Tabletop RPG Podcast and Roleplaying Resources

Author: Stan Shinn (Page 57 of 111)

Upcoming Games

Screenshot 2016-06-13 08.49.15Lots of extra gaming in the next month but we’ve yet to finalize a few games. Stay tuned for email RSVPs. Email Stan if you have questions.

  • Imperium One-Shot — Tuesday, July 5 6:30pm (Stan’s House)
  • Star Wars — Thursday, July 7 6:30pm (Stan’s House)
  • Game Blitz Day (was ShinnCon; more below) — Saturday, July 9:
    — 1:30-5:30pm Imperium one-shot
    — 6:30-10:30pm 50F Makeup Game

  • Boot Hill — Tuesday, July 12 6:30pm (Stan or Jeff’s House, Robert = No, Jeff, Chris, Stan = Yes, others TBD)
  • Gaslight Heroes — Saturday, July 14 6:30pm (Stan’s House, Jeff, Stan = Yes)
  • 50 Fathoms — Saturday, July 16 6:30pm (Stan Out of Town; Jeff Hosts?, Jim Bob Out, John a Maybe, Kevin is a Yes)
  • Boot Hill — Tuesday, July 19 6:30pm (Stan or Jeff’s House, Robert out, Chris, Stan = Yes, others TBD)
  • Boot Hill — Tuesday, July 21 6:30pm (Stan or Jeff’s House, Robert out, Chris, Stan = Yes, others TBD)
  • Ragnarok Group — Saturday, July 23 1pm-8:30pm (John or Stan’s House; Jeff out, Robert out)
    — 1-3pm — Lankhmar Part II
    — 3-8:30pm —Boot Hill or Imperium?
  • Gaslight Heroes — Thursday, July 28 6:30pm (Stan’s House; Jeff Out, Robert out)
  • 50 Fathoms (Jeff out, no game?) — Saturday, July 30 6:30pm (Jeff Out, Kevin Out, Robert out)

 

 

Book Reviews: Of Beowulfs and Albino Anti-heroes

My musings on three products I loved from the 70s which had some likely-not-coincidental cross-over use of drug-dependant albinos and sci fi Beowulf references.

Elric of Melniboné

Recently I finished reading ‘Elric of Melniboné’, the first book in the original 6 novel Elric series by Michael Moorcock. Moorcock reads much like Robert E. Howard’s Conan: fast, pulp action, dripping with eldritch wizardry and exotic settings. Elric is the 428th sorcerer-emperor to hold the ruby throne of his kingdom. He is unusually introspective & weak for his race — he is a dependent albino who needs special potions to keep himself alive. He eventually encounters a sentient sword called Stormbringer who give him special strength — but at a cost.

The anti-Tolkien

moorcockSome have said that if Tolkien epitomizes about half of all fantasy literature, Moorcock is the muse for the other half. In contrast to Tolkien’s Christian take on medieval fantasy, Moorcock gives us a worldview dominated by a nihilism unsullied by concepts of good or evil. Chaos and Law are the only points on the moral compass of the land of Melnibone. In contrast to the Lawful Good D&D alignment of Tolkien’s protagonists, Elric is Chaotic Good on his best days, with descent into Chaotic Evil on occasion. (At least, this is how it seems in the first novel; I haven’t read the rest of the series to see how and if Elric evolves).

Elric does speak about Melniboné’s need to change away from its evil bent:

‘I must go away from Melnibone, Cymoril, for a year. What I have learned in recent months has made me want to travel the Young Kingdoms–see how other nations conduct their affairs. For I think Melnibone must change if she is to survive. She could become a great force for good in the world, for she still has much power.’

‘For good?’ Cymoril was surprised and there was a little alarm in her voice, too. ‘Melnibone has never stood for good or for evil, but for herself and the satisfaction of her desires.’

‘I would see that changed.’

