Showing posts with label self-aggrandizing. Show all posts
Showing posts with label self-aggrandizing. Show all posts

Friday, May 28, 2021

Tales from a Distant Galaxy

Intro

Now that the Kickstarter for Boldly Go! has finished, I am hard at work on some other projects. One of these projects is tentatively titled A Distant Galaxy, which uses roughly the same rules system as Boldly Go!, but which is set in a world reminiscent of another popular sci-fi franchise.

To be fair, it is actually set in universe that is a nice mélange (if you will) of several sci-fi franchises. Which means that I have either avoided lawsuits or have invited all the lawsuits.

The draft rules for A Distant Galaxy have been finished for quite a while now, and my first playtest of the game was at Metatopia 2019. I haven't been able to get much playtesting on it since then, because of the pandemic, but yesterday, some friends of mine had openings in their schedules and we were able to sit down for a bit of the old virtual gaming!

It actually went very well, and the rules seem to mostly work. Things went well enough that the players wouldn't mind playing again, which is always a heartening thing to hear. 

Some highlights on the game, as well as some notes on the setting, are below.

The Setting

Humans spread out across the galaxy ages ago, aided in their endeavors by their little robot friends. Some humans were able to keep their DNA strands relatively intact over the thousands of years that followed. Many couldn't and wound up genetically adapting to new situations and environments. They're still human, they just look a little bit different.

Explorers attempting to travel past the galaxy's edge returned with tales of a strange "frequency" that, when attuned to, allowed practitioners to draw upon the latent energy that permeated every lifeform in the galaxy. Practitioners of this discipline soon came to refer to the frequency as the source of all life, and so dubbed it, unimaginatively, "The Source."

In time, the humans and new humans all united into a vast galactic empire, aided by their robot friends, their advanced technology, and their mastery of the Source. Some of the most prominent users of the Source were the legendary Solar Knights, who were held in very high acclaim until about a century ago. At that time, it was learned that the Solar Knights, who desired peace in the galaxy, had been subtly manipulating humanity with their Source disciplines in order to promote certain behaviors and quash others. When they learned this, the people revolted, disbanding the Solar Knights and driving them to the far corners of the galaxy. 

Though the people gained their freedom, many were much less altruistic when left to their own devices. Corruption and avarice spread.

Such issues might have been survivable were it not for a new production line of robots known as the "Automata." On the first day of their activation, they went rogue, murdered the Empress of the Galaxy and her court, and destroyed the Imperial Capital World of Kanolphan. The imperial citizens rallied and, after a long and costly war, drove the Automata to the furthest edges of the galaxy.

In modern times, the empire is rather quickly coming apart at the seams as warring noble houses fight for political control and scavengers pick at the fringe systems. Robots, once the companions of Humanity, are now widely distrusted for the Automata Betrayal and are no longer manufactured.

The galaxy is becoming a wilder and more dangerous place, where adventurous people, deluded citizenry, and criminals struggle to live and survive as the cracks in the infrastructure widen.

Dramatis Personae

Rex Manoo

A true human mercenary who is incredibly sexy and has a large fan following.

Lyra Sylph Erevan IV

A new human noblewoman from an ancient world of Loud Hedonists. One of Rex Manoo's biggest fans.

Liriak Khron

A true human from KolVor, a peaceful core world devoted to learning. She is a brilliant, but constantly tired pilot. She was hired by Lyra in her quest to seek out and befriend Rex Manoo.

Ket Tunan

A new human shuttle driver from an apocalyptic world of factionalized biologists. He wound up involved in the gang's previous adventures and who is just along for the ride.

Highlights

Our heroes are eating in a space diner on a spaceport on a lonely moon. They have been there for some time while their ship was undergoing extensive repairs. They didn't have the cash to repair their ship themselves, so they borrowed money from a Very Nice Lady.

An orange-haired gentleman with an eyepatch saunters into the diner and introduces himself as a business associate of the lady. He says that, in return for the ship repairs, the heroes will take a shipment to Algo X.

PLAYERS: What's in the shipment.

GENTLEMAN: You don't need to know that!

They eventually agree. The gentleman departs.

KET: I *think* that man was a *criminal!*

LIRIAK: Really?

Meanwhile, Rex goes over to the spaceport kiosk to get some additional provisions.

REX: I think I'm gonna buy some handcuffs.

LYRA: Oooh, ReeeEEEEeex. I didn't think you were into that.

REX: Oh. Uh. I also buy some throwing weapons.

ME: You get three kunai in clamshell wrapping. They're a genuine "SPACE NINJA" product. The mascot is a ninja in a space helmet.

The heroes get into space. They are pursued by three mysterious ships, which they manage to elude thanks to Liriak's skillful piloting. Once they're sure that they've lost their new friends, Rex decides to open the box. 

ME: You see a robotic arm coming out of the box. It is currently grabbing Rex Manoo by the throat and lifting him off the floor.

REX: Aargh! Gurgle!

A fight ensues! Lyra fries some of its circuitry with her stun pistol and makes it drop Rex. Liriak attunes to the Source, gives herself incredible strength, and tears the robot's arm off. Rex decides *not* to throw a grenade and instead shoots it with his blaster rifle. Ket gets in a couple of good whacks with his powered wrench!

During the battle, Rex's player loses connectivity with Discord!

REX: I'm back, did I miss anything?

ME: I don't think so, no.

REX: Okay. The robot that I shot. Is it still a problem?

ME: Thankfully, no. However, it seems as though the other pair of mechanical hands is...

REX: OTHER pair of mechanical hands?!

ME: Okay, so you did miss something


Friday, June 29, 2018

RPG Character Library: Dungeon ADVENTURE! 2!

Quite a while ago, I began participating in an experiment during a very dry period in my creative life. The experiment was as follows: Go through the RPGs you own and make characters for each one.

