Tabletop RPG Podcast and Roleplaying Resources

Author: Stan Shinn (Page 53 of 111)

Traveller: Retaking the INS Wolf

On Aug. 4, Mason ran a great game of Traveller, a erstwhile one-shot that will segue into an ongoing ‘B’ campaign he is thinking of running.

It was an amazing game! We used 15mm miniatures and a ship map sized to 15mm scale. We also used some transparent templates which proved very useful for blast and movement measuring.

2016-08-04 22.17.25
Rebels had stolen the INS (Imperial Navy Ship) Wolf and Orion. Our mission was to retake the Wolf.

Combat rounds were fast and furiuos — averaging about 6 minutes per combat round. We did discover that combat armor makes you nearly invincible if you only have laser carbines attacking. We’ll need to rethink our strategy (maybe using laser rifles with backpacks or something else) for any future battles with this amazingly tough armor! Our fight with Combat Armored opponents lasted 13 rounds and about an hour and 20 minutes. During that time we had tons of action though — folks diving for cover, using smoke grenades, multiple grappling attempts, knocking weapons out of hands, recovering weapons, throwing people around, hacking doors, intimidation and carousing, and negotiating with rebels who had started a self-destruct mechanism. It was great fun!

My favorite moments:

  • John giving a long time speech describing his verbal intimidation attempts to get an opponent to stand down, only to realize he was a -3 (untrained) for intimidation, then suddenly switching to his carousing skill: “Hey, on second thoughts, how about we stand down and grab a beer?”
  • Stan having a Vacc Suit hyperventilation episode from character generation, then realizing that we had a big EVA to get to the target ship. Lots of hyperventilation roleplaying, exacerbated by failing multiple Vacc Suit rolls and nearly missing the target ship altogether.

2016-08-04 22.17.26

— Stan

2d20 Conan Game Shows Promise for Star Trek Adventures

I was run down today due to allergies so Mason offered to run a one-shot of the Conan 2d20 system. I was particularly interested to see how the 2d20 system played. My assumptions about the game from a read through (see my prior post) turned out to be more or less correct. I was a bit nervous that the damage calculations (which use a dice pool system similar to Mouseguard, Lady Blackbird, WEG d6 and others) would be slow or awkward, but after a couple of combat rounds it was really fast. We had only two players and faced 3 opponents in each combat, but combat rounds averages < 10 minutes per round even with our rules lookups (which were many).

I loved this system! Mason is a great GM. I am now VERY excited about the Star Wars game as this will be an excellent system choice I think!

conan

5e Adventures in Middle-earth Player’s Guide

New details came out today on the 5e Adventures in Middle-earth Player’s Guide which is coming our way in the weeks ahead. D&D + Middle-earth is like peanut-butter and chocolate, a combinations I’ve wanted for years!

Read more here:
http://cubicle7.co.uk/ogl-omg-adventures-in-middle-earth-coming-soon/

Here’s what’s going to be in the Adventures in Middle-earth Player’s Guide:
• 11 Middle-earth specific playable Cultures
• 6 New and unique Classes
• 13 New Backgrounds custom-made for Middle-earth
• Middle-earth appropriate arms and armour
• Unique Journey rules
• New rules for Corruption
• New Audience rules
• The Fellowship Phase
• Middle-earth maps (as the end papers) for Players and Loremasters

No doubt a Loremaster’s guide and other products will be announced soon (I’m thinking during GenCon).

Adventures in Middle-earth front cover800

‘Adventures in Middle-Earth’ Coming October

Based on Game Trade Magazine #198’s product listing that dropped probably earlier than Cubicle 7 had anticipated, it appears that the upcoming Cubicle 7 D&D version of The One Ring will be called ‘Adventures in Middle-Earth’ and will ship in October. My guess is announcements will be made at GenCon with more details and cover-art previews for this product line. I’m excited!
merp

Star Trek Adventures 2d20 Review Based on Quickstart Read-through

sta-tng-1_origIn anticipation of the Star Trek Adventures RPG from Modiphius, I downloaded and read both the Infinity and Conan Quickstart PDFs from Modiphius to get a sense of how the 2d20 mechanics work. I’ll post more after I actually get to run and play in 2d20 games, but I’ve got some thoughts after a read-through that I wanted to post (mostly based on the Conan RPG version).

