Showing posts with label sci-fi. Show all posts
Showing posts with label sci-fi. Show all posts

Wednesday, May 6, 2015

Review: White Star by James Spahn

Unless you are living in an OSR-free zone you may have missed the big release this week of "White Star" from Barrel Rider Games and +James Spahn.

BRG had made a name for itself publishing classes for "Basic" era D&D/Labyrinth Lord which is how I discovered them. Recently James has made the switch with some very successful products for Swords & Wizardry. In particular he released the White Box Omnibus to much acclaim.

White Star is a similar quality effort, but represents a serious step up in terms of quality and content from his previous efforts.  This is immediately obvious in terms of the quality of the cover art, but the interior really lives up (and beyond) that first impression.
White Star is Space Opera viewed through an old-school RPG lens. So think Star Wars.  Not the series of movies really, but just the first 1977 movie.
Starting with the basics the book is 132 pages, two pages of cover art, two blank pages and one page of OGL. As usual BRG is very permissive with the content of the books.  So this amounts to 128 pages of content (127 + OGL).  Not a bad deal really.
The book is divided up as expected.  Chapters on Attributes, Character Classes and Races (more on this in a bit), Equipment, Game Play, and Combat.  These chapters are more or less similar to what you might find in S&W White Box. Not a copy, but a re-write to accommodate the style and tone of the book.  The remaining chapters cover the important topics of SciFi; Starship Combat, Gifts and Meditations, Aliens and Creatures, and Advanced Equipment.  There are also chapters on The White Star Campaign, Interstellar Civil War and Kelron Sector, and the Second Battle of Brinn.
As my friend, Greg Littlejohn says, "just enough meat on the bones, yet room on the plate to add some nice sides."  That is 100% true.

Character Classes and Races
The classes of White Star are simple enough to cover a variety of character archetypes.  The classes include Aristocrat (think Princess Leia or Paul Atreides), Mercenary (Boba Fett, nearly every movie in the 80s), Pilot (Han Solo), and Star Knight (Luke).  There are also two race as classes, the Alien Brute (lots of examples), Alien Mystic (Yoda) and Robot. Each class is 10 levels and presented in the same format as S&W.  So one could easily move classes back and forth between the two games with ease.

Sci-Fi Chapters
The chapters on Starship Combat and Alien Creatures are really the star here.  Starship combat of course can be easily ported over to S&W as ship combat.  But there are a lot of really cool nuggets here.  It is also one of the chapters where the pure "Star Wars"ishness of the book fades a bit into some "Star Trek".
Alien Creatures covers a wide variety aliens. Nearly everything is here; Borg, Greys, Fluffy aliens, the lot.  Since everything is S&W compatible you can move anything back and forth from S&W to White Star. This little feature opens up thousands of creatures to WS.  

Gifts and Meditations covers the magical-like powers used by Star Knights and Mystics.  Many of these are re-skinned spells. You could add more powers as spells, but only carefully.  Some spells are not entirely appropriate for a sci-fi setting.

The last three chapters cover roughly a White Star campaign universe.  The Kelron Sector is given some detail. Enough to get you going and enough to give you a good idea of what is going and where you can take it your own.   If you watched any Sci-Fi in the 70s or 80s then you will recognize a lot of the pastiche here.

What can I say about White Star?  It is one of the best Sci-Fi games I have picked up.  The more and more I play, the more and more I like level and class based systems for space opera.  It seems right to me somehow.  I think it is because I discovered Star Wars and D&D right around the same time and to me they always go together.

IF I had one criticism it would be I would prefer Sword and Wizardry Complete rules or Labyrinth Lord. But that is weak-sauce on my part really. I could convert it if I wanted.   I can say it would be perfect for my "Greyhawk 3000" game I want to do.

Tuesday, May 5, 2015

White Star: Sisters of the Aquarian Order

White Star from BRG and +James Spahn is the new hot game in the OSR crowd right now, and with good reason.  It is based on Swords & Wizardry (so it is simple to learn and play) and flexible. So flexible you can do Star Wars, Star Trek, Dune and any number of other sci-fi epics.   I have been spending a lot of time with it and hope to spend some more.

This class is first attempt to add something to the game, and it is familiar ground to me.  So much so I had it written in my head by the end of my commute last night.

The Sisters of the Aquarian Order (Aquarian Sister) have their geneses not only from my witch class (they can be considered to be the evolution of the Aquarian Tradtition) but also from such sources in Sci-Fi like the Bene Gesserit (Dune), the Sisterhood of Karn (Doctor Who) and the Night Sisters, the Witches of Dathomir (Star Wars).

--
OGL Notice: The following text is considered OPEN under the Open Gaming License. 
Section 15: "Sisters of the Aquarian Order " copyright © 2015 Timothy S. Brannan.

Sisters of the Aquarian Order
The Sisters of the Aquarian Order, also known as Aquarian Sisters, or often "witches" are an exclusive order of human women that train their minds to go beyond what humans can normally do. They spend hours in trances communing with a hive mind that contains all the memories of all the members of the Order past and present and some even claim future.