This proved to be an interesting process, as it got me to painstakingly go through many of the systems that I owned. Making some of these characters revealed hidden gems, while others made me want to set things on fire. Because I am only an infrequent blogger at best (partly because "easily distracted" partly because "the writing style of my blog posts makes it seem like I have neurological processing issues") the grand majority of this blog is taken up with character portraits for games I will likely never run or play.

Early on in the process, I made characters for my trunked (to use an author term) game, Dungeon ADVENTURE! Inspired by Joe, of Monkeyden Games, I made a character with the earliest version of the rules I could find, and the same (or similar) character made using the latest iteration of the rules to that date. You can re-read the thrilling saga here.

Looking over the many, many iterations of rules for Dungeon ADVENTURE!, in preparation for making that post, caused a long dormant machine in the back of my brain to come chugging back to life. I realized that I had lost sight of the original appeal of the game--that being that it was streamlined, straightforward, and easy to make characters for. I also realized that there was nothing stopping me from going back through all the different versions of the rules, picking out the bits that actually worked, and cobbling them together into a new, better version of the game.

Which I did!

Earlier this year, I had Joe Blomquist design me a nice cover (featuring art by John Forish and Josh McGaw), formatted my Word document, inserted a bunch of appropriate clip art images, and published the current version of Dungeon ADVENTURE! thanks to the fine folks (and machines) at Lulu. Shortly thereafter, I was inspired to write more for the game, first a module, then a setting guide. If I can keep up this pace, I will have quite the line of products soon.

I'll probably be talking a lot more about the ins and outs of the Dungeon ADVENTURE! game, as well as details of its rapidly growing campaign world, in future updates. For right now, I though I'd circle back around to the beginning and make a character using the current version of the game.

Making a Character

The game has six stats, most of which should be familiar to people experienced with role-playing games. The stats, as well as what they do, are as follows.

Strength: How strong you are. Determines the types of armor and weapons you can use.
Agility: How dexterous you are. Determines the types of weapons you can use.
Mind: How smart you are. Important for wielding the eldritch powers of Sorcery.
Combat: How well you attack and evade in combat. Dump stat for the thinky characters.
Charisma: How likable you are and how commanding your presence is.
Health: How hardy you are. Double this stat to determine your Life Points (HP).

All stats are determined by a random roll of 2d6. Roll six times and place the results where you want them. I get the following results: 4, 7, 3, 8, 3, 10. Sub-par, but I feel like I can work with them. I also wonder if maybe there ought to be a new rule where players can roll 3d6 for each stat and drop the lowest.

No, no, Geoff. The game is already published. Move along, move along.

Next up, I have to determine my character's Kindred and his Class. I have decided to make this character as similar as I can to the characters that I made with the earlier versions of Dungeon ADVENTURE!, so, to that end, I decide that my character is a human sorcerer.

Each Kindred species gets bonuses to two stats and bonuses to three skills. Humans, being the most diverse, get +1 Combat, +1 to another stat, and +1 in any three skills of their choice. I put the other stat bonus in my Mind, because the Mind stat is of paramount importance to a sorcerer.

Each Class starts with some benefits, a +1 bonus to three skills, and a special ability at first level. As characters rise in level, they will gain access to additional abilities. My character gains a scene spell slot (I'll explain this in a minute), access to a school of Sorcery, and gains +1 Life Point at 3rd level and every other level thereafter. He also gets +1 to the Resist Magic, Lore (Any One), and Sorcery (Any One) skills. A sorcerer's first level ability is the gift of The Sight, which allows me to detect magic on people and objects if I make a successful Mind roll.

The next thing I must do is pick skills. I start out with the skills provided by my Kindred and Class, and also get 5 skill points to buy skills. Skills have multiple ranks, and each rank in a skill costs one skill point. I could dump all five of my points into one skill, split them evenly between five skills, or spend them however I want. Certain skills have (Any One) listed in their description, which means I have to specialize, so I also do that now. I decide that my character can cast Aquamancy spells, and that he knows the lore of Sorcery itself.

We're moving right along! The last thing I have to do before character creation is complete is buy equipment. I get (2d6+6)x10 gold to buy my starting equipment. I roll and get 120 gold, which is a nice cache of coin. I note that my character is agile but weak, which limits his weapon choices severely. I also note that heavy armor will not only impede my ability to pass Agility rolls, but it will also hamper my spell casting ability. I decide to go with the lightest possible armor, affording me nominal protection, a buckler, a sling, and a bit of basic equipment, which leaves me with 56 gold.

I could end it here, but before I do, I want to take a moment to discuss how magic works in Dungeon ADVENTURE! Is that self-aggrandizing? Yes! But so is the rest of this post. So...

Sorcery

The game has no spell lists. You are allowed to do just about anything--a) that you like b) within reason--with any of the spell schools you know. My character knows Aquamancy, so he can perform just about any sort of magic that he wants, so long as it involves water or ice.

He has a few limits to his powers, however. He can't do damage/restore Life Points with any spell more than 1d6 + half his skill rank. He also cannot buff or debuff stats, skills, or armor any more than half his skill rank. For my character, that means he gets 1d6+2 and + or -2 respectively.

He also has to determine the range of the spell when he casts it. He can target himself or one other person within 50' x his rank (200') at no penalty. He can attempt to cast a spell with a 10' radius AOE centered on himself at a -2 to his casting roll, or he may cast a ranged spell that has a 10' radius of effect at a -4 to his casting roll.

Lastly, and most importantly, he is limited to the number of spells that he can cast at a time. Spells have two duration in Dungeon ADVENTURE!: Instantaneous and Scene. Instantaneous spells take effect and then dissipate, having accomplished their effect. Scene spells remain in effect for the duration of the scene (or if the target breaks line of sight with the caster, goes out of the caster's range, or if the caster is rendered unconscious).

My character has one scene spell slot, which means that he can have one Scene spell active at a time, though he can also cast one Instantaneous spell each round. If he tries to cast a new Scene spell, the first one immediately stops working. Worry not, though, because my character will gain additional scene spell slots as he rises in level.

