If you're new here: This whole A to Z blogging lark was supposed to take place during April. Well, that didn't work for me, so I'm doing it now.
Our subject is using the old SPI wargame Freedom in the Galaxy as the basis for a roleplaying game, using the Chaosium's old Worlds of Wonder boxed set as the basic rules.
What I'm doing with the A to Z is exploring different aspects of this project as I work on them. This is all a work-in-progress, but I'm confident it'll lead to somethign cool.
As always, comments are invited.
J is for Just Do It!
Sure, I know it's a sports slogan, but it applies to the rest of the world as well.
I presented some rules for Hyperspace the other day. These rules don't quite fit into the overall scheme of BRP.
To which I have to say: So what?
It's my game and I'll do what I like. It may not be popular. It may not be optimum. It may not be 'correct'.
Did Dave Arneson worry about such things when he created the dungeon crawl (and with it, the role playing game)? He did not! He just worried about whether it was right. (Or, more accurately, he knew that it was right.)
When he learned about this nifty new form of gaming, did Gary Gygax worry about if things were perfect? Anybody who has read the original D&D knows he didn't. He just wanted people to play games and have fun.
And that's what I want.
My game may be crude, it may be crufty. I may have to pause to make a call, or to look something up. But that's okay. That's how creation works.
And the next time, it'll go smoother.
And the time after that, smoother still.
Until I have a game I can roll out at a moment's notice. And that would be pretty cool.
Incidentally, if you're local to the Twin Cities and want to get in on this, I'm planning on rolling this out sometime in the later part of May or early June. Haven't nailed it down yet, but I do know that giving myself a deadline can make things happen that otherwise would not.
Just sayin', is all.
Saturday, April 30, 2011
Friday, April 29, 2011
I is for Intelligence
If you're new here: This whole A to Z blogging lark was supposed to take place during April. Well, that didn't work for me, so I'm doing it now.
Our subject is using the old SPI wargame Freedom in the Galaxy as the basis for a roleplaying game, using the Chaosium's old Worlds of Wonder boxed set as the basic rules.
What I'm doing with the A to Z is exploring different aspects of this project as I work on them. This is all a work-in-progress, but I'm confident it'll lead to something cool.
As always, comments are invited.
Not the attribute, not the level of smarts among the players, I'm talking about intelligence in the military sense. (And yes, I know, "military intelligence" is an oxymoron, like jumbo shrimp. There, that's out of the way.)
When I start my game, I'll give the players a mission and let them carry it out.
But after that? I'm going to let them decide.
And how, you may ask, will they decide? Well, they'll have to find out some things, won't they?
That's what Military Intelligence is all about. Finding out where the enemy is, and what he's capable of, and what he plans to do.
History is rife with examples of epic failures of military intelligence. Pearl Harbor. The Battle of the Bulge. These are strategic surprises that proved devastating.
There are lesser examples; the panzer divisions at Arnhem on the eve of Operation Market Garden. The presence of American carrier groups northeast of Midway Island (a failure for the Japanese).
Which brings up a point: Every intelligence failure for one side is an intelligence success for their enemy.
It was US codebreakers who broke many of the Japanese codes, allowing us to figure out that they were going to attack Midway. Without that, we might have gotten smeared yet again. Because of that, we knew that Yamamoto was going to be traveling in a Mitsubishi "Betty" on 17 April 1943 -- and we sent up a flight of P-38s to shoot him down.
Finding stuff out that the enemy doesn't want you to know is fun. And games are supposed to be fun. (I think TSR's Top Secret was a great game -- and it'd have been even better received if it had included a Raise Dead spell of some sort, and not just the fortune and fame points it had.) I was really happy to see that there was a "Gather Intelligence" mission -- but that was just for finding out Planetary Secrets (about which more in a future post).
So this is one of the kinds of things I'll have my players do in my game (unless they decide they hate it, in which case I'll abandon the plan -- I'm not married to it; I just think it'll be fun). Either way, it'll happen -- whether by the players or by NPCs.
(And NPC Intel summaries would give me even more chances to put obstacles in the path of the players...)
So Intelligence can be your friend. But some friends are less than helpful...
Our subject is using the old SPI wargame Freedom in the Galaxy as the basis for a roleplaying game, using the Chaosium's old Worlds of Wonder boxed set as the basic rules.
What I'm doing with the A to Z is exploring different aspects of this project as I work on them. This is all a work-in-progress, but I'm confident it'll lead to something cool.
As always, comments are invited.
Not the attribute, not the level of smarts among the players, I'm talking about intelligence in the military sense. (And yes, I know, "military intelligence" is an oxymoron, like jumbo shrimp. There, that's out of the way.)
When I start my game, I'll give the players a mission and let them carry it out.
But after that? I'm going to let them decide.
And how, you may ask, will they decide? Well, they'll have to find out some things, won't they?
That's what Military Intelligence is all about. Finding out where the enemy is, and what he's capable of, and what he plans to do.