The purpose of the Order is to carry humanity to the stars and beyond.  In ancient times when mankind was still battling over feudal lands the Order was plot the stars. When humanity was first using solid fuel rockets the Order was projecting their consciousness beyond our own solar system into the the stars.  Now that humans have taken their rightful place among the stars the Order does what it can to keep humanity moving forward.  To what future, only they know.  They believe that humanity is on the cusp of a new consciousness and a new age.

Aquarian Sisters often serve as councilors, advisers and ambassadors.  They can be found in planetary governments, great powerful houses or even on starships.

Sisters of the Aquarian Order (Witch)

Prime Attribute: Charisma
Hit Dice: 1d4 per level.
Armor: none or light
Weapons: An Aquarian Sister may only use very simple weapons as they spend no time learning how to use them.
Special Abilities: Psychic Powers, Rituals

Level
XP
HD (d4)
BTH
ST
Psychic Powers
2345
1
0
1
+0
15
Empathy
1----
2
2,600
1+1
+0
14
2----
3
5,200
2
+1
13

21---
4
10,400
2+1
+1
12
Clairvoyance
22---
5
20,800
3
+2
11

221--
6
40,000
4
+2
10

322--
7
80,000
4+1
+3
9
Telepathy
3221-
8
160,000
5
+3
8

3322-
9
320,000
5+1
+4
7

33221
10
440,000
6
+4
6
Telekinesis
43322

Aquarian Sister Abilities

Skills: All Aquarian Sisters are skilled in basic astro-navigation having memorized hundreds if not thousands of star systems.

Saving Throws: The Aquarian Sister gains a +2 bonus to any save versus charm, hold or mind affecting powers.

Psychic Power: At first level and every 3 levels hereafter the Aquarian Sister gains a Psychic Power.

Rituals: The Aquarian Sister can perform rituals that have almost magical effects.  These powers take longer to activate and use than their psychic powers, but have greater effects.  These rituals are complicated and can only be used once per day each.

LEVEL 01 RITUALS
Bewitch I
Cause Fear
Charm Person
Drowsy
Far Sight
Read Languages
Soothe
Sonic Blast

LEVEL 02 RITUALS
Agony
Bewitch II
Blast Shield
Calm Emotions
Detect Thoughts
ESP
Hold Person
Invisibility
Locate Object

LEVEL 03 RITUALS
Aphasia
Astral Sense
Bewitch III
Liar's Curse
Mind Rash
Mirror Image
Scry
Toad Mind
Tongues

LEVEL 04 RITUALS
Bewitch IV
Confusion
Divination
Elemental Armor
Emotion
Mirror Talk

LEVEL 05 RITUALS
Bewitch V
Charm Creature
Dream
Feeblemind
Nightmare
Overlook
Sending
Teleport


Monday, May 4, 2015

A to Z of Vampires: White Star SPECIAL Space Vampire

Heck with it.  Here is a special vampire for today.  To celebrate the release of +James Spahn's "White Star" here is a blast from the past, the Space Vampire of the 25th Century. The Vorvon!  Also useful for +Dan P's Starships & Spacemen or +Kevin Crawford's Stars Without Number.

The Vorvon

The Vorvon is a vampire from the darkest reaches of space. They are vampires and some even say they are the source of the vampire myths on hundreds of worlds.  They stand at just under 2 meters tall.  Their skin is a sickly pale blue color and what hair they have is thick, course and black.  They have long fangs, and long taloned fingers. It is through these talons that they drain life energy.  The vorvon can choose to drain either 2 points of Wisdom or 2 points of Constitution per touch.  The vorvon can go great periods of time between feedings, but once it meets up with intelligent life it must feed till full (30 points of Con or Wis drained total).

Vorvons do not cast shadow, reflection and they do not show up on security cameras or video recordings.  They have infrared vision to 120 ft and can survive the vacuum of space.

They are immune to the effects of energy based weapons except ones at the ultraviolet end of the spectrum.  These do 1d6 points of damage per firing.  Also the vorvon can shoot and energy blast of their own.  This is actually anti-life energy (also known as necrotic energy) to effect others.

The vorvon can hypnotize (as per the psychic power). Anyone drained by the vorvon becomes a mindless "half-dead" slave under it's control.

A mystical ward will hold it off; a diamond shape made up of four smaller diamonds.

The only way to destroy it is to get it within 800,000 km (500,000 miles) of a star.

Vorvon
AKA: Space Vampire
Frequency: Very Rare
No. Apperring: 1
Size: Man-sized (M)
Armor Class: 2 [18]1
Movement
 Basic: 180' (60')
 Advanced: 18"
 3e: 30'
Hit Dice: 10+5 (50 hp)
% in Lair: 50% (coffin by day)
Attacks: energy bolt,  Energy Drain (touch),
Damage: 1d6, Energy Drain
Special Attacks: Hypnosis,
Special Defenses: Only killed by close orbit to sunlight; immune to energy weapons*
Save As: 102
Magic Resistance: 55%
Morale: 103
Alignment: Chaotic evil
Level/XP: 10/5,750 + 12/hp

STR: 21 INT: 11 (Normal) WIS: 11 DEX: 18 CON: __(15)4  CHA: 85

1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it.  I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.