The stories are a larger-than-life and hearken back to the Greek classics, in part due to the direct involvement of self-absorbed, Greek-style gods who are apathetic about the plight of humanity. As one blogger writes:

“In Elric of Melnibone you won’t find hundreds of pages of characters delivering monologue, spanking each other, engaging in lengthy introspection on their internal demons, or a description of every leaf color or market smell. What you will find is a fast-paced, action-laden adventure full of sword fights and sorcerous duels. This story embraces the “Sword & Sorcery” genre, whose modern roots were established by Robert E. Howard with creation of Conan, and who in turn derived it from Greek mythology and Tales of the Arabian Nights. The genre name was coined by Fritz Leiber in an exchange with Moorcock, who wanted a name to define the style. As the popularity of Lord of the Rings grew, by the late 80s and early 90s, Epic Fantasy had caused Sword & Sorcery to become a derogatory term. Many current authors of the “dark genre”, like Abercrombie, Lynch, and others owe some of their roots not only to Sword & Sorcery, but also the anti-hero, a character with flaws. Elric was the first character I read about with serious flaws: the weak strength, the subsistence on drugs, and a naivete that would come back to haunt him.” Source

It was a fun read, and I love the action packed writing style that is so richly evocative. The many ‘deals with the devil’ Elric is willing to make in his pursuit of his enemies are a bit dark for my tastes though.

Beowulf Shaeffer, The Other Albino

neutron-starAfter Elric of Melniboné I read ‘Neutron Star’ by Larry Niven. Coincidently, it also stars a drug-dependant albino named Beowulf Shaeffer.

‘Elric of Melniboné’ came out in 1972, but ‘Neutron Star’ had come out back in 1968. I’m not sure which character was first invented, or if either author influenced the other in creating their drug-dependant, albino anti-heroes, but sure seems like a weird coincidence 🙂

‘Neutron Star’ is a great introduction to Niven’s Known Space setting and introduces many key ideas like Known Space, Outsider Hyperdrive, and the Puppeteers. See my recent post for a recommended reading order for the Ringworld and Known Space series.

I’m now re-reading Ringworld, the next book in the series (it’s actually a couple of centuries after Beowulf Shaeffer’s time with other characters). Niven has written dozens of books in the Known Space settings, so there’s lots to read if you like Beowulf Shaeffer and Niven’s style of hard sci fi in the far-future setting.

Free Trader, The Other Beowulf

1977 Classic Traveller Box Cover“This is Free Trader Beowulf, calling anyone…Mayday, Mayday…we are under attack…main drive is gone…turret number one not responding…Mayday…losing cabin pressure fast…calling anyone…please help…This is Free Trader Beowulf…Mayday….”
— From the tabletop RPG Traveller

New Beowulf Shaeffer sci fi stories were coming out from 1968 and in a steady stream throughout the 70s. The books were wildly popular. Then in 1977, the Traveller RPG debuted, with the iconic ‘Free Trader’ model spaceship name the ‘Beowulf’. Coincidence? Hmmm. In any case, I know that when I bought the game around 1981 and I saw the name ‘Beowulf’ on the box cover, my first thought was of the Larry Niven Beowulf Shaeffer stories. And that was a good thing: I bought the game 🙂

Gaslight Heroes 1st Four Sessions

I’m terribly bad about posting game recaps, but I need to at least do a good job of tracking advancement 🙂ACTION-COMICS-28-

Last week we finished our four game. Our advancement history is as follows:

  • Game One: Minor Milestone
  • Game Two: Minor Milestone
  • Game Three: Major Milestone
  • Game Four: Minor Milestone

I’ll try to create a page with dates and better tracking. For now we just have this blog post.

Advancement Rules

Excerpted from Fate Core:

Minor Milestones

Minor milestones usually occur at the end of a session of play, or when one piece of a story has been resolved.

During a minor milestone, you can choose to do one (and only one) of the following:

  • Switch the rank values of any two skills, or replace one Average (+1) skill with one that isn’t on your sheet.
  • Change any single stunt for another stunt.
  • Purchase a new stunt, provided you have the refresh to do so. (Remember, you can’t go below 1 refresh.)
  • Rename one character aspect that isn’t your high concept.
  • In addition, you can also rename any moderate consequences you have, so that you can start them on the road to recovery, presuming you have not already done so.