The Completed Character

With all that being said, here's my character, ready for adventures in dungeons, or elsewhere!

Navino the Blue, a Level 1 Human Sorcerer
Strength
3
Skills
Awareness 2
Lore (Sorcery) 1
Resist Magic 1
Sorcery (Aquamancy) 4
Stealth 2
Survival (Coastal) 1
Agility
8
Mind
11
Combat
4
Charisma
7
Health
4
Life Points
8
Benefits and Abilities
One Scene Spell Slot
The Sight (detect magic on a Mind roll)
Magic Notes
Damage and Healing: 1d6+2
Modify Stats/Skills/AP: 2
Range 200’

Equipment
Leather Armor 1 AP 20 gold
Buckler +1 Combat 10 gold
Sling (150’ +1 DB) 5 gold
Bullets (20) 2 gold
Basic Adventurer’s Kit 12 gold
Writing Kit 8 gold
Parchment (5) 1 gold
Bedroll 6 gold

56 gold remaining.

Tuesday, July 11, 2017

Burgundar: The Musical

I play Enoch, a gravedigger, at the Mystwood LARP. Mystwood takes place at two sites: The Keep, in Jefferson, ME, and Burgundar, in Harrison, ME.

Lately, in Burgundar, the town has been beset by a vile Chaos demon named Old Grom. As Grom is wonderfully played, delightfully scene-chewy, and possessed of a somewhat generic appearance (an old man in a black cloak and an eyepatch), he has started to get blamed for things he hasn't even done.

This amused me so much that I wrote a song about it. Here it is.

NOTE: I am not a musician or a poet. I don't know the tune to this song, or if one could even be crafted for it. I doubt that it will scan. Please be gentle. Also, this will likely make sense only to about 40 people, but I hope the conceit is amusing enough that people conversant with the fantasy genre will also enjoy it.


Thursday, March 2, 2017

The Misadventures of Mr. Foppish, Rabbit Extraordinaire

I've written a lot of LARP lore and in-game documentation in my time. I'd like to think that they're all reasonably good and interesting, but some of them are definitely better than others. Only a handful have made it into my favorites pile, however.

This is one such piece of lore. It's a series of several BGAs (between game actions), in which a player read several different chapters of The Misadventures of Mr. Foppish. Ostensibly a children's book, it can actually teach the reader advanced Viramancy (disease magic), if they know what they're doing and read between the lines. What follows are the silly stories I wrote--the special skills that the player could learn are in another document, to which I do not have access.

You can see that I got increasingly into writing the stories as I went along...


NB: The stories have been slightly edited for punctuation, spelling, and grammar, and also to pad out the running hat gag to it's natural conclusion.


BGA: Reading the Misadventures of Mr. Foppish

On the surface, this book is merely a collection of whimsical tales centering on the adventures of one Aloysius X. Foppish, Esq., a lepus of considerable means. The tales are simplistic, but engagingly written and entertaining. Much of the action revolves around the titular character’s preening self-importance and vanity, and how those character flaws tend to get him into a great deal of mischief. Fortunately for Mr. Foppish, he is surrounded by a number of animal friends of sturdier personality, who frequently assist him when his schemes come to their ill-conceived ends.

To the trained eye, the book is much more than a series of amusing anecdotes about a rabbit squire. Woven deftly into the text are instructions on techniques of advanced Viramancy. The first story, “Rompknoll’s Banquet,” provides a lesson on one such technique, which appears to be the basis upon which most of the subtler aspects of the Viramancer’s art are based.

At the beginning of the story, much is made of the strong bonds between Mr. Foppish and his rabbit friends. The author writes that Foppish and his cohorts have even developed a series of secret signs such that they can easily identify and communicate with one another.

This proves to be the key point upon which the story hinges. Rompknoll (depicted in one of the book’s many lavish illustrations as a cloaked and hooded badger), playing to Mr. Foppish’s considerable ego, tricks the squire into gambling away the rights to his estate. Mr. Foppish, cast into exile from his familial lands, can only watch in horror as Rompknoll moves into his posh warren and invites all manner of sycophantic hangers-on to celebrate in a decadent (and inheritance-annihilating) masked banquet.

Mr. Foppish, the reader learns, is not particularly clever. He does, however, have a number of friends who are clever. By means of his friends' secret signs (as described previously), he is able to locate and communicate with his loyal companions and infiltrate the masquerade party. Thanks to the strength of the bonds with his friends, the level-headed thinking of the fetching Ms. Stoat, the sacrifice of Mr. Foppish's favorite hat, and the timely inversion of a soup tureen, Mr. Foppish drives out the ne’er do wells, punishes the wicked Rompknoll, and reclaims his ancestral home.

BGA: Reading The Adventures of Mr Foppish, Rabbit Extraordinaire

The saga of Aloysius X. Foppish, lepus of means, continues in the second story, "the Kapelo of Kendello." The story opens on the eve of a most excellent party, hosted by one Mr. Vole, whose wealth and taste rivals those of our hero. Everyone who is everyone has gotten an invitation to the soiree, and all are expected to wear their very best.

Mr. Foppish, consumed by vanity, wants to wear something so fantastically fashionable that it will put the haberdashery of all the other party-goers to shame. After trying on everything in his considerable wardrobe, and visiting more than a half-dozen tailors, Mr. Foppish despairs of finding anything suitable. That is, until an owl apprentice-tailor of unsavory disposition reveals to our hero the location of the Kapelo of Kendello.

The Kapelo is described as a hat of singular appearance. The lavish illustration that accompanies the story depicts it as being utterly festooned with feathers, bells, gemstones, fans, lace, crenelations, and buttresses. It is locked away, of course, in the ruins of an old weasel warren. Mr. Foppish's quest to acquire the hat for his party costume takes him across muddy rivers and through thorny hedges, causes the absolute destruction of his second-favorite hat, and lasts a full eight pages.