The Vorvon first (and last) appeared in Buck Rodgers in the 25th Century episode "The Space Vampire"

May the Fourth be With You

It's "Star Wars day".

I suppose you will be seeing this in a lot of places today, but I also want to increase the volume on this.  James Spahn has released his old-school Space Opera epic, White Star.
http://www.drivethrurpg.com/product/148169/White-Star-White-Box-Science-Fiction-Roleplaying-Swords--Wizardry


James and BRG has come a long way since putting out LL compatible classes for a buck.
This should be a hit for him.  It is already #1 at RPGNow.com


Tuesday, November 18, 2014

Mystara 3001: A Wild Space Odyssey (PWWO: Calidar + Star Wars + d20)

Over the weekend I spent some time cleaning.  I was going through a bunch of "old" d20 books from the dawn of the d20 boom.  I have Dragonstar which I loved in theory but not exactly in practice.  I have d20 Star Wars, which I also enjoyed but I am not totally up on all the Star Wars lore by any stretch of the imagination. I also have d20 Future which gives me all the cool Star Frontiers races I really enjoyed.

I was looking at this stack and thinking that really, I have everything I need for a kick-ass Space Opera game.  Plus in my mind Star Wars and D&D are inextricably linked together.  Not just in terms when they both hit my consciousness but also in feel.   I have often said that the best "D&D movie" ever was Star Wars (A New Hope for the younger fans).

I figure I could also grab some ideas from Gamma World and even Spelljammer.

But what I have been lacking is a way to bring them all together.

Then +Bruce Heard's Calidar came into my life.

 

I have spoken about Calidar in detail already.  The crunch is Pathfinder, which is d20 really.  So mixing it with d20 Future and d20 Star Wars is really a no brainer.

Calidar helped me smooth out some of the rough spots in my ideas.  It also gave me backgrounds and character to use.  Plus Calidar is a more solid hook for "D&D in Space" than Star Wars was.  I don't want to play a Star Wars game, but I do want to play with some of the toys in the game universe.

Space ships could be a combination of Magic-craft  or technology (not sure which yet). I would include all the planets from Calidar, but I could also take a page or two from Spelljammer and Star Wars.  Maybe not exact planets from Star Wars, but if this is going to be space opera then there has to be a "Dune" like planet there somewhere.  Or even a Dune/Tatooine/Athas composite.  But not make it a central location.

In fact to steal another page from Dune I think I need to do something to make extra special about Calidar.  In the game now Calidar is where you start and venture out.  I think I will have Calidar the destination instead.  The characters leave their home world. Likely Mystoerth and then the come here.  If I am using the Mystara Calendar then the Gazeteers were all published in or around 1015 AC.  I would make this 3000 AC. Or 3001 just to be that way.

It might seem odd to want to go back to 3rd Edition, but honestly I think it would be a blast.  The multi-classes, the Prestige classes, all of it would work great here.

I could also steal heavily from Doctor Who, Star Trek and even the 80s Buck Rogers and have a "Draconian Empire" that would be my Klingon analogues. Use Dragonborn naturally.  In many ways I guess it would by my Mystoerth world writ-large.

Yeah. The Allied Human worlds (Oerth, Mystara, Krynn and Toril) discover the new world of Calidar, which is rich in some resource.  They get there only to meet a counter claim from the Draconic Empire.  Already there are colonies of Dwarves and Elves, stationed on the moons, and an indigenous population.  This could be a lot of fun.  Plus it would give me my sci-fi kick I have been wanting for so long.

Wednesday, March 26, 2014

PWWO: Doctor Who, Hitchhiker's Guide and Pokémon

With the publication of Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition I have been wanting to do more with this game.  I have already run a classic AD&D module with it but the applications for this game seem endless.  So starting with Doctor Who here are the two mashups based on ideas from both of my kids.  So for this edition of Plays Well with Others I have two game ideas based around Doctor Who.

Hitchhiker's Guide to the Doctor Who Universe
My oldest son has been reading Hitchhiker's Guide to the Galaxy and he had to do a school report on Douglas Adams.  Fans of Adams know of his long association with Doctor Who during the classic Tom Baker years. So for me this has been a great little trip to 1983 when I was doing something very similar in school.  Though unlike my kids I did not have Doctor Who on BluRay anytime I wanted it.

Well this morning I was thinking about Arthur Dent, or more specifically, Martin Freeman.  To date he has pretty much played every important English "everyman" I can think of after only one cup of coffee; Arthur Dent, Bilbo Baggins and John Watson.  The Watson connection got me thinking again about doing a Hitchhiker's Guide to the Galaxy game using the Doctor Who rules.  I touched on this last year but I think I need to look into it more.

No need to worry about who plays the Time Lord since everyone, including the aliens, are just regular people.  Ok sometimes regular people with two heads and three arms, but that is the galaxy we live in.

Junior Timelord Academy
I was having a conversation with my youngest son back in the winter about how Pokéballs must be Timelord science. Afterall they are bigger on the inside.  Also Pokémon evolution looks more like Timelord regeneration.   Many others have pointed this out. Even the Pokémon character "Looker" is supposed to look like/be the 10th Doctor.  There are dozens of other examples (not to mention all the "Time" powered Pokémon) so I'll leave it as a given.