History is rife with examples of epic failures of military intelligence. Pearl Harbor. The Battle of the Bulge. These are strategic surprises that proved devastating.
There are lesser examples; the panzer divisions at Arnhem on the eve of Operation Market Garden. The presence of American carrier groups northeast of Midway Island (a failure for the Japanese).
Which brings up a point: Every intelligence failure for one side is an intelligence success for their enemy.
It was US codebreakers who broke many of the Japanese codes, allowing us to figure out that they were going to attack Midway. Without that, we might have gotten smeared yet again. Because of that, we knew that Yamamoto was going to be traveling in a Mitsubishi "Betty" on 17 April 1943 -- and we sent up a flight of P-38s to shoot him down.
Finding stuff out that the enemy doesn't want you to know is fun. And games are supposed to be fun. (I think TSR's Top Secret was a great game -- and it'd have been even better received if it had included a Raise Dead spell of some sort, and not just the fortune and fame points it had.) I was really happy to see that there was a "Gather Intelligence" mission -- but that was just for finding out Planetary Secrets (about which more in a future post).
So this is one of the kinds of things I'll have my players do in my game (unless they decide they hate it, in which case I'll abandon the plan -- I'm not married to it; I just think it'll be fun). Either way, it'll happen -- whether by the players or by NPCs.
(And NPC Intel summaries would give me even more chances to put obstacles in the path of the players...)
So Intelligence can be your friend. But some friends are less than helpful...
Thursday, April 28, 2011
H is for Hyperspace
If you're new here: This whole A to Z blogging lark was supposed to take place during April. Well, that didn't work for me, so I'm doing it now.
Our subject is using the old SPI wargame Freedom in the Galaxy as the basis for a roleplaying game, using the Chaosium's old Worlds of Wonder boxed set as the basic rules.
What I'm doing with the A to Z is exploring different aspects of this project as I work on them. This is all a work-in-progress, but I'm confident it'll lead to somethign cool.
As always, comments are invited.
Certainly there's no other way to venture from star to star in a proper science fiction setting than hyperspace! (Sure, there's warp drive if you want to do Star Trek, but we're doing Star Wars!)
The basic rule is this: The farther you jump, the more dangerous.
Ships can end up either:
* At their destination (orbit),
* Adrift in the destination system (drift 1), or
* Lost in space, attempting to get their bearings (drift 2).
Which result you get depends on the navigation characteristic of the character involved and the distance (on the map) of the jump.
It seems to me that this would be easy to simulate in BRP.
1) Assign a Navigation skill to the player depending on the characteristic of the character.
2) Assign a difficulty (1-20) based on the distance jumped.
3) Have the character roll on the Resistance table; success indicates a successful jump. Failure results in Drift; catastrophic failure gives Drift 2. (And getting back from a Drift 2 situation could be an adventure in itself! Or not.)
Okay, I just checked my book and find that there isn't a catastrophic failure on a Resistance Table roll. That's okay. I can add one, just for Hyperspace navigation! Take 10% of the value needed; if the roll is failed in that top 10%, it's a Drift 2. If it's a normal failure, it's a Drift 1.
Example: Professor Mareg has a Navigation of 2. For a jump of distance 1, he'd automatically succeed. For a jump of distance 2 or greater, he'd need to roll.
How to make this work?
Okay, the Navigation skill would be a number (like a stat) from 1-20. Let's say 4 times the actual value, so in this case he'd have an 8. (The character with the highest value has a 5, so that would be 20 and still fit neatly on the resistance table.)
That's the active value. How about the resistant?
Let's go with a conversion of 3. So a jump of distance 1 would be 3, 2 would be 6 and so on.
So, Professor Mareg, making a jump of 2 would have a factor of 8 versus a factor of 6, giving him a 60% chance of success. Since there's only a 40% chance of failure, he'd need 4% (or 97-00) to get a drift 2 result. (Unless his navigation equipment was sabotaged...)
I can live with that.
Our subject is using the old SPI wargame Freedom in the Galaxy as the basis for a roleplaying game, using the Chaosium's old Worlds of Wonder boxed set as the basic rules.
What I'm doing with the A to Z is exploring different aspects of this project as I work on them. This is all a work-in-progress, but I'm confident it'll lead to somethign cool.
As always, comments are invited.
Certainly there's no other way to venture from star to star in a proper science fiction setting than hyperspace! (Sure, there's warp drive if you want to do Star Trek, but we're doing Star Wars!)
The basic rule is this: The farther you jump, the more dangerous.
Ships can end up either:
* At their destination (orbit),
* Adrift in the destination system (drift 1), or
* Lost in space, attempting to get their bearings (drift 2).
Which result you get depends on the navigation characteristic of the character involved and the distance (on the map) of the jump.
It seems to me that this would be easy to simulate in BRP.
1) Assign a Navigation skill to the player depending on the characteristic of the character.
2) Assign a difficulty (1-20) based on the distance jumped.