Significant Milestones

Significant milestones usually occur at the end of a scenario or the conclusion of a big plot event (or, when in doubt, at the end of every two or three sessions).

In addition to the benefit of a minor milestone, you also gain both of the following:

  • One additional skill point, which you can spend to buy a new skill at Average (+1) or increase an existing skill by one rank.
  • If you have any severe consequences, you can rename them to begin the recovery process, if you haven’t already.

Major Milestones

A major milestone should only occur when something happens in the campaign that shakes it up a lot—the end of a story arc (or around three scenarios), the death of a main NPC villain, or any other large-scale change that reverberates around your game world.

Achieving a major milestone confers the benefits of a significant milestone and a minor milestone, and all of the following additional options:

  • If you have an extreme consequence, rename it to reflect that you’ve moved past its most debilitating effects. This allows you to take another extreme consequence in the future, if you desire.
  • Take an additional point of refresh, which allows you to immediately buy a new stunt or keep it in order to give yourself more fate points at the beginning of a session.
  • Advance a skill beyond the campaign’s current skill cap, if you’re able to, thus increasing the skill cap.
    Rename your character’s high concept if you desire.

Skill Columns

During character creation, you organized your skills into a pyramid. You don’t have to stick to that for character advancement.

However, there’s still a limitation you have to deal with, skill columns. This means you can’t have more skills at a certain rank than you have at the rank below it. So if you have three Good columns, you have at least three Average (+1) skills and at least three Fair (+2) skills to support your three Good (+3) skills.

Cinematic RPG Design Diary: Skills

I’m working on a multi-genre original RPG called ‘Cinematic’ that will have traits and skills with an optional stunt system (that you can use or ignore). There will be a Sci Fi implementation of Cinematic called Imperium RPG. First let’s talk about the generic Cinematic RPG core system.

Design-Diary

Stan designing the next version of Cinematic and Imperium RPGs

Two Attributes

Cinematic will work like Cortex Plus, Traveller, and other systems with two attribute that you add together for most checks. In Cinematic, you have 6 Traits: Strength, Dexterity, Endurance, Intelligence, Education, and Social. They work very much like D&D ability scores. You’ll also have up to 40 skills depending on the setting. For most checks you’ll add your trait modifier (which will range from -2 to +2) and your skill rank (which will range from -3 if you’re not trained in a skill, to +3). Total possible ranges based on trait + skill rank would be -5 to +5.

Core Mechanic

The core mechanic is this:

Roll 2d6, add relevant die modifiers (DMs). If you get an 8+ you succeed.

So a character with a Dexterity modifier of +2 and a Shooting (Slug) skill of +1 will get a +3 DM when shooting a slugged weapon like a rifle. They’ll hit on a 5 or better.

Adding Shift to Damage

If you score higher than the target number, the difference is called a Shift. In the above example, the character is shooting their gun, gets a +3 DM from their Dexterity modifier and Shooting (Slug) skill, and rolls a 5 and a 6 on their two dice. Their total score is 14, a Shift of 6 over the target number of 8. The 6 is added to the damage roll.

Skills in Cinematic Settings

Now let’s take a look at the skill system. In the most generic flavor of Cinematic RPG, you have the following skill lists which differ by setting. Some skills have specialties listed after the skill (I’ll explain more about who specialties work in the future). Cinematic will be like Chaosium’s Basic Roleplaying RPG, Fate Core RPG or Margaret Weiss’s Cortex Plus RPG where in most cases you’ll tweak the rules and skill list for each setting.