What can we do with this idea?  Simple, if in the HHGTG game there are no Timelords in an Pokémon one everyone is a Timelord, or at least they will be when they grow up.

Junior Timelord Academy then focuses on young Timelords in training, or even more generically, young Gallifreyians.  They have pets, like most kids do, except in stead of accidentally peeing on the floor these pets summon up elemental powers to do battle.  We know that in the Dark Times on Gallifrey gladiatorial fights were held in the Death Zone till Rassilon put a stop to them.  That legacy lives on in the children's games of fighting with their genetically engineered pets.

So a mix of Doctor Who, Pokémon, some ideas from WitchGirls Adventures, and a little bit of BESM: Cute and Fuzzy Seizure Monsters.  Big Eyes, Small Mouth 3rd Ed though might work better with Doctor Who in terms of system conversion.  This isn't High School drama like Smallville or Byron Falls, the target age here is pre-Teens.

So the characters move across Gallifrey battling their cute pet killing machines against each other knowing that soon they will enter the great Time Lord academies.

Also there is no reason I can't mix both.

Wednesday, September 25, 2013

New Kickstarter: Double Spiral War

I have a love/hate relationship with Traveller.   Though the siren song of nostalgia has been making me look back on previous mishapps as youthful ignorance and things were never really that bad.

I also have to admit it is Kickstarters like this that give a reason to pull out the old books.

http://www.kickstarter.com/projects/1292093911/warren-c-norwoods-double-sprial-war-traveller-edit


Battlefield Press is producing a Traveller powered game based on Warren C. Norwood's Double Spiral War books.

The project is reasonably funded and nearly there.  This would be a good thing to get me interested in Traveller again.

Monday, May 27, 2013

Blogfest: Towel Day Blogfest

Towel Day Blogfest
http://lgkeltner.blogspot.com/2013/04/announcing-towel-day-blogfest.html


This one is easy.  I am going to talk about what is the best RPG to play a "Hitchhikers Guide to the Galaxy" game.

So what makes a good Hitchhiker's Guide to the Galaxy game?
Well it needs to have a lot of aliens, or at least the ability to make a lot of aliens.  The weirder the better.
Faster Than Light travel is a must.  Lots of different ways to get from A to B.
Things it doens't need. Details.  Remember Ford Prefect and Arthur Dent didn't know how spaceships worked. Especially Arthur.  They didn't care about the trillions of calculation Marvin could do. All Arthur knew was the ship's computer could not make a decent cup of tea.

So lets evaluate my choices.

Warhammer 40k
No.  The HHGTTG is about fun and lighthearted romps through the universe.  Warhammer is where fun  goes to die.  Not saying you couldn't do it, but it would break things too much.  Though HHGTTG does have a Galactic Emperor who is also thousands of years old. Though he is in a state of perpetual death.

Traveller
Ah now we are talking.  I like to ignore a lot of the tech in Traveller anyway.  The publishing firm of Megadodo Publications of Ursa Minor Beta has some similarity to the Traveller's Aid Society, in that they are an organization that gives plot reasons to go all over the Galaxy.  There are plenty of races in Traveller and I bet you there are online resources dating back to the Mainframe and FTP days of resources to play a Hitchhikers Guide-like game in the Traveller universe.

Star Frontiers
Another good choice really.  In fact one of my SF characters was named Zaphod.  SF though doesn't have enough aliens to fit the bill.  Afterall this is a universe where mattresses are grown and not manufactured.

Star Wars or Star Trek (any Version) 
In both cases there is too much emphasis on combat in these games.  Star Trek at least has the exploration bits down. But really too much emphasis on combat really.

No there really is only one game perfect for playing in a Hitchhiker's Guide to the Galaxy game.

Doctor Who Adventures in Time and Space
The new Doctor Who game is perfect for HHGTTG. With it's easy to use (and easy to get out of the way) rules fits the tone of what I want.  The rules also focus on the talkers and the runners not the fighters, so that helps us get past that issue.  Also let's not forget that there is a strong Doctor Who/Hitchhikers connection.  Douglas Adams was the script editor on Doctor Who around the same time he was working on Hitchhikers Guide.  I also always felt his episodes were very much the model of the of the Hitchhikers universe.  I always thought the Zygons and Vogons were the creatures or at least closely related.  There is also the overt connection, the 10th Doctor after his regeneration refers to himself as being "very Arthur Dent" and commenting "now there's a nice man".  Establishing that at least some version of Douglas Adams' worlds exist in Doctor Who canon.

All the characters can be created using the basic Doctor Who rules, Trillian for example is pretty much a Boffin archetype.  Ph.D. in Math and Astrophysics? She is like a 5th Doctor companion.  Ford and Arthur are easy and Zaphod...well Zaphod he is just this guy you know...

So I think my next Doctor Who game might end up being a little bit Hitchhikers as well.
I think I have a few characters I could even use.


Thursday, May 16, 2013

Campaigns I'd Like to Run: RPG Blog Carnival for May

I am participating in my very first RPG Blog Carnival.  The topic this month is Campaigns I'd Like to Run, and is being hosted by Lowell Francis over at Age of Ravens.

