over a year, pretty much by the book. Core book plus whatever add-ons struck our fancy. yes, the rules are clunky and sometimes inconsistent. Yes I think the new Savage Worlds version is going to be a much better experience for most people. By no means though is it "unplayable".
  • Shadowrun: one of the things 4th edition SR touted was the new "better" task resolution system that made it much easier to figure the odds of success compared to the older editions where it was "almost unplayable". Seriously? One of the most popular RPG's of the 90's was "almost unplayable". I played in and ran multiple campaigns through 1st, 2nd, and 3rd editions and we typically thought the system was damned innovative at the time. 
  • Twilight 2000: I was surprised when I ran across "unplayable" applied to this game online last year. When games like Aftermath exist? T2K 1st and 2nd are fairly simple games really. 1E is a percentile skills system not unlike BRP games and 2E simplifies it down from ratings of 1-100 to 1-10. Sure, you'd better like playing with military hardware as that's one of the attractions of the game, but there's nothing particularly complex about either one. Again I have played and run multiple campaigns in both versions so it's completely playable if you're interested.
  • Champions: "Combat takes so long, characters are so complicated, it's just unplayable" - one of the pillars of superhero gaming, something we played a bunch when we were 13 years old and  somehow figured out even though we didn't have the internet to explain things to us is now described by people at times as "unplayable". Please. 
  • GURPS: I actually saw GURPS described as "unplayable" online in the last month. It's not my favorite game anymore but "unplayable"? Sure you have a lot of choices when making a character but once your character is finished the game mechanics are pretty simple. It's 3d6 roll low! For almost everything! I assume this is mostly because it has a bunch of thick hardbacks for rules, despite the fact that you won't be using more than a few of them in most campaigns. 
  • Aftermath: Exhibit A for the classic over-complicated games of the 80's. I own it  - it's playable, it just not much fun IMO. Heck, it has a flowchart to show you how the mechanics work! Actually it has several of them. "Not something I want to play" is not "unplayable.
Even AD&D gets this nowdays - "This game is a mess, how did anyone play this?" - well, we read it, used our brains, and figured it out. 

"Weapon speeds?" - not in first edition.

"Grappling?" - not usually. We used some replacement system form an issue of Dragon.

"Level limits" - sure. Multiclassing was cool.

"AH-HA! So you just ignored the parts of the game that didn't work!" - Pretty much. We still do. There are parts of ICONS that I mostly ignore, and that's a pretty simple very modern system. That doesn't make it a bad game or, god forbid, "unplayable". It means we modify something we already like to make it better in our eyes. Like people do with clothes. Like people do with cars.  Why is this so shocking to some people? Are they under the impression there's a trophy for following the book as written? Have you seen the errata documents for most big RPG books?

Does this really look all that complicated?
Boring, sure, but complicated?

This usually happens though after we have played the game as written a few times.  Not before we ever play a game. Not after we play it once. After 3 or 4 sessions though you have a fair idea of how your group works with a game and what might be better for your group. The games I discuss on this blog are almost always a game I am running, a game I have run in the past, or a game I am about to run - there's a reason for that. I'm not terribly interested in opinions about a game from someone that's never played or run it so I try not to do that. I'm much more interested in practical experiences. 

As one example Savage Worlds suffers from the "let's change stuff after reading the rules once" problem quite a bit.  It mainly seems to happen with people whose only other experience is with some form of D&D, but that's not a strict rule. Someone comes into a forum or a Facebook group and announces how much they like the game and they have a couple of genius changes that they're going to use. Inevitably they've played once and something fluky happened or they haven't actually played at all yet. SW players tend to be a friendly lot but the usual response is "OK, but you may want to try it by the book rule a little longer before you change it." You want to know why? because the game has been around with only minor changes for 15 years now and it works. It works very well for fast playing pulpy RPG campaigns. There may  be a genre-specific thing someone is trying to do and that's cool but there isn't much that needs to be tweaked in the core rules. A more common problem is people not understanding the rules and trying to make changes based on a misunderstanding but there are parts that are tricky to explain purely on a page so that's not always the reader's fault.  Someday Pinnacle will find the perfect way to explain the Shaken rule and we will enter a new golden age I am sure, but until then a little conversation helps explain it much easier. 