Mr. Foppish emerges with the Kapelo squashed firmly down on his aristocratic pate. Buoyed up by the opulence and uniqueness of his new accouterments, he hopes to be quite the sensation at Mr. Vole's party. And he is. Alas, far from being the belle of the ball, Mr. Foppish is reduced to a laughingstock--the Kapelo being so hideously ridiculous that the entire populace of the gala is reduced to hysterical fits.

Mr. Foppish's plight is further magnified by the fact that he cannot remove the Kapelo. This is illustrated by means of a humorous drawing, in which the lepus attacks his hat with a fire poker, to no avail. After the laughter has died down, the other party guests seek to help Mr. Foppish with his problem. The levelheaded Ms. Stoat soon discovers that if she offers her own hat to Mr. Foppish, she can remove the Kapelo and put it on her own head.

This leads to a scene reminiscent of a fire brigade, in which the party-goers all line up to exchange hats, passing the Kapelo out across the dance floor, and through the doors to the garden. It comes to rest, at last, on the statue of Mr. Vole's late father, which dominates the garden. Mr. Vole himself must briefly contend with weight of the statue's stone hat, but otherwise, the tale ends on an positive note.

BGA: Reading my bunny book again.

The chronicles of Aloysius X. Foppish, distinguished lepus and squire-about-town, continues in the third story, "Mr. Foppish's Pocket Watch." The eponymous watch is a treasured heirloom of the Foppish family, handed down from father to son for generations, and quite highly prized by the current Mr. Foppish.

The story opens with Mr. Foppish bored of the staid pursuits of polite society. Desirous of action of a rougher and more common fare, he journeys to a tavern down by the wharves that is frequented by a "certain class of individual."Though initially wary of the salt-of-the-earth types that frequent this establishment, Mr. Foppish finds himself quickly accepted into their ranks. Within half a page, Mr. Foppish and a company of weasels are carousing and drinking by the fire.

Talk soon turns to gambling, and Mr. Foppish finds dice pressed into his manicured paw. The steady flow of drink, along with a string of quite improbable luck, puts Mr. Foppish into such high spirits that he bets every bit of wealth in his possession on a final throw of the dice. He loses his wallet, his fine ascot pin, his third-favorite hat, his riding cloak and, of course, the pocket watch. Left completely destitute, and without funds to pay his considerable tab, Mr. Foppish is ejected into the streets post-haste by a pair of badger dock hands.

Mr. Foppish slogs home, only to be discovered on the roadside by the winsome and charming Ms. Stoat. With some wrangling, she coaxes the whole story from him and, infuriated by the cunning of her distant, lowborn cousins, concocts a plan whereby Mr. Foppish might regain his family honor and heirlooms.

After a whirlwind tour of a late-night haberdashery, as well as by a convenient encounter with a troupe of mummers, Ms. Stoat disguises herself and Mr. Foppish as two lowborn weasels of sullen demeanor. This is, of course, much easier for Ms. Stoat than it is for Mr. Foppish, but so long as he keeps his watch cap tight upon his ears, none shall be the wiser.

They return to the dockside tavern and infiltrate the sneak of weasels, finding them still laughing over their easy victory of the foolish young squire. It is here revealed that the weasels have conned Mr. Foppish by cunning use of a pair of loaded dice, which are hollowed out and inhabited by two dormice of the criminal underclass, who, by virtue of a cunning system of pulleys, can make the dice roll however they desire. The two dormice and their dice disguises are illustrated.

This admission so enrages Mr. Foppish that he lets fly with fisticuffs at the rapscallions! A move which, as anyone who knows of the ferocity of weasels can tell you, is extremely ill-advised. His disguise in disarray, himself pinned against the crude, stone hearth, it is only the timely intervention of Ms. Stoat, a lantern, a pair of tin forks, and the noble sacrifice of Mr. Foppish's third-favorite hat that saves the day.

In the aftermath, the squire and his lady friend flee out into the rising dawn, the pocket watch restored to its rightful owner.

BGA: The Misadventures of Mr. Foppish, Rabbit Extraordinaire

The escapades of Aloysius X. Foppish, Esq., a lepus of means, continues in this next tale, entitled, "Madam Stuffley-Ermine's Annual Garden Social and Tea-Tasting Extravaganza." It opens with our eponymous squire boarding a carriage, bound for the party of the year. Seated across from him is a huge and lumpy parcel, enmeshed in canvas and lashed into the carriage with taut cords. As Mr. Foppish urges the coachmouse to greater haste, he gives his parcel a loving pat. This, he is sure, will simply dazzle Madame Stuffley-Ermine and her esteemed guests.

Mr. Foppish arrives fashionably late and begins making the rounds. The author spends a great deal of time describing the exquisite arrangements of flowers, all put together by Madam Stuffley-Ermine and the lesser, unnamed members of the Garden Club. Fully a page is dedicated to the description of the tea-tasting gazebo, with its porcelain pots arranged in such a way that the jets of steam issuing from their spouts fill the air with a complex tannic bouquet.

These florid descriptions are accompanied by a two-page illustration showing the garden grounds, with the gazebo in the center. Two working-class rats dominate the foreground as they haul Mr. Foppish's mysterious package to a central table.

The parcel, Mr. Foppish proudly exclaims, is a rare, succulent plant that grows only in a far-off shard. With thumbs in his lapels, he struts before the heavily laden table, informing a now rapturous crowd that he has spared no research or expense in bringing the wondrous plant to his estate. With a flourish, he slices the restraining cords and whisks off the canvas, to reveal a monstrosity of leaves, tubers, thorns, spines, spires, fruits, barbs, and rhizomes. The crowd oohs and aaahs in appreciation.