In truth there is a lot I'd love to run.  But there are some that stick out.

Black Rose
Black Rose is my Ravenloft/Blue Rose mash-up.  I detailed it in a series of posts back in the early days of this blog.  Black Rose takes place in the same world as Blue Rose, but only after it had been pulled into Ravenloft.  I am using more of the 2nd Ed and 3.x versions of Ravenloft, not the 4e revisions. I played the hell out of Ravenloft during the 2nd Ed era.  I loved it, but there were things about it that I wanted to do that didn't quite mesh with the "kill things and take their stuff" mentality of AD&D.  The True20 system, while it still has the same roots, can go a little bit beyond that.  True20 is also quite good for doing horror as I discovered.

Generation HEX/Ordinary World
Both of these campaigns would be in the same world and preferably use the same system(s).  Both come out of my enjoyment of modern supernatural books and TV shows.
GenerationHEX is a game focused on kids in a magical school.  Somewhat like Smallville meets Harry Potter.
Ordinary World is a game about supernatural types trying to live in a world full of humans.  sort like Being Human, but also a bit like Charmed.
Unisystem seems like the logical choice here, but I also considered using a different system each time to get a real feel for the characters.  This would be character focused, not plot focus.
Given the character focus of these games I also wanted to try something different.  I wanted to use a different system for the different eras in the character's life.  So Little Fears for when they are all children, Witch Girls Adventures or Monsterhearts for high school, and then Unisystem or World of Darkness for adulthood.  I would sprinkle in other systems for one shots as needed, like ChillCall of Cthulhu or Mutants and Masterminds.
This is something I tried with Season of the Witch and I liked it.

Greyhawk 3000
This one is D&D in SPAAAAAACE!  I'd mix up D&D 3.x and Star Wars with ideas from Gamma world, Star Frontiers, Planescape and Spelljamer.  Have all the D&D worlds as planets and the planes as something like solar systems.  I'd also use some ideas from Starships & Spacemen and some other games.  A bit of Traveler too cause I like that.
I do want to use the D&D mythology, just advance it to something like Star Trek Next Gen level tech.  I think it would be a blast to be honest.

Those are the ones I'd love to do that I don't see me doing anytime soon.  Have too many games going now.

One though I am very likely to run is my Celtic-theme Fantasy Game.

Éire
This game has gone through a lot of changes over the years. Unisystem, True20, Spellcraft & Swordplay.  I think with the release of the Codex Celtarum I might start adapting it to Castles & Crusades.  This is one I would really like to play and am working on getting it done sometime soon.  While I'd love to play this one with my kids, I would also enjoy a more mature approach.  Not "Adult" per se, but a group that appreciates Irish myth and willing to play in a world like that.

These are the campaigns I'd like to run.

Friday, January 4, 2013

Star Trek RPGs, Part II

I feel the need to make this "Wrath of Something" or "Into Dorkness" jokes.

Anyway, last year (snerk) I was talking about Star Trek RPGs.  Well fellow blogger, sci-fi fan, all around good guy (with a GREAT name) Tim over at Hero Press posted these gems today.
http://www.heropress.net/2013/01/fleamarket-friday-gaming-where-no-die.html

First we have the Pre-Order for the Traveller based Prime Directive.
http://www.mongoosepublishing.com/rpgs/traveller/core-rulebooks-accessories/traveller-prime-directive.html
I am not sure what you all know about Prime Directive, but it is almost a thing onto itslef.  It is based on the TOS era Star Trek, but it goes in a different direction all together.  Now the purist in me used to reject this.  Especially when the later movies and TNG began to air.  But these days I find it much more appealing.  Plus, like I said, Prime Directive is now almost a thing into itself with a rich history, while not quite as equal to Trek, it is still fun.



As many of you know from my White Dwarf Wednesday I have a history with Traveller, something I want to rectify someday.  Could Prime Directive be the game for me?  At the current exchange rate that would be $50 or so.  So I might wait to see after it out in PDF.

Another game that gets mentioned to me is Where No Man Has Gone Before.
http://www.abillionmonkeys.com/trek

I don't know much about it at all save that most people seem to like it.

Maybe this is the year I find my Sci-Fi RPG.


Thursday, December 27, 2012

Star Trek RPGs

I was chatting a little bit with my buddy Greg on Star Trek RPGs.  He had mentioned while he love Trek he has yet to find an RPG that really captures that proper Trek feel.

I give Greg the benefit of the doubt on this one, he has played all the Trek RPGs out there and playtested a few more.  He has also played more SciFi games than I have.

Now I will admit that so far Starships & Spacemen 2e seems to fit the bill rather nicely, it's not perfect. In fact in my mind it even has a couple of potential problems, but I am not talking about that one today.

So let me ask you all.
What does a game need to have or do to be a "Star Trek" game? 
Any series is fine.  Any game is fine.  Just let me know why it works.


Monday, December 3, 2012

Starships & Spacemen 2e

Just picked up Starships & Spacemen 2e.