Maybe it's the guns that make all of these "unplayable"?

My closing take: no game is "unplayable". Some are harder, some are easier, some will be less fun for your group than others, and that's how it's all supposed to work! I don't have any interest in playing or running Rolemaster but I know groups that have played it for years - clearly it's not unplayable. There was a Kickstarter last year for an updated rulebook for original Deadlands and it blew my mind - why would anyone play that when Reloaded is available? Apparently quite a few people because it funded quickly and went way over the goal. 

Oops! - Nope, that's not it!

I suppose I could re-title this "a word I don't like" because that's what it boils down to. I think we can do better. 

Friday, December 21, 2018

Greatest Hits #21 - Trek Tuesday - Decipher Trek

The most recent Trek RPG - until recently




Getting back to the big glossy editions of Trek RPG's, it's time to talk about the Decipher years. The genesis of this one is a little strange. Last Unicorn had been publishing their edition of the game for a couple of years when in 2000 the announcement came out that they had been purchased by WOTC. Within a few months WOTC/LUG lost the Trek license, supposedly because there was a clause against the same company having both the Star Trek and Star Wars licenses which WOTC now had.

Regardless of the details a new Trek game appeared in 2002 (roughly a one-year gap) from Decipher of all companies. Decipher had been known only for card games up to this point, so it was a surprise. Considering they already had the Trek license for card games, it did make some sense. One interesting thing was that quite a bit of the design team from Last Unicorn made the jump to the new edition - take a look at the credit pages below:

Last Unicorn credits page
Decipher credits page
There is a lot of overlap there. So you might think "lots of continuity there" right? Well, not so much. Despite having invented a whole new system and written multiple books on Trek just within the last 5 years, the design appears to have looked more at a different system that was popular at the time.

The stats shift to six familiar-looking basic attributes plus some others. Task resolution also looks familiar (and I don;t mean Traveller) being 2d6 + modifiers (lots and lots of modifiers) to beat a target number set by the difficulty of the task. It's shifted down about 5 points from the d20 difficulty numbers but it looks very familiar. This was during the height of the d20 boom and the system for stats, skills, and task resolution is very similar to d20.

Characters have a Species which modifies attributes and grants some special abilities. They also choose a Profession which designates some skills as professional skills and grants some special abilities. There are also Elite Professions which can be taken after meeting certain criteria.

Action Rounds are 6 seconds long and characters can take movement actions, combat actions, free actions, and full-round actions - not really trying to hide it at this point were they?

There is a some chrome here. There are Traits which are like Advantages/Disadvantages, there is a hero point mechanic and a reputation mechanic, combat uses a damage track as well as simple hit point type damage to introduce some damage effects,  and of course there is star ship combat as well.


So it's very much a d20-styled Trek game. You might think that would have taken off bigtime in that particular time. Well it didn't. They produced very nice full-color hardback books, six of them and a narrator's screen from 2002-2003 and then it got quiet. Considering the ready availability of these books in bargain bins and overstock deals circa 2005 I think it's safe to say this did not do well. It's not hard to see why:

  • First, despite having the same design team this is a very different game, mechanically, and having spent significant money to acquire the previous rules, there was not a huge incentive to turn around and spend money all over again a few years later.
  • Second, I don't think fans of LUG Trek felt that the system had run its course and so there was no great outcry for a revision or new mechanics and Decipher's version didn't cover any new ground that the prior version had not.
  • Thirdly, while it was like d20 it was not actually d20. This closed it off from the exploding ecosystem of d20 games that were cross-compatible to a degree, and from gamers who were extremely d20-focused.
  • Finally, there is timing - when this was released Voyager had just ended, Enterprise had just started, and Nemesis released and was not particularly well received. Trek was petering out in a lot of ways. I suspect that among casual players and fans there was not a lot of interest in starting up a new game and the die-hard fans already had FASA or LUG Trek (or one of the many, many homebrews) and were not terribly interested in something new. Contrast this with Star Wars which was in the middle of the new trilogy after a long gap and was all over the place.
Looking back I think if the design team had taken this as a chance to refine the ICON system, or if they had gone full-on d20 system, then it probably would have sold better as at least there would have been some built-in audience for the new game. Given the timing of its release I'm not sure it would have mattered but I can't help but think it would have helped in some way.


Personally I've never run a game of it. I tried - twice. We never got past character generation in either one. I tried selling it to my group once many years ago and it never took off. I tried it a bit later online and that never got off the ground either. I don't blame the system for those but that is the extent of my experience with it. Hey, I tried ...

If I was going to start up a campaign now I suspect Decipher's game would be several notches down the list even though I have the complete pile of stuff. It's fine and has plenty of material in the books to support a campaign, but so do most other Trek RPG's (official and unofficial). I see stuff in the other versions that I like better. I don't see much support for it online and I suspect it's just not as popular even now as the other options.

That's about all I have to say on Decipher Trek. Next week we will see what else is out there.

Thursday, December 20, 2018

Greatest Hits #20 - Trek Tuesday - Where No Man Has Gone Before

Another fun trek game - and it's free!



In contrast to the big glossy production I revisited last week, there are other approaches that are worthy as well. Where No Man Has Gone Before looks to me to be an ICONS type take on a Trek RPG - not in mechanics but in staying light and loose. Here's the introductory quote from the game:


This is a game about a five year mission, a world where
special effects never progressed beyond painted
Styrofoam blocks and cheap double-exposures. The 70's
were still The Future and Klingons had smooth
foreheads. The idea of a Star Trek movie was a
laughable proposition and nobody thought twice about
planets full of Nazis and space hippies.

I'm thinking you either read that and think it sounds cool or you laugh and close the browser.

Assuming you're still reading the game can be found here. It uses the Microlite d20 system so it is broadly compatible with d20 stuff that is already out there. Significant differences:

  • You only have 4 stats: Strength, Dex, Int, and Charisma
  • There are only 3 classes: Blue Shirt, Red Shirt, and Yellow Shirt Classes are mainly a silo for Talents. There is a set of general Talents and then a list for each class. 
  • There are only 6 skills: Communication, Engineering, Knowledge, Medicine, Physical, and Subterfuge. Each character is trained in one skill.
  • Task resolution is the same as any d20 game - stat bonus + skill bonus + 1d20 vs. a DC
The Talents are great and capture the spirit of the original show perfectly and are thematically appropriate to each class. There are chapters for personal combat and starship combat that look like they would work well. There is an equipment chapter as well. Some stock NPC's and aliens, common ship designs, and lots and lots of random charts to help a DM run things on the fly. 

Notable fun-ness: The "God" section in the Enemies and Allies chapter: 
  • God, Almighty
  • God, Irritant
  • God, Metal
  • God, Petty
Plus a list of godly powers.

There is also an appendix on figuring the ratings for your series which can lead to unexpected complications like the dreaded "Monkey Sidekick". 

All of this is packed into just 45 pages! It's certainly enough to run a few one-off sessions and likely enough to run a mini-campaign. I think the limited list of enemies and ships might become restrictive over a long campaign but there is an expansion, "Controlled Implosion" which adds more goodness - and more random charts - in another 18 pages. There are also paper mini's (shown above), multiple character sheets, and a lifepath generator. It's an amazing little package.

All in all it's a very different approach to Trek than the Last Unicorn version. Where LUG Trek takes it straight and serious this is completely tongue in cheek but does have some ways to reward good setting-appropriate roleplay with Action Points and the expansion has more advice on running it straight as well. If you're at all interested it is definitely worth a look.