3) Have the character roll on the Resistance table; success indicates a successful jump. Failure results in Drift; catastrophic failure gives Drift 2. (And getting back from a Drift 2 situation could be an adventure in itself! Or not.)
Okay, I just checked my book and find that there isn't a catastrophic failure on a Resistance Table roll. That's okay. I can add one, just for Hyperspace navigation! Take 10% of the value needed; if the roll is failed in that top 10%, it's a Drift 2. If it's a normal failure, it's a Drift 1.
Example: Professor Mareg has a Navigation of 2. For a jump of distance 1, he'd automatically succeed. For a jump of distance 2 or greater, he'd need to roll.
How to make this work?
Okay, the Navigation skill would be a number (like a stat) from 1-20. Let's say 4 times the actual value, so in this case he'd have an 8. (The character with the highest value has a 5, so that would be 20 and still fit neatly on the resistance table.)
That's the active value. How about the resistant?
Let's go with a conversion of 3. So a jump of distance 1 would be 3, 2 would be 6 and so on.
So, Professor Mareg, making a jump of 2 would have a factor of 8 versus a factor of 6, giving him a 60% chance of success. Since there's only a 40% chance of failure, he'd need 4% (or 97-00) to get a drift 2 result. (Unless his navigation equipment was sabotaged...)
I can live with that.
Wednesday, April 27, 2011
G is for Galaxy Map
If you're new here: This whole A to Z blogging lark was supposed to take place during April. Well, that didn't work for me, so I'm doing it now.
Our subject is using the old SPI wargame Freedom in the Galaxy as the basis for a roleplaying game, using the Chaosium's old Worlds of Wonder boxed set as the basic rules.
What I'm doing with the A to Z is exploring different aspects of this project as I work on them. This is all a work-in-progress, but I'm confident it'll lead to somethign cool.
As always, comments are invited.
This is the map for Freedom in the Galaxy:
The dotted lines divide the galaxy into provinces, which have an effect on the boardgame and could have an effect on the RPG, too.
Each star may have one or more worlds; each world may have one or more inhabited environments.
Just because characters are in on environment on one world, doesn't mean that the inhabitants of the other environment(s) will be affected by what they do.
Additionally, not all characters are suited to visit all environments. (Since it's a wargame and not a roleplaying game, the rules leave out such inconvenient things as gravity and atmosphere -- but then, so does Star Wars, so we're good there.)
Each world has its own native races, some of which are star-spanning races. These are important for the 'domino effect' which can accelerate the rebellion (and, in the wargame, is something much to be desired by the rebel player -- pity I didn't think of that when I did "D"!)
Travel about the galaxy is accomplished through Hyperspace (about which more tomorrow). But once you've got there, what do you find?
Each world has an Orbit box. Ships, characters and troops in orbit can venture down to the
planet's surface or leave and enter hyperspace to visit another world.
There is also the matter of detection.
It is possible for orbit to contain imperial vessels and for the player characters to still evade detection. But it isn't necessarily easy.
Once a character is "spotted", he can be targeted. (N.B.: This works both ways; player characters
will want to spot enemy characters...) This can lead to assassination attempts, capture, whatever wild scheme I'd like it to.
So, you don't want to get spotted. (And I'll be looking for player ingenuity to evade/avoid such things...)
You also don't want to fail on too many missions. Fortunately, there are a flock of player characters out there (the wargame comes with 20 rebel characters). So, one bad mission won't spoil the whole rebellion.
Right here, I'd like to state something I don't believe I've mentioned so far: This is NOT some 'story path' or 'plot point' campaign. This is a sandbox. I haven't made any assumptions about what's going to happen. I don't know if there will be a happy ending for the rebels, or if they will all die horribly in an imperial prison.
The proof of the pudding, as they say, is in the eating. (But I don't really want to waste the letter P on pudding...)
Our subject is using the old SPI wargame Freedom in the Galaxy as the basis for a roleplaying game, using the Chaosium's old Worlds of Wonder boxed set as the basic rules.
What I'm doing with the A to Z is exploring different aspects of this project as I work on them. This is all a work-in-progress, but I'm confident it'll lead to somethign cool.
As always, comments are invited.
This is the map for Freedom in the Galaxy:
The dotted lines divide the galaxy into provinces, which have an effect on the boardgame and could have an effect on the RPG, too.
Each star may have one or more worlds; each world may have one or more inhabited environments.
Just because characters are in on environment on one world, doesn't mean that the inhabitants of the other environment(s) will be affected by what they do.
Additionally, not all characters are suited to visit all environments. (Since it's a wargame and not a roleplaying game, the rules leave out such inconvenient things as gravity and atmosphere -- but then, so does Star Wars, so we're good there.)
Each world has its own native races, some of which are star-spanning races. These are important for the 'domino effect' which can accelerate the rebellion (and, in the wargame, is something much to be desired by the rebel player -- pity I didn't think of that when I did "D"!)
Travel about the galaxy is accomplished through Hyperspace (about which more tomorrow). But once you've got there, what do you find?