First off, I’m IMMENSELY excited about the 2d20 mechanics of the upcoming Star Trek Adventures RPG. The closest game I can compare it to is Star Wars: Edge of the Empire, which is not surprising since game design Jay Little designed them both.

One caveat: all the 2d20 mechanics below are subject to change based on how Modiphius implements 2d20 for Star Trek.

Here’s a quick summary of the system from Modiphius:

The 2d20 system is a dynamic, narrative system, designed to produce varied and interesting results from dramatic and action-packed situations. Characters roll two d20s, attempting to roll as low as possible on each one – the more dice that roll low, the more successes the character scores.

Tasks will require one or more successes to be successful, and any successes scored beyond that minimum become Momentum, which can be spent to achieve a variety of advantageous effects. However, this can come at a cost: characters who wish to succeed can push their luck, rolling extra d20s to boost their chances of success and the Momentum they generate. However, each extra d20 comes from the character’s resources – such as stocks of arrows – or adds to a pool of Doom that represents all the things that can go wrong in an adventure, which the GM can spend to complicate adventures and scenarios and make the characters’ lives interesting.

The game has a nice ‘best of’ approach that incorporates mechanics seen in traditional games like D&D & Traveller, while also pulling in nice modern innovations from story games like Fate and Cortex Plus. I’ll list out some key mechanics and point out the game systems were I’ve previously seen the game mechanics.

Attributes & Skills. 2d20 has 7 attributes (similar to D&D and Traveller which have 6-7). To this you add your Skill Expertise, which sets your target number for success. Very familiar and proven.

Armor and Courage can soak damage. I like that extra ‘soaking’ step which I first say in Chaosium’s Stormbringer RPG from the 80s.

There are two Stress tracks (Vigor and Resolve) which spill over to 2 Harm tracks which roughly feel like Fate’s Physical and Mental stress/consequences mechanic.

Talents equate to Stunts or Feats and I expect will feel like Edge of the Empire’s Talent Trees.

There are three spendable point systems.

Fortune Points feel like a nice mashup of Savage Worlds bennies (awarded for cool or entertaining roleplaying) and Fate Points (spending for things which include minor narrative declarations).

Momentum and Doom are player and GM facing token pools which have an economy — players and the GM make choices which effect both pools. Feels a lot like the Star Wars: Edge of the Empire Force Points with points flowing from player to the GM.

In general I find token-based games cool in that I can use themed tokens to accessorize the game and increase the flavor of the genre at the table.

Turn order is akin to Cortex Plus in what some people call Popcorn Initiative. Players always go first but choose among themselves who goes in what order. GM characters go last unless they spend Doom points to interrupt and go earlier. I like that style; works great to encourage team-ups and group strategy while reducing time to deal cards or roll dice to determine turn order.

Battlemats are semi-abstracted and use Fate’s notion of Zones with a bit of 13th Age Engaged/Near/Far mechanics to quickly determine ranges and movement without counting squares. Will be curious to see if Star Trek Adventures keeps this approach given they have promised terrain tiles in their product line.

Important to me is that the 2d20 system uses d20 and d6 dice only, and doesn’t rely on color (I’m color blind; this was a show-stopper for me running Edge of the Empire which I otherwise found to be a fantastic system).

Rolling low is better, and a 20 on a d20 means something bad happens. I love this mechanic from Edge of the Empire as it really drives story in a way few other games can.

Lastly, the core thing which marks this system (for good or ill) is that it, like Star Wars: Edge of the Empire or Firefly: Cortex Plus, Star Trek Adventures promises to be a Story Game system which has back-end crunch to keep players engaged as they level up and play over the long run. Unlike story games like Fate which feel lacking after a dozen or so games to those players who feel the need to constantly level and get mechanical improvement, 2d20 promises to have enough fiddly bits to keep power and tactical games engaged for the long haul.

The downside is that it’s not a straightforward and simple as a game like Fate. I predict Star Trek Adventures will be overly crunchy for one-shots or short mini-campaigns. What it will be a good fit for are long term games which have the story game core game flow while keeping the ‘game’ part of the campaign constantly interesting and growing.

I therefore expect Star Trek Adventures will be great for multi-year play, but overkill for one-shots.

In conclusion, I’m excited! Looking forward to the beta test and organized play.

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