So far I like it.  I like that it is compatible with Labyrinth Lord and Mutant Future and I like that it specifically has a cool Star Trek vibe about it.
Love to try it out sometime.




Tuesday, November 13, 2012

Confession Time: Gamma World

I have a dark confession to make.

I have never played Gamma World.  Not even once.
I have barley even cracked open one of the books.

It hasn't been out of lack of want, more it has never been in the same place I have been for any amount of time.  Also, and this is the biggest deal, I don't own a copy of any of the 7 editions of the game.  Though if I were to play it I would want to play the original first edition (pictured).

Yes I know I have easy access to Mutant Future, it's not exactly the same thing is it.  Very. very close yes, but not the same.

Part of the problem, for me at least, came from the fact that GW was always the 70s view of technology and by the time I had thought about playing it it was the mid 80s.   We knew then (and even when it was written really) that mutations don't happen like that.
Trouble is I let that get in the way of what could have been a great time with a game.

It struck me that the time is right for a Gamma World like game again.  Post-Apoc (with or without Zombies) is fashionable again.  Hunger Games, Revolution and even specials on History Channel are all about what to do during and after The End.

What has has really got me thinking about  shows like the obviously D&D and Gamma World influenced "Adventure Time".  I did a couple of posts on the show a while back featuring the stars Finn the Human and Jake the Dog.

Honestly if I were to ever play a "Gamma World" style game it would most likely be Mutant Future.  1st Edition Gamma World typically goes for a lot of money on eBay whereas Mutant Future can be had for under $25.  But still. Having a copy of this would make for a nice addition to my game collection.  I'll have to keep looking and find one at a good price.  I do enjoy the challenge of finding an out of print game.


Sunday, October 21, 2012

October Challenge: Prometheus (2012)

Prometheus (2012)

Well. I had high hopes for this one.  I know, me, you and everyone else.  But I had hoped that against all hope that the bad reviews were because people just didn't understand it.

Boy was I wrong.

Now it's not that this is a bad movie.  It just has so many plot holes and there are too many answered questions. It is also no where near the suck-fest that was Alien: Resurrection, but it was also no Alien either.

The acting is good. The pacing is a bit slow in the beginning, but I think that is on purpose to set the last acts.

There are some nice thrills in the Engineer's base.  Still have no idea what they were all running from in the holo-recording.  The creatures were interesting of course.

I noticed a lot of nods to the first two Alien movies.  And because I had heard about it, little nods to Blade Runner as well.

There are some scary moments. I mean they won't rank up there with Alien.  Though this movie did make me want to re-watch Alien.

Tally: Watched 24, New 19

What are you watching?


Tuesday, September 11, 2012

Tell Me About Your SciFi games!

My friend Greg is having fun with Traveller and Star Frontiers and I am jealous.
I have been reading White Dwarf now for a while and all I can remember is how much I had with Traveller.

So I have been itching to find a good SciFi game.

This is the part where you tell me how great your game is...

So please tell me.  I want to know.  Plus I am not sure what all the SciFi games out there are.
I know all about Starships & Spacemen and I am looking forward to the newest edition.


Thursday, May 17, 2012

Eldritch Skies

Eldritch Skies is the new SF/Lovecraft/alt-history game from Battlefield Press.

A few disclaimers are in order first I think.
1. I have worked with John Snead in the past ("The Magic Box" for Buffy) and personally think he is a great guy. 2. I reviewed a playtest copy of this several months ago to "check the math" on the Unisystem rules.  3. I have a project coming up with Battlefield Press.



So what can I say about Eldritch Skies?

Let's go basic. Certainly there is the feel of Aliens here more than say Avatar.  One thing though for certain, this is not Star Trek, Star Wars or anything like that.  Though to be fair, Trek did have a story by Robert Bloch and it was very Lovecraftian in tone.   Also if that is what you want (SW or ST) then the rules will support that. This book is Lovecraft as SciFi (dark SciFi to be sure), but not so much as horror.

Chapter 1 deals with the recent history and the present day, 2030.    The history of the world here is slightly different.  Think of it as if all those Lovecraft stories were true and humanity found a way to start using some of that alien tech/magic to get to the stars.  There is a history and the changes start out subtle till we get to the 90s.  We get to the present day and now we are stepping out into the reaches of space and we find wonders and horrors.

Chapter 2 is Character Creation and Chapter 3 is Game Rules.  The game system is Cinematic Unisystem.  The same system that powers my own Ghosts of Albion and other games like Army of Darkness, Buffy and Angel.  So if you are familiar with those games then you will be familiar how this one works too.
Like other CineUnisystem games there are three "levels" of characters, Civilians, Operatives and Veterans.  Unlike other CineUnisystem this game uses the Secondary Attribute Speed, from Classic Unisystem.
For Qualities and Drawbacks there are all the expected ones, Fast Reaction Time, Nerves of Steel, etc. But there are also a lot of "Ab-Human" abilities, such as Deep One Hybrid and Sorcery (it is not the same as Buffy's) and some augmentations.
The rules are same as other Cine Unisystem games with some additions to support the game, ie lots of gear.

Chapter 4 is Arcane Secrets including the secrets of hyperspace. Not just how to travel, but the biggest issue of the hyperspace madness. This is the keystone of the game.  What separates this from other Unisystem games and it from other Mythos games.