Each world has an Orbit box. Ships, characters and troops in orbit can venture down to the
planet's surface or leave and enter hyperspace to visit another world.
There is also the matter of detection.
It is possible for orbit to contain imperial vessels and for the player characters to still evade detection. But it isn't necessarily easy.
Once a character is "spotted", he can be targeted. (N.B.: This works both ways; player characters
will want to spot enemy characters...) This can lead to assassination attempts, capture, whatever wild scheme I'd like it to.
So, you don't want to get spotted. (And I'll be looking for player ingenuity to evade/avoid such things...)
You also don't want to fail on too many missions. Fortunately, there are a flock of player characters out there (the wargame comes with 20 rebel characters). So, one bad mission won't spoil the whole rebellion.
Right here, I'd like to state something I don't believe I've mentioned so far: This is NOT some 'story path' or 'plot point' campaign. This is a sandbox. I haven't made any assumptions about what's going to happen. I don't know if there will be a happy ending for the rebels, or if they will all die horribly in an imperial prison.
The proof of the pudding, as they say, is in the eating. (But I don't really want to waste the letter P on pudding...)
F is for Freedom in the Galaxy
The game we're adapting here. Once called the best adaptation of Star Wars to a wargame.
Where to start?
First of all, I've never actually played it. I've wanted to, for decades now -- ever since I saw the description in Nicky Palmer's Best of Board Wargaming in the early 80's.
Didn't think I'd have the opportunity, because SPI was busy folding at that time. But then TSR bought them! And didn't reprint FitG. But Avalon Hill did! But I never saw a copy, and soon thereafter I suffered an economic downturn.
Thank god for eBay.
I actually got an unpunched copy. But I punched it almost immediately (take that, resale value!). I'm weird like that; I enjoy punching out the counters for wargames. Sorting them into the counter storage tray (which SPI liked to include in their games, but Avalon Hill always wanted you to pay for...)
Even if I rarely touch them again.
I have many more games than I've played. I don't know what it is about me. I like the idea of a game, so I buy the game. But I don't have a regular opponent, so I don't play it (or I fart around with it in solitaire mode, but that doesn't help much -- I seem incapable of actually learning a game by playing solitaire. Remind me to tell you about the first time I played Panzer Leader against a real opponent...)
Anyway...
The object of the game for the rebels (who will be the players in my RPG version) is to foment rebellion throughout the galaxy. They do this by undertaking missions, as briefly discussed earlier, and by military action.
The object of the game for the empire is to stop them.
Fleas attacking an elephant. Classic stuff! The empire really just has to be luck once; the rebels have to be lucky all the time. But if they are, the payoff is immense.
I do plan to use this in the game, assuming it goes on for any length of time. As things go more and more their way, the rebels will find that the empire is stepping up it's countermeasures. In short, things get hairier for the rebels no matter what they do.
That way, they don't become complacent. There's nothing sadder than a complacent player...except maybe a complacent GM.
So I have to stay on my toes, too.
I'm looking forward to it.
Where to start?
First of all, I've never actually played it. I've wanted to, for decades now -- ever since I saw the description in Nicky Palmer's Best of Board Wargaming in the early 80's.
Didn't think I'd have the opportunity, because SPI was busy folding at that time. But then TSR bought them! And didn't reprint FitG. But Avalon Hill did! But I never saw a copy, and soon thereafter I suffered an economic downturn.
Thank god for eBay.
I actually got an unpunched copy. But I punched it almost immediately (take that, resale value!). I'm weird like that; I enjoy punching out the counters for wargames. Sorting them into the counter storage tray (which SPI liked to include in their games, but Avalon Hill always wanted you to pay for...)
Even if I rarely touch them again.
I have many more games than I've played. I don't know what it is about me. I like the idea of a game, so I buy the game. But I don't have a regular opponent, so I don't play it (or I fart around with it in solitaire mode, but that doesn't help much -- I seem incapable of actually learning a game by playing solitaire. Remind me to tell you about the first time I played Panzer Leader against a real opponent...)
Anyway...
The object of the game for the rebels (who will be the players in my RPG version) is to foment rebellion throughout the galaxy. They do this by undertaking missions, as briefly discussed earlier, and by military action.
The object of the game for the empire is to stop them.
Fleas attacking an elephant. Classic stuff! The empire really just has to be luck once; the rebels have to be lucky all the time. But if they are, the payoff is immense.
I do plan to use this in the game, assuming it goes on for any length of time. As things go more and more their way, the rebels will find that the empire is stepping up it's countermeasures. In short, things get hairier for the rebels no matter what they do.
That way, they don't become complacent. There's nothing sadder than a complacent player...except maybe a complacent GM.
So I have to stay on my toes, too.
I'm looking forward to it.
Monday, April 25, 2011
E is for Environments
One of the things that sets Freedom in the Galaxy apart from other wargames, even other science fiction ones, is that each world has different environments in which combat takes place. These are:
* Urban
* Wild
** Liquid
** Air
** Fire
** Subterranean
Most of these can be shown by reference to the extant Star Wars films.