Mr. Foppish, lost in the praise of the crowd and his own exposition, swats the body of the strange plant with a proud paw. At the impact, the plant begins to quake and tremble, to such an alarming degree that the now fearful party-goers begin to take cover behind ribbon-covered tables and decorative hedges. Our beloved squire, alas, is oblivious to their retreat, and slaps the plant once more as his speech reaches a crescendo.

At that, the plant detonates, firing volleys of spines and barbs in all directions. Teapots shatter. Flower bulbs explode. Guests scurry to the deeper parts of the garden, while vicious thorns hiss and buzz all around them. Several, alas, find their mark, ruining fine garments and causing any flesh that they penetrate to both swell to hilarious proportions and turn a fetching shade of magenta. Mr. Foppish's fourth-favorite hat meets an ignominious demise, first perforated, then impaled upon the breast of a garden statue.

Whilst cowering tactically beneath the gazebo, Mr. Foppish discovers the hiding place of the fetching Ms. Stoat. The always present-minded Ms. Stoat enlists Mr. Foppish's aid in a daring plan involving a biscuit tray, sugar tongs, a chafing dish, and two heaping fistfuls of Dyrel's Lace. In a climactic, enchantingly-illustrated scene, Mr. Foppish's left arm and right leg are wounded and double in size and the troublesome tuber is reduced to harmless pulp.

In a satisfying denouement, Madam Stuffley-Ermine puts on her most regal airs and, with the help of her dozen amphibian tea-butlers, brews a soothing draught that takes the sting out of even the most embarrassing of the wounds, restoring everyone, including Mr. Foppish, to normal.

The story ends on a sad note, with our favorite lepus banned from all major social gatherings for the next year. As illustrated in a final picture, Mr. Foppish sits at the curb outside of the Stuffley-Ermine estate, riddled hat upon his head, a wreath of ruined flowers crammed down over his shoulders. The lovely Ms. Stoat, immaculately coiffed despite the trouble, offers him a hot cup of tea.

BGA: The Misadventures of Mr. Foppish, Rabbit Extraordinaire

The adventures of Mr. Foppish, our much-beloved squire, conclude in this final tale, entitled, “The Marriage of Mr. Foppish.” Herein we learn that the goodly folk of the town have decided that Mr. Aloysius X. Foppish, Esq., being a single lepus in possession of a good fortune, must be in want of a wife. That such a thing has never occurred to Mr. Foppish proves to be no barrier for the elderly Widow Stellarmole, whose proclivities for matchmaking are known to all and sundry.

Once the Widow Stellarmole has set her sights upon the bachelorhood of Mr. Foppish, there is nothing our poor lepus can do to shake her off the scent. Every garden party turns into a series of interviews with hopeful ladies. Every walk in the park leads to ambush by the Widow, armed with a sachet of headache-inducing perfume and an armload of ladies’ visiting cards. A short trip to a haberdasher’s to claim his newly-blocked, fifth-favorite hat turns into a convoluted chase in which several young ladies, spurred on by the Widow, endeavor to be the first to invite him to the Autumn Ball.

Midway through this chase, which is charmingly illustrated across the bottom of two facing pages, Mr. Foppish happens to bump into the fetching and clever Ms. Stoat. This has the unfortunate effect of scattering her parcels and his hat across the lane, which necessitates a brisk and comedic retrieval in the face of the advancing horde of potential paramours.

The end of the chase finds Mr. Foppish and Ms. Stoat (each wearing the other’s hat) hiding in the stables on his estate. Despite both their heightened emotions, the pair’s mutual respect for one another, and the repeated mention of both the Autumn Ball and Ms. Stoat’s complete availability to attend said Ball, the obvious questions go unasked.

A short time later, we discover Mr. Foppish out on a very careful walk in the early morning hours, the better to avoid the machinations of the Widow Stellarmole. On his sojourn, he happens across the path of a Ms. Larkpeak, a gentlerabbit of bewitching demeanor. He is so entranced by her presence that he spends hours in the park with her, too enchanted to flee at the first sight of a happily sighing Widow Stellarmole.

Several pages are devoted to the courtly romance of Mr. Foppish and his new paramour. A gown for the Autumn Ball is ordered. The social scene is taken by storm. The winsome and cheery Ms. Stoat is by turns less cheery, for she sees something rather untoward in the blossoming relationship. Ms. Larkpeak is not at all kind to Mr. Foppish, frequently upbraiding and mocking him when she thinks no one can hear. Curious, concerned, and driven by emotions hitherto unexplored, Ms. Stoat does some investigating on her dear friend's behalf. She discovers Ms. Larkpeak has taken steps to gain control over Mr. Foppish's finances and holdings. All that remains to seal the deal is for him to take her paw in marriage.

Despite being confronted with these accusations and piles of accompanying evidence, Mr. Foppish seems only too ready to discount the advice of his levelheaded friend. Gravely concerned now, and suspecting the most despicable of sorceries, Ms. Stoat prepares to go to war. Her plan involves nothing less than a peach-colored gown, a diamond hair pin, pretty but extremely comfortable dancing shoes, an invitation to the Autumn Ball, and a pouch containing fine dust that is proof against all enchantments.

Another pair of facing pages is given over to a lavish illustration of the Autumn Ball. Everyone is there in their finery, including the teary-eyed Widow Stellarmole, who has caught the attention of a stammering elder frog. Dominating the picture are the handsome lepus and his paramour, dancing beneath a sky full of strange stars.

After the first dance, our beloved lepus tinkles his knife upon his glass and asks for everyone's attention. He proclaims that, after much thought, he has asked Ms. Larkpeak to join him in matrimony. The guests are agog. The Widow Stellarmole cannot leave off of joyous weeping. Ms. Stoat, pragmatic as always, takes this opportunity to approach the blushing bride-to-be and upend the contents of the pouch upon her head.

The lady vanishes in a puff of smoke, standing revealed as the duplicitous badger Rompknoll! There follows a brief digression, refreshing the reader's memory about the first story in the book, in which the villainous Rompknoll makes his initial appearance. Then, chaos! The villain attempts to flee, widows clutch their hearts and implore the gods to mercy, scandalized guests scream and point, a diamond hair pin is wielded to good effect in a desperate duel, and a young squire of means drinks down several glasses of wine in too-rapid succession.