Chapter 5 deals with the Realms of the Mythos.  These are the worlds known to humankind.  This also includes the psychic Dream Realms.  This is a very cool chapter that had to be a lot of fun to write.  Tons of new worlds ready for you to use and have adventures on.

Chapter Six: Eldritch Threats and Wonders: The monsters and creatures of the settings. Includes the mythos creatures, humans and ab-humans.  If you have any passing interest in mythos monsters or expanding your CineUnisystem games with more creatures, then this chapter is worth the price of the book alone.  Yes, you can play it as is. Or use it in your Buffy, Army of Darkness or Ghosts of Albion games.

Chapter Seven is the Director's section on how to run a game.  This includes setting the tone and what to do.

The Appendix has rules for using the Classic Unisystem  and a bunch of tables for your ease.  No character sheet though.

I think one of the troubles about playing games like D&D and even to a degree Call of Cthulhu is we have tended to categorize the mythos creatures as well, Mythos Creatures.  They often times are "Stated up" as gods or some other similar sort of being.  We tend to forget that while humans may have worshiped them in cults most were not in fact gods at all.  Powerful alien beings yes, but not so much gods.  Looking at them again as aliens is a deft move and this change of the point of view makes this book less Buffy-doing-Aliens and more Armageddon/ConspiracyX-doing-Event-Horizon.

What I really, really like about this is it treats the Mythos Creatures as aliens and magic as advanced science.  The Thing is a good example of Lovecraft as SciFi story.
Also this book remembers that Lovecraft's stories were also not all about tentacle monsters and evisceration.  Sure we have the Mi-Go, but this more about the madness that lies between the stars.   Honestly to get a better feel of what you can do here, take the Sam Rockwell movie Moon and assume there are outside alien influences on the whole thing.  We never see the aliens, except for maybe when Sam's character sees a Mi-Go with a brain tube at the very end.

I mentioned the playtest files because I'll admit I was not initially a fan of this game when I first read it.  But I was focusing on the crunch rather than the fluff.  The Unisystem parts were (and are) fine. But since it's release I have grown to like it more for both the crunch and the fluff.

Now that I have come back to it I really like it.  I Am not 100% sure I'll play the game "as-is", I might re-do it a bit and set it in 2130 so I can include some ConX or  Armageddon  background.  Or I might just take Chapters 5 and 6 and use them with my Ghosts of Albion games.
Needless to say this thing screams "Use me with All Tomorrow's Zombies" and it would be right. Using the Classic conversion guide in back makes ATZ a perfect add-on for this game.

If you like SciFi, Lovecraft, the Mythos or Unisystem, or all the above, then this is a great game to get.

Tuesday, December 6, 2011

Games that I'd like to give another chance

One of the cool things about being at this point in my life is I have tried hundreds of games.  While there are only about half a dozen I come back too, there are few I'd like to try again and give another go at.

Here are some I'd like to give another chance too.


Traveller
One of the first non-D&D games I ever played. I was a big sci-fi geek back in the day and would love to play this one again as an adult.

Savage Worlds
People love it, but it has never worked for me.  I have given this one more than enough chances really, but I also broke up with and got back together with my crazy ex-girlfriend in college a number of times too.  So obviously I am a glutton for punishment.
I think I need to try it with another GM.  Nothing again my regular GM Greg, but maybe someone that can run this like he can run D&D or I can run Unisystem.

MERP
Loved the books. Thought the game was cool.  I would really like to try a good game in Middle Earth at least one more time.

BESM 3.0 or 2r
I really enjoyed the hell out of Big Eyes, Small Mouth. I'd like to give that one another go too.

Marvel Super Heroes
I am much more of a DC fan, but I'd love to try this one again.

World of Synnibarr
I know, I know.  Worst RPG ever. But there is such a gonzo quality about this game that just begs that you don't take it seriously, and thus all the reasons to consider it bad are somehow less important.  Just need to find the right crowd.

Alternity
Enjoyed it the one time I played.  Would like to try it again.

What games are on your lists?

And on a special note, today is the 20th anniversary of the first date I had with the woman I'd later marry. Thought it was kinda nice to remember that.

Monday, September 27, 2010

Why can't I find a good Sci-Fi game?

A post over at Grognardia, http://grognardia.blogspot.com/2010/09/sci-fi-goulash.html, has prompted a reoccurring thought in my head.

Why can't I find a good Sci-Fi game?

I have mentioned before that I have had a hit and miss, mostly miss, luck with Sci-Fi games. Every so often I am convinced I have the One, only to be ultimately disappointed in them.
I after I posted a reply to James' post I went back to the Star Frontiers book I have and online at http://starfrontiersman.com/downloads/remastered. I also went through all the Star Trek books I still have left.

In terms of Sci-Fi I like Trek the best, loved Star Wars as a kid, but got into Dune or the hard sci-fi of Asimov. I did like Heinlein and Arthur C. Clark a lot though. I loved Farescape when it was on and I even enjoyed LEXX.  Never watched Space Above and Beyond, could not get into Babylon 5 or the new Galatica (though that is not really a reflection on them) and I thought Firefly was stupid.