Urban is a city; though it needn't be a world-spanning city like Coruscant.
Wild is non-urban; think the forest moon of Endor.
Liquid; the Gungan city underwater on Naboo.
Air; the cloud city of Bespin (although I believe the intent is for it to be a civilization with the innate power of flight).
Fire; the battlefield where Obi-Wan fought Anakin in Episode III. (No, I'm not going to look it up for you. It's late.)
Subterranean; This one gave me pause. I want to say it's an underground world like in TSR's module B4: The Lost City. But I don't have a specific Star Wars reference for this one.
(And, as an aside, isn't it odd that everything I've cited above happened after Freedom in the Galaxy was released? No matter.)
Now, the double asterisk environments above are known as 'special' environments in the wargame. Empire troops take a column shift (i.e.; a penalty) when fighting in such environments. In a combat situation, that makes life easier for the player characters.
But we're not going to be roleplaying all that many combat situations.
What about the diplomatic situations?
If you're trying to sway the water-dwelling creatures of a particular world to the rebel cause, you'd better be able to meet them on their own ground (so to speak). You'll need some sort of rebreather (and can't count on standard Jedi equipment...) or something.
Fire will be the fun one.
Sure, I'll come up with equipment for the players to use in a given adventure. But the hazards of the environment will have to come up, if only to show the players how deadly the world is...
Y'know, a thought occurs to me.
A friend of mine, back in the 80s, when we were all playing FASA's Star Trek RPG, noted how that one was "pure roleplaying". We weren't after loot, or kills, or advancement. We were just playing for the fun of it.
This game I'm working on is the closest I've come to that. And that feels kind of good.
* Urban
* Wild
** Liquid
** Air
** Fire
** Subterranean
Most of these can be shown by reference to the extant Star Wars films.
Urban is a city; though it needn't be a world-spanning city like Coruscant.
Wild is non-urban; think the forest moon of Endor.
Liquid; the Gungan city underwater on Naboo.
Air; the cloud city of Bespin (although I believe the intent is for it to be a civilization with the innate power of flight).
Fire; the battlefield where Obi-Wan fought Anakin in Episode III. (No, I'm not going to look it up for you. It's late.)
Subterranean; This one gave me pause. I want to say it's an underground world like in TSR's module B4: The Lost City. But I don't have a specific Star Wars reference for this one.
(And, as an aside, isn't it odd that everything I've cited above happened after Freedom in the Galaxy was released? No matter.)
Now, the double asterisk environments above are known as 'special' environments in the wargame. Empire troops take a column shift (i.e.; a penalty) when fighting in such environments. In a combat situation, that makes life easier for the player characters.
But we're not going to be roleplaying all that many combat situations.
What about the diplomatic situations?
If you're trying to sway the water-dwelling creatures of a particular world to the rebel cause, you'd better be able to meet them on their own ground (so to speak). You'll need some sort of rebreather (and can't count on standard Jedi equipment...) or something.
Fire will be the fun one.
Sure, I'll come up with equipment for the players to use in a given adventure. But the hazards of the environment will have to come up, if only to show the players how deadly the world is...
Y'know, a thought occurs to me.
A friend of mine, back in the 80s, when we were all playing FASA's Star Trek RPG, noted how that one was "pure roleplaying". We weren't after loot, or kills, or advancement. We were just playing for the fun of it.
This game I'm working on is the closest I've come to that. And that feels kind of good.
Sunday, April 24, 2011
D is for Danger
But I don't want you to think that overthrowing an evil galactic empire is all fun and games. Characters will run great risks, possibly even dying in the process.
Or being captured...
Remember that great scene in Star Wars when Luke, Han and Chewie go down to the detention block to rescue the Princess? That can totally happen in my game.
It's also possible that the characters staging a rescue attempt will fail. Utterly.
It all boils down to missions. I'm in the process of understanding the mission procedure from the wargame so I can mimic it in the RPG. Note that I say 'mimic'; I'm not going for a one-to-one translation here. Rather my adventure design will be influenced by the missions suggested in the wargame, as modified by the current state of the rebellion and the empire both.
I'm going to adapt the Table of Missions from TSR's venerable spy game, Top Secret. The main points of the table for each mission type were the following:
* Information the players know,
* Information the players don't know, and
* Possible complications
Set this against the backdrop provided, with varying environments and races and levels of Imperial involvement, and you can see how the same mission at two different times on two different planets will be two different missions.
That should keep the players on their toes!
Bonus post!
D also stands for Diving Right In
Sure, I could sit down and work out all the different neat aspects of the wargame and how I expect to model them in an RPG. But it'll be more fun and more productive both to get the basics down and then get straight into adventure design!
So, within the coming week or so I aim to have prototype character conversions set up and the rudiments of the first mission (adventure) down on paper.
It won't be easy, but if I slack off now it'll never happen.