At the end of the most memorable Autumn Ball in a century, the villain is carted away in chains, leaving the very sheepish Mr. Foppish standing quite close to the blushing and vindicated Ms. Stoat. After a fumbling of courtesy, the two come together for the final dance, a gesture which makes the Widow Stellarmole faint with joy. The book closes on this final scene, with the future of our dear lepus unknown, but decidedly bright.

Thursday, February 16, 2017

Introducing Grey the Mercenary!

I've said this just about everywhere else, so I might as well say it here: I published a novella on Amazon.

It's called A Street Rat of Salagena: A Grey the Mercenary Tale. It's the first in what, I hope, will be a series of novellas featuring the interlinked adventures of a mysterious, bad-ass swordsman who goes by the name of Grey.

In this, the first installment, Grey crosses paths with and helps out an orphan of Salagena, one Suzanna de la Calle. She is on the run from slavers, who are intent on abducting her for some nefarious purpose. Grey helps her to escape and then works with her to get at the roots of a strange conspiracy in Salagena.

You can check it out on Amazon, if you like, by clicking the image below. You can also find it on Kobo! Thanks in advance!


Sunday, February 12, 2017

The RPG Character Library: Uberbeans!

Uberbeans is a rules-light, funny, superhero game made by my friend Josh McGaw. I had a hand it it as well for, as Josh once said, "Geoff took all of the papers and cocktail napkins I had written on, turned the Joshinese into English, and put it in rulebook format."

I even get name dropped in the FAQ at the front of the book. Like so:


So, where did the name Uberbeans come from? The name came from a close friend, Geoff Bottone (of Geoffquest Games). While I can't tell you the particulars of that night until after the trial, let's just say that it was just something funny he said after a rhino chased the strippers out of the auto parts store while we hung from a chandelier. It still cracks me up to this day.
Was that before or after the Muppet flogging at the pee-wee golf pro shop? Hmm. I'm not really sure. It's still kinda fuzzy.
Who was that woman you were with? And why were you in a gorilla costume? Hey, that's it, buddy! You were warned! This interview is over!

The actual game is somewhat less silly, but Josh's love of comic books shines through on every page. Though the system is rather simple, it allows you to make a surprisingly large variety of superheros (and villains), with all the powers and tropes that one can find in many a graphic novel.

I started off without a character concept, but the character I wound up with is actually pretty solid and would probably be a lot of fun to play. Here's a quick overview of the character creation rules and the decisions I made along the way:

Attitude
This is a one or two-word description of the character's worldview and personality. You could be a Boy Scout (like Superman), a Vigilante (like Batman), or a Loner (like...Wolverine, maybe?). I decided to go against my usual inclinations and pick Dirtbag. According to the rules, "Okay, so you're not the friendliest kid on the block, but that's just the way life is. Tough if the rest of society is too busy being polite. You do the things that have to be done, morals be damned."

Attributes
My character has six attributes (Balance, Balls, Beauty, Body, Brains, and Karma). I start out with one point in each and get 9 points to spend however I like. The game uses a roll-under mechanic with a single d6, which means that, if I want to do something, I have to roll under my attribute to succeed. Attributes have a maximum of 5, but certain Uberpowers will allow me to give them pluses (written like Body: 4+). What this means is that I get to roll one die, plus one die for every + next to the attribute, and take the best of the results.

Attributes also give me modifiers to other things, including my secondary attributes (Hit Points, Stun Points, Recovery, Karma Pool, Initiative, Move, Action Pool, Dodge, Base Damage, Spot, and First Impression).

As is typical with point-buy systems, I made a character with balanced stats to start with, tweaking them once the concept gelled in my mind.

Skills
Josh writes, "once I thought that I could create a skill list so complete that even the creators of Rolemaster would be awestruck. However, I have a life."

He has instead decided to go with a short list of general skills. These skills can be given a focus, if you would like, but I don't know that it's necessary. So I could have Athletics 2 or have Athletics (Bocce Ball) 2. I also get the skill Well, Duh!!! at Rank 2.

Well, Duh!!!: Everyday skills that just don't matter to me, such as driving to the supermarket, taking a high school exam, or cooking macaroni and cheese. You may read, write, type, perform first aid, and drive a car, among other trivial things. This cannot be made a specialty.

I wound up leaving the skills for last, because I didn't know what sort of character I was going to make yet. Other than that he was a Dirtbag with balanced stats.

Uber Skills
These are self-taught abilities for heroes and are based off of one of my attributes. I get one to start with. After a lot of thought, I picked Shoot Guns Just Like Bruce Willis, which is based off of my Balance.

I'm a Dirtbag who likes to shoot guns? Maybe I'm a mercenary. Hmm. Interesting!

Uberpowers
This is where it gets fun. I get 5 Uber points to spend on Uberpowers. Some of them are single-purchase, while others are rank-purchase. I was flipping through this section, not sure what to pick, until I spotted the Aqua Man power. "Haha, Aquaman. So lame, right? Wait...no...I'm going to be Aquaman. This'll be great."

After some more flipping back and forth, I picked some powers that gave my character the ability to move and survive underwater, generate a mucous-like slime that covered him like armor, and made his skin (or the slime, probably) toxic, causing damage if he was touched.

It was then that I knew what my character's super name was. I christened him, "The Hagfish."

Equipment
I rounded out my character with some basic weapons and armor. Here's how those things work in Uberbeans.

Armor has variable amounts of Stop and Soak. If you get hit, subtract Stop from the damage. If there's any left over, subtract Soak from the remainder. Stop can be used for every attack, but Soak can only be used until it's gone. Any other damage that gets through Stop and Soak hurts me. My armor regains Soak points when I repair it.