Basic Skill List

  1. Animals — Handling, Veterinary, Training
  2. Art — Performer, Instrument, Visual Media, Writing [in modern settings add Videography, and in Sci Fi settings add Holography]
  3. Athletics — Dexterity, Endurance, Strength
  4. Boating — Ocean Ships, Personal, Sail [in modern or Sci Fi settings add Submarine]
  5. Carousing
  6. Deception
  7. Diplomat
  8. Gambler
  9. Healing
  10. Investigation
  11. Language — [Setting specific specialties]
  12. Leadership
  13. Melee — Unarmed, Blade, Bludgeon
  14. Navigation
  15. Notice
  16. Persuasion
  17. Profession — [Setting specific specialties; in Sci Fi they are Belter, Biologicals, Civil Engineering, Construction, Hydroponics, Polymers]
  18. Reconnaissance
  19. Shooting — Archaic [Modern setting adds Slug; Sci Fi setting adds Energy]
  20. Sleight of Hand
  21. Stealth
  22. Streetwise
  23. Survival
  24. Tactics — Military, Naval
  25. Trade

Fantasy

In Fantasy settings, we add the following skills:

  1. Arcana
  2. Knowledge — [Setting specific specialties]
  3. Lore
  4. Nature
  5. Religion

Modern

In Modern or Sci Fi settings, we add the following skills:

  1. Admin
  2. Advocate
  3. Aircraft Pilot —  Airship, Rotor, Wing [Some Sci Fi setting add Gravlift, Ornithopter]
  4. Driving — Digger, Track,Wheel  [Some Sci Fi setting add Hovercraft, Walker]
  5. Electronics — Comms, Computers, Remote Ops, Sensors
  6. Engineer — [Some Sci Fi settings add STL, FTL, Life Support, Power]
  7. Explosives
  8. Gunner — Turret [Some Sci Fi setting add Orbital Artillary, Screen, Capital]
  9. Heavy Weapons — Artillery, Man Portable, Vehicle
  10. Mechanic
  11. Science — Archaeology, Astronomy, Biology, Chemistry, Cosmology, Cybernetics, Economics, Genetics, History, Linguistics, Philosophy, Physics, Planetology, Psychology, Robotics [Some Sci Fi setting add Psionology, Xenology]
  12. Steward

Sci Fi

Finally, in Sci Fi settings, we add the following skills:

  1. Astrogation
  2. Spacecraft Pilot — Small Craft, Spacecraft, Capital Ships
  3. Vacc Suit

Skills in Imperium

The Imperium RPG has the following 40 skills:

  1. Admin
  2. Advocate
  3. Aircraft Pilot — Airship, Gravlift, Ornithopter, Rotor, Wing
  4. Animals — Handling, Veterinary, Training
  5. Art — Performer,  Instrument, Videography/Holography, Visual Media, Writing
  6. Astrogation
  7. Athletics — Dexterity, Endurance, Strength
  8. Boating — Ocean Ships, Personal, Sail, Submarine
  9. Carousing
  10. Deception
  11. Diplomat
  12. Driving — Hovercraft, Digger, Track, Walker, Wheel
  13. Electronics — Comms, Computers, Remote Ops, Sensors
  14. Engineer — STL, FTL, Life Support, Power
  15. Explosives
  16. Gambler
  17. Gunner — Turret, Orbital Artillary, Screen, Capital
  18. Healing
  19. Heavy Weapons — Artillery, Man Portable, Vehicle
  20. Investigation
  21. Language — Setting specific language skill specialties
  22. Leadership
  23. Mechanic
  24. Melee — Unarmed, Blade, Bludgeon
  25. Navigation
  26. Notice
  27. Persuasion
  28. Profession — Belter, Biologicals, Civil Engineering, Construction, Hydroponics, Polymers
  29. Reconnaissance
  30. Science — Archaeology, Astronomy, Biology, Chemistry, Cosmology, Cybernetics, Economics, Genetics, History, Linguistics, Philosophy, Physics, Planetology, Psionology, Psychology, Robotics, Xenology
  31. Shooting — Archaic, Energy, Slug
  32. Sleight of Hand
  33. Spacecraft Pilot — Small Craft, Spacecraft, Capital Ships
  34. Stealth
  35. Steward
  36. Streetwise
  37. Survival
  38. Tactics — Military, Naval
  39. Trade
  40. Vacc Suit

[Edit: since I first posted this I removed Jack-of-All-Trades and added in Notice].

That’s it for now. I am working on a MVP (minimum viable product) set of Imperium rules this week which I hope to beta-test on Thursday’s one-shot game. 🙂

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