And that'd be D also -- for Damned Shame.
Or being captured...
Remember that great scene in Star Wars when Luke, Han and Chewie go down to the detention block to rescue the Princess? That can totally happen in my game.
It's also possible that the characters staging a rescue attempt will fail. Utterly.
It all boils down to missions. I'm in the process of understanding the mission procedure from the wargame so I can mimic it in the RPG. Note that I say 'mimic'; I'm not going for a one-to-one translation here. Rather my adventure design will be influenced by the missions suggested in the wargame, as modified by the current state of the rebellion and the empire both.
I'm going to adapt the Table of Missions from TSR's venerable spy game, Top Secret. The main points of the table for each mission type were the following:
* Information the players know,
* Information the players don't know, and
* Possible complications
Set this against the backdrop provided, with varying environments and races and levels of Imperial involvement, and you can see how the same mission at two different times on two different planets will be two different missions.
That should keep the players on their toes!
Bonus post!
D also stands for Diving Right In
Sure, I could sit down and work out all the different neat aspects of the wargame and how I expect to model them in an RPG. But it'll be more fun and more productive both to get the basics down and then get straight into adventure design!
So, within the coming week or so I aim to have prototype character conversions set up and the rudiments of the first mission (adventure) down on paper.
It won't be easy, but if I slack off now it'll never happen.
And that'd be D also -- for Damned Shame.
Saturday, April 23, 2011
C is for Cards
(Or as I like to think of it, Concentrated Array of Relevant Data)
There are really two kinds of cards I'll talk about here. The first is the 3x5 card I mentioned a couple days ago. I've started using them, and they're great at concentrating the focus of the task at hand.
(As a side note, I did consider moving up to the 4x6 card, but decided to tough it out. Go, me!)
The other kind is the card that comes with the game Freedom in the Galaxy (see examples).
Zina Adora and Adam Starlight are clearly the stand-ins for Princess Leia and Luke Skywalker. Emperor Coreguya and Thysa Kimbo are non-Star Wars creations (since "The Empire Strikes Back" hadn't even come out when FitG was released). The Advisor Android might be a C-3PO analogue, and the cache of rare gems allows bribery or something (the errata notes it disappears after one use).
I like this approach. A lot of the info that the game contains is on the cards or the tables; as a result the rulebook is still only 32 pages. (Sure, that's long for a wargame, but if the info on the cards was included, it'd 64 pages at least! Additionally there would be much cursing and page-flipping attendant on each game.)
Then, you look at Magic: The Gathering, and the whole game is on cards!
I'm not going that far. I'll stick to character sheets and dice, thank you very much.
But I do like the idea of putting the things that don't go on character sheets on cards. Each possession, for instance, will go on a card. When a character has that item, he holds the card. (Between play, I'll paperclip it to the character sheet.) Each Imperial character will have a card, too -- which is not to say that I won't eventually make up a character sheet for each, but I shouldn't need it for routine play.
I'll also put the rebel characters on cards -- that way, I can surreptitiously make notes while the character is being played and the player might not know anything about it!
I'm also toying with the notion of putting the major elements of my adventures (aka "Missions") on cards, so that I can flip through them easily and not let some huge pile of papers intimidate me behind the screen.
And I also specifically bought colored 3x5 cards, so I can easily distinguish between types.
So, yeah, not that ground-breaking, I know. But I got C done! That's 3 days in a row. Better than my last effort.
There are really two kinds of cards I'll talk about here. The first is the 3x5 card I mentioned a couple days ago. I've started using them, and they're great at concentrating the focus of the task at hand.
(As a side note, I did consider moving up to the 4x6 card, but decided to tough it out. Go, me!)
The other kind is the card that comes with the game Freedom in the Galaxy (see examples).
Zina Adora and Adam Starlight are clearly the stand-ins for Princess Leia and Luke Skywalker. Emperor Coreguya and Thysa Kimbo are non-Star Wars creations (since "The Empire Strikes Back" hadn't even come out when FitG was released). The Advisor Android might be a C-3PO analogue, and the cache of rare gems allows bribery or something (the errata notes it disappears after one use).
I like this approach. A lot of the info that the game contains is on the cards or the tables; as a result the rulebook is still only 32 pages. (Sure, that's long for a wargame, but if the info on the cards was included, it'd 64 pages at least! Additionally there would be much cursing and page-flipping attendant on each game.)
Then, you look at Magic: The Gathering, and the whole game is on cards!
I'm not going that far. I'll stick to character sheets and dice, thank you very much.
But I do like the idea of putting the things that don't go on character sheets on cards. Each possession, for instance, will go on a card. When a character has that item, he holds the card. (Between play, I'll paperclip it to the character sheet.) Each Imperial character will have a card, too -- which is not to say that I won't eventually make up a character sheet for each, but I shouldn't need it for routine play.
I'll also put the rebel characters on cards -- that way, I can surreptitiously make notes while the character is being played and the player might not know anything about it!