Weapons do a set amount of damage on a hit, which can be modified by skills and Uberpowers. Most weapons also have a special damage type. For example, my pistols do Bleed 2 on a Breach. What that means is that if one of my attacks hits and does damage to my opponent, I get to roll another d6. If I roll 2 or less, my opponent starts to Bleed, losing one hit point per combat turn until they get first aid.

There are some more rules about armor, damage, and vehicles, but none of those things are particularly relevant to my character. So, that being said, here's my character!

Paul Navino “The Hagfish”

Concept: Dirtbag,Ex-Special Forces Mutant, Contract Killer for Hire

Balance
3/+2
Karma Pool
4
Balls
3/+2
Initiative
1d6+1 (+3)
Beauty
1/+1 (0)
Move
4
Body
3/+2
Action Pool
1 (+3) (+4)
Brains
2/+1
Dodge
1 (+1)
Karma
3/+2
Base Damage
2 Stun
Hit Points
6
Spot
1
Stun Points
9
First Impression
1
Recovery
4



Skills and Stuff (17 Skill Points)
Well, Duh: 2
Shoot Pistols: 5 (+2 Damage, +2 Initiative)
Athletics: 3
Pilot: 3
Military: 3
Survival: 3

Uber Skills (1 Point)
Shoot Guns Just Like Bruce Willis (Balance): This skill, inspired by The Man, allows you to use a pistol in each hand without the off-hand penalty and only half the shooting penalties for that situation.

Uberpowers (5 Points)
Armor (1): Generate hideously slimy mucous. +1 Stop, +3 Soak (total with suit: Stop 4, Soak 8)
Aqua Man (1): +5 Initiative, +1 Dodge, +1 Action Pool, Swim 45 MPH, Double Movement (water only)
Amphibious (1): Swim to depths of 250’. +1 Action Pool, +1 Initiative. Remain underwater for 1 hour without air.
Toxic (2): Anyone touching me must make a Body roll or suffer Biohazard 1.

Equipment
Energy-Dispersing Spandex Suit: Normal, Stop 3, Soak 5, -1 damage from all attacks, -1 Beauty
Dual Pistols: Damage 3 (5), Contact N/A, Breach Bleed 2, Ammo Bullets

Saturday, February 11, 2017

Exciting Crossover Event: Part II

With all of these related posts, it's starting to feel a bit like Marvel up in here!

Ahem.

Anyway.

In my previous post, I talked about my design philosophy for Boldly Go, (though, at the time, it was called Velour and Go-Go Boots), and the simple and straightforward stat/skill system I created for the alpha version of the game.

As is often the case with game design, the system described in Part I got tossed out of the window with both hands. The short reason is that I found a way to make the game do what I wanted it to do in a much better way. The significantly longer reason is...this post.

I made up a bunch of sample characters for the game, so that I could quickly run it for my friends, or for random strangers at conventions. These characters have become the "iconics," to use a D&D term, of the game and feature prominently in the rulebook.

The first versions of these characters were...well...they were okay. One of the problems that I noticed was this: With only a handful of stats and skills, there was going to be a lot of overlap between characters. In some ways, this is fine. Remember my example from last time: everyone on the Enterprise knows some Science, but Spock knows the Most Science, and it all works out.

The real trouble came when I started adding advancement rules. The iconic characters don't have to worry about advancement--they'll remain perfectly adequate starting characters from now until we have a soft continuity reboot 43 years from now, featuring more attractive art and better special effects.

Player characters, on the other hand, are going to advance. No matter how few advancement points one gives them, and no matter how rarely they are allowed to advance, players will buy skills. In a game whose skill pool is a very, very tiny pond, that means that all of the characters are going to look pretty samey pretty rapidly.

I want to park that train of thought in the station and get up a full head of steam on a second train of thought. This particular train started because I noticed something else about the TV show that I tried to emulate in the rules--interpersonal ethical conflict.

This is a thing that happens all the time on the show, but which doesn't really feature at all in any of the other Star Trek games. For instance, Spock will say something coldly logical about how people dying is inevitable, but...and then, before he finishes, McCoy jumps in and says terrible things about Spock's ears and/or blood and then demands that the crew SAVE those people, goddamn it, because he's a doctor and that's what you do.

This is one of those things that happens once an episode in The Original Series, and many, many times per episode once we get to The Next Generation, and I desperately wanted to get it into the game.

The rule behind it was easy: Any time something happens that triggers your personal code of ethics, positively or negatively, you get a Drama Point for it (Drama Points are those thingamajiggers in other games that allow you to spend them to alter reality, or improve your rolls, or whatever). If you get into an argument with another player and both of your personal codes fire (such as Your Needs of the Many versus their Still a Doctor, Goddamnit), you both get a Drama Point.

The implementation was much clunkier. Okay, so now we have this new mechanic, so there's this new spot on your character sheet where you list your characters basic ethics. Oh, but I need to have examples, so here's twenty ethical codes that a player can pick from, such as Honest, Compassionate, and all that, plus a brief description of what that means. Then there's the problem of whether or not players can take multiple ethical codes at once, because people are complex, and blaaaaahaaaahahaaa...

It was then that Bob Dunham, secret savior of all games, came swinging in on a vine and said (and this is paraphrased), "I think it would make more sense if you made all of character creation work like the personal code of ethics system works." Then he threw a smoke bomb and vanished. It was hella dramatic.

And thus (he said, in his best Cartoon Network announcer voice), the Traits System was born!

This required a couple of months of rewriting, in which I pulled out the old stats/skills system, along with the personal code of ethics system, and installed a brand spanking new thing that works a bit like this. Your character has X number of traits to start with. Some of those traits are determined by your character's species and occupation, but the others are ones that you get to pick. There's a short list in the book of example traits, but you can come up with pretty much any trait you can think of and add it to your sheet.

Since that all sounds terribly, terribly abstract, let me show you what it looks like in practice. Here's the first of the iconics: Janine Tarian, human security officer.