For games I started out with Traveler, moved to Star Frontiers, Doctor Who (FASA), Star Trek (FASA), Alternity, Star Wars d20, d20 Future and others that I have forgotten.  More recently I have used Unisystem (All Tomorrow's Zombies) and Doctor Who (Cubicle 7).  Yet nothing seems to fit just right.  I looked over Star Blazer Adventures, Rogue Trader and others and didn't really care for them.  I don't like GURPS enough to honestly consider it, same for FUDGE and FATE.

What do I want?
That is a very question and one I don't have a good answer for.  There are bits and pieces that I like from all the above games.  I like the sandboxy feel of Star Frontiers and Traveler. I love the tech in Trek, the scope in Star Wars.  I could get better buy-in from my Kids with Star Wars, even if my youngest says "I am not into Star Wars" and lightsabers are cool.   I like some of the features of Alternity.  I liked some of what I read in Dune.

And I don't want to spend a bunch of time figuring out a new system.
I suppose this points to two things.  Unisystem and d20 3.x.

Why?
Well I have a bunch of d20 materials laying around including Star Wars, d20 Traveler (T20), Dragon Star,  and d20 Future (which has material from Star Frontiers and Alternity).  I like the idea of using the d20 Mod/Future classes. I am not thrilled with the idea of levels though, but multi-classing looks like it could be fun.  Plus I have a metric ton of d20 material.  Bring back mind flayers as an alien race.  Baator?  Now a planet; literary Planet Hell.

Unisystem is more flexible and I can do it better than d20, but despite how good All Tomorrow's Zombies is, I want something more.   I am not big into mixing magic and SciFi.  Psionics is ok (in fact I also don't like Psionics in fantasy games), weird I know. I think in the end, d20 might be the way for me to go, or this could be a thinly veiled attempt to do "D&D in Spaaaace!"

Star Wars, like I said, has a great scope and is full of aliens. Adding a Trek-like Federation to battle an Evil Empire is also very cool and a great backdrop.  I'd make it more of a cold war, with hotter areas on the edges.  Lots of room then for black markets and ops.  Maybe even steal a page from Battlestar and make the evil Empire one of artificially intelligent machines.  T20 has a lot of cool stuff too and the Imperium is neat and again lots of cool races.

What is lacking in all of this is unified narrative.  Maybe I don't need one.  D&D doesn't have one, never did.  A lot of what I don't like about the various systems out there is I find their "fluff" to be restrictive.  I don't want all the baggage that go with Jedi, or the Imperium, or Aslans, or Fraal.    I guess say here is Oerth, here is Yavin, over there is Krynn and Vulcan and just let the universe take care of itself.

I guess until I find that perfect mix, I keep searching.

Thursday, June 3, 2010

Star Wars d20

Hey all.  I know I promised more Anime stuff today, but I work has got me buried.  I did want to talk about something though really quick and that is the loss of the Star Wars RPG from Wizards.

I have not been a huge fan of Star Wars lately.  I loved the movies as a kid, have tons of action figures and toys.  I still have a couple of Boba Fetts (one I had to save proof of purchases for, one I bought) sitting on my desk.  I went from being a hard core fan to a more relaxed one.  I did like the newer movies despite HUGE plot holes (the first movie was about a trade agreement?? really??) and my kids love them.  My adult tastes went more for Star Trek.

All the same I was disheartened to hear that Wizard's was pulling the plug on d20 Star Wars.  I have (or rather my son has) the Revised d20 version.  It is a bit like D&D 3 and so we have been adding it off and on to our regular D&D game (the previously mentioned Dragon Slayers game).

To me d20 and Star Wars seemed a perfect match.  I think back to the late 70's and early 80's and what my obsessions were; Star Wars and D&D.  Having played the game a bit I can see why some people don't like it and why some still prefer the WEG d6 version (I don't), but to me it just works. Stars Wars and D&D share history, they share a common place in the Gen X collective sub-conscious right there next to video games.  To me D&D/d20 and Star Wars just belong together.

Plus, I have a long history of dissatisfaction with Sci-Fi games.  It's odd really.  I love Sci-Fi, but the RPGs I have tried (Traveler, Star Frontiers, Alternity) have left me feeling flat.  Star Frontiers was my favorite.   So I guess to me then, the perfect Sci-Fi game would have elements of Star Wars, Star Frontiers and Alternity all powered by the d20 system.  That is also easy to do.  I am a touch surprised I have not tried that yet.

Now I am fairly sure I will not use anything from the Saga Edition Star Wars, even if it has some improvements on the game.  I like the Vitality/Wound system from the Revised system better and if I plan on adding in anything from d20 Future (to get my Star Frontiers and Alternity fix).  Maybe this would even let me do my Greyhawk 2000, er Greyhawk 2500 game.  I think the Star Wars universe is big enough for that and flexible enough too.  Can't do that so much with Star Trek, despite how much I love it.

I am not sure who will be picking up the Star Wars game next, I am pretty sure I will check it out but not so sure I will buy it.  In the mean time I think I am going to go to my FLGS and see what they still have for Star Wars.