I'm also toying with the notion of putting the major elements of my adventures (aka "Missions") on cards, so that I can flip through them easily and not let some huge pile of papers intimidate me behind the screen.
And I also specifically bought colored 3x5 cards, so I can easily distinguish between types.
So, yeah, not that ground-breaking, I know. But I got C done! That's 3 days in a row. Better than my last effort.
B is for Basic Roleplaying
I've been searching for quite a while now for my favorite RPG. I don't think I'll ever find it, but for the immediate future, BRP seems to be it.
The thing I like in particular is that the characters are pretty much human. Sure, Superworld allows for super-human abilities, and other iterations include magic, mutations, sorcery and high tech, but the basic character is recognizably human.
And, more to the point, stays that way.
The one gripe I've always had about D&D and similar is that as characters advance they become less human and more godlike. Look at a high level fighter in D&D. You can shoot him with a cannon and he'll shrug it off. High level magic-users can alter reality and also take a sword to the chest and laugh it off.
Whereas real people can be killed with a mere dagger.
BRP gives the options for (game mechanical) greatness, but retains the essential frailty of the human form. And I like that.
But then, there's another version of edition wars:
Sharp-eyed readers of this blog may have noticed that I specified that I'd like to use Chaosium's Worlds of Wonder to run SPI's Freedom in the Galaxy. The question may have arisen "Why not just use the current incarnation of Basic Roleplaying, aka the Big Yellow Book (aka BYB; or sometimes BGB for Big Gold Book). Especially, I might add, because I do own the Big Yellow Book.
But it's 400 pages!
I'm sorry. I love the idea of the game. I love the 16 page booklet I bought back in '83 or so. I love the way new games have continually added to the core rules.
But I just can't get through 400 pages of rules in any consistent or meaningful fashion.
Worlds of Wonder, on the other hand, has the 16 page BRP with which I'm familiar, plus three settings that are 18 pages each (including a mini-adventure!) Now, many of the Superworld rules won't be necessary, and most likely ditto for Magic World. In fact, I'm going to lean heavily on the BYB for inspiration. But the final rules I use will be more akin to WoW than BYB.
One reason is size, as mentioned above. But another reason is Awesome, as mentioned yesterday.
Magic World gives us Sorcery, which is almost directly repeated in the BYB as Magic. But only almost.
The BYB gives us tiers of power, depending on how one wishes to run one's game. For starting spells, the Normal tier gives 4, the Heroic tier 6, Epic 8 and Superhuman 10.
These all start at a %-value of the character's INT x 1 (although it does note that characters may spend skill points).
Magic World only gives the starting spell-caster 4 spells, like the normal tier. But they start at INT x 3.
(No, I won't be using spells in a science fiction game; this is merely illustrative.)
So, the older version gives more awesome characters (in my opinion) than the later one does.
Also, because of the aforementioned size, it's easier to carry.
Stay tuned tomorrow! Since I'm not following the strict rules of the A-Z thing anyway, I'm going to go ahead and post on Sunday! Any guesses what C will be?
The thing I like in particular is that the characters are pretty much human. Sure, Superworld allows for super-human abilities, and other iterations include magic, mutations, sorcery and high tech, but the basic character is recognizably human.
And, more to the point, stays that way.
The one gripe I've always had about D&D and similar is that as characters advance they become less human and more godlike. Look at a high level fighter in D&D. You can shoot him with a cannon and he'll shrug it off. High level magic-users can alter reality and also take a sword to the chest and laugh it off.
Whereas real people can be killed with a mere dagger.
BRP gives the options for (game mechanical) greatness, but retains the essential frailty of the human form. And I like that.
But then, there's another version of edition wars:
Sharp-eyed readers of this blog may have noticed that I specified that I'd like to use Chaosium's Worlds of Wonder to run SPI's Freedom in the Galaxy. The question may have arisen "Why not just use the current incarnation of Basic Roleplaying, aka the Big Yellow Book (aka BYB; or sometimes BGB for Big Gold Book). Especially, I might add, because I do own the Big Yellow Book.
But it's 400 pages!
I'm sorry. I love the idea of the game. I love the 16 page booklet I bought back in '83 or so. I love the way new games have continually added to the core rules.
But I just can't get through 400 pages of rules in any consistent or meaningful fashion.
Worlds of Wonder, on the other hand, has the 16 page BRP with which I'm familiar, plus three settings that are 18 pages each (including a mini-adventure!) Now, many of the Superworld rules won't be necessary, and most likely ditto for Magic World. In fact, I'm going to lean heavily on the BYB for inspiration. But the final rules I use will be more akin to WoW than BYB.
One reason is size, as mentioned above. But another reason is Awesome, as mentioned yesterday.
Magic World gives us Sorcery, which is almost directly repeated in the BYB as Magic. But only almost.
The BYB gives us tiers of power, depending on how one wishes to run one's game. For starting spells, the Normal tier gives 4, the Heroic tier 6, Epic 8 and Superhuman 10.