Species and Occupation Traits
Other Traits
Indomitable, Outside the Box, Warrior Species, Academy Training, Security
Alert to Danger, Cocky, Intimidating, Physically Fit, Weapons Training

One thing to note is that any trait listed in italics is a negative trait (usually), while any trait that's listed normally is a positive trait (usually). Positive traits usually help you, while negative traits usually hinder you, but, depending on the situation, they can flip. You never know what's going to happen.

The way the new version of the rules work is as follows: Any time you try to do something, you may list off any appropriate traits. You get one die for free (as described by one of my players as the, "I am a person doing a thing die"), plus one die for each trait you use. If Janine wanted to shoot someone with her rayser, she might pick Warrior Species, Academy Training, Security, and Weapons Training, giving her a total of 5 dice to roll.

In addition, any time Janine is in a situation where one of her traits forces her to do something or prevents her from doing something she wants to do, she gains a Drama Point. For instance, say she and a fellow officer are sneakily sneaking around a base somewhere when they spot a lone guard. The other officer might insist that they continue sneaking, but Janine is Cocky and knows that she can take this guy. So she steps out from around the corner and tries to hit him with a stun beam. Since that changed her plans, Janine gets a Drama Point.

Let's further say that the fellow officer has the Quite Discreet trait and wants to get through this base without attracting any attention at all. The officer and Janine might have a quick, whispered discussion right before Janine stands up and rayser blasts the guard. Since the fellow officer was trying really hard to be discreet and was trying to prevent Janine from doing anything cocky, they also get a Drama Point.

The nice thing about this system is that players don't just buy more points in a set number of skills. Instead, they get to increase the depth and breadth of their character's personality and knowledge through play. For instance, if your character got taken over by some kind of technological hive mind for a game or two, you might want to give him the Lover of Autonomy trait, or similar. Because traits are mostly picked by the player, and because every player and character is different, that means that no two Boldly Go characters will ever look exactly the same.

But that's more than enough of talking about why my game is awesome and great. Next post, I'll be going back to rolling up characters for other people's games.

Monday, January 30, 2017

Exciting Crossover Event! Part One!

Back when I started pumping out Star Trek characters, I mentioned that, should gumption win out and the stars align, I might feature an EXCITING CROSSOVER EVENT between two big themes on this blog: character creation and Boldly Go!

Oh, looky! That day has arrived!

Those of you who have been following along (and many, many thanks that you have and continue to do so), may have noticed one thing that is common to all of the Star Trek games that I own and have made characters for. They are all extremely fiddly and also have loads and loads (and also loads) of skills.

Boldly Go isn't like that at all, and not because of any conscious decision on my part to run as far away from the other Star Trek RPGs as I possibly could. I didn't wind up looking at any of them until well after I had started working on Boldly Go and had this odd idea to just go back and see if my ideas dovetailed at all with any of the ideas that had been previously published. It turns out that the answer was a big no.

Boldly Go's first system was something I cobbled together after watching about half of The Original Series episodes of Star Trek. I was, maybe, four episodes in when I decided that I might want to write an RPG, based on the show, and so I continued watching with a notebook and pen beside me, so that I could write down anything that was either obvious or repeated that needs to be in the rules.

One of the earliest ones (and a perennial favorite), is the Torn Uniform Rule. To wit: In the event that you suffer damage from an attack, you may instead tear your uniform to ignore the effects of that attack. So, for all of you who have been wondering just how Kirk can fend off Gorn, solid-light holograms of his Academy nemesis, and unruly children without suffering much more than a scratch, now you know!

And, yes, this rule is silly. This is because I am silly, and also because Star Trek can be, has been, and (thank you, CBS) will be silly in future episodes. It's not silly all the time, certainly, but it's not a deadly-serious, hard-SF series all the time in which there are no jokes and weird/surreal things and no laughing. That's one thing that makes my game slightly different from other games that have come before--the acceptance that some things in Star Trek are just goofy, and that that's okay.

The other big thing about my version of the rules, which is what I wanted to talk about here, is that my first version of a Star Trek game had very few stats or skills. In fact, there were exactly five stats, each of which each stat had four associated skills. This made a stat/skill chart that fit nicely on a character sheet and looked a bit like this:

Strength
Dexterity
Mental
Personality
Technical
Athletics
Agility
Culture
Charm
Medicine
HtH Combat
Dodge
Cunning
Intimidate
Pilot
Might
Rng Combat
Intellect
Trick
Repair
Resilience
Stealth
Science
Willpower
Use Tech

Where other games have, say, the Science skill broken down into a dozen different sub-categories (Astrogation, Astrophysics, Geology, etc., etc.), I only have the one skill. Why is that? Two reasons!

  • Reason #1: I hate lists of things so, so very much. The fewer lists I have to deal with, the better.
  • Reason #2: Because, in the show, just about every character knows some science. Spock knows the most, of course (unsurprisingly, his character wold have high scores in both Mental and Science, which would be representative of that knowledge), but Kirk, McCoy, and the others also know some science. 

During character creation, the player gets to assign some points to their stats and some points to their skills. Whenever something happens in the game that requires a skill roll, the player gets a number of d6s equal to stat + skill and rolls them. Any result of 5 or 6 counts as a success.

There's two paths to take at this juncture, and I decided to take the one that resulted in fewer lists. To wit: Rather than say, "here are a dozen different science skills. Spock has high ratings in most of them. Kirk has moderate ratings in, let's say two," I said, "there is one science skill that should properly be pronounced, 'SCIENCE!' Spock's score in it is amazing. Kirk may have one point in it, so he's familiar with science, but not particularly good at it."

Anyone who has played the game recently will look at the above and realize that this isn't actually how Boldly Go works. And that's true! That's because, with the help of Bob Dunham, I came up with an even better idea that makes even more sense in the context of the show.

I'll talk about that...next time!