These all start at a %-value of the character's INT x 1 (although it does note that characters may spend skill points).
Magic World only gives the starting spell-caster 4 spells, like the normal tier. But they start at INT x 3.
(No, I won't be using spells in a science fiction game; this is merely illustrative.)
So, the older version gives more awesome characters (in my opinion) than the later one does.
Also, because of the aforementioned size, it's easier to carry.
Stay tuned tomorrow! Since I'm not following the strict rules of the A-Z thing anyway, I'm going to go ahead and post on Sunday! Any guesses what C will be?
Thursday, April 21, 2011
A is for...Awesome!
(Yes, I know, I'm starting over. And restarting a bit late. But hey, it's my blog; I'll do it if I want to.)
So for my upcoming Freedom in the Galaxy/Worlds of Wonder game, I've decided that A is for Awesome.
I've come up with campaign ideas before, but the big problem with virtually all of them is that the player characters won't come up against the really cool stuff until they're higher level -- sometimes much higher level. That takes time. And it can be dull getting there.
Besides, one of my big beefs with class/level games is that you pretty much want to start at first level so the character can "grow".
Screw that.
For this game, I want the characters to be grown already. Like starting out a D&D game at 5th level (or even higher). I don't want bumbling newbies, kids barely old enough to shave, trying to save the universe! I want professionals, sickened by the excesses of a corrupt Empire, willing to risk all to bring Freedom to the Galaxy.
So I've decided to go with pre-generated characters, based on the characters in the game.
Some will cry foul; rolling up one's own character is some sort of gawd-given right. Maybe. But they might turn out to be a putz. My way, every character has something going for him or her. (And speaking of her, what the heck is up with the entire Star Wars series? why is it that I can count the number of female characters on the fingers of one hand? But I digress.)
And the beautiful thing is, you don't have to play the same character every time. Say you come to every session. One time, you pay Rayner Derban. But the next time, Derban isn't even on the mission! What to do? Play another character, of course!
(I admit, this might cause problems. But I hope it won't.)
Anyway, these guys are going to be a bit over-the-top. And that's great. Roleplaying is supposed to be escapist. Just be glad you didn't have to work your way up to it from first level!
So, to summarize and to get to the title of this post: I'm going to be embracing the blog post "How to Awesome Up Your Players" from the awesome Jeff's Gameblog.
I've always been more restrictive than permissive in my GMing. And I see now that I don't want to be. So I'm making a conscious effort to do this.
Bonus post!
I didn't really jump on the A to Z bandwagon like a number of other old school bloggers did. I don't think that way, for one thing, and I have a hard time completing long projects like that.
But I'm thinking it might be good for me.
Plus, I got some good feedback on my last post, which gets me all juiced up to get started.
So, A is also for: All right, let's do this thing!
First of all, I have to admit that I finally understood something about myself after my last post. When I asked if it was a stupid idea, I didn't mean for someone to do this, I mean for me, specifically to do this. I didn't realize it at the time. I chalked it up to a standard self-effacing "I'm not special" kind of thing.
But it was actually a real concern. As near as I can tell (without a formal diagnosis), I have ADHD. This results in problems in undergoing long-term projects and the like. I've had this all my life, but only recently realized that that's what it is. It makes so much sense out of so many things that have happened to me/that I've done.
But I refuse to let it be a handicap! I'm going to do this thing, because I believe in it and because some of my favorite bloggers have responded positively to it. I'll finally be running the game I want to run.
Y'see (if you'll pardon the digression), every time I've run a game I've pretty much run it straight out of the box. I take the designer's word for how to do things, and usually run the enclosed scenario (if there is one -- and I can't recommend the one from LotFP:WFRPG enough, it's a doozy!)
I've never "rolled my own" as so many of the old school have. This gives me the chance to do that.
I put together a list earlier of some of the many things I'll need to address. Here's a partial list:
Aliens
Professions
Character Conversion
Spaceship rules
Army rules
Environments (*)
Equipment
and the list goes on.
(*: Environments is a special one from FitG; each world may have one or more of the following:
Urban, Wild, Liquid, Subterranean, Air and Fire -- each of which has its own characteristics)
Okay, just that list almost overwhelmed me. I knew if this was to work I'd need a powerful ally. And I have one: The humble 3x5 card. Anything important gets a 3x5 card. If it doesn't fit, it needs to be broken down into smaller things. (I may not be able to write a 128 page worldbook, but by gawd I can write a 3x5 card!) Focus is the key.
So, when I run this, expect to see my 3x5 card box at the table. It'll be my constant companion, my memory, my campaign-in-a-box.
It just might make things even possible. Because I really want this to happen.
(Hmm, now what the heck to I do for a "B"?)
So for my upcoming Freedom in the Galaxy/Worlds of Wonder game, I've decided that A is for Awesome.
I've come up with campaign ideas before, but the big problem with virtually all of them is that the player characters won't come up against the really cool stuff until they're higher level -- sometimes much higher level. That takes time. And it can be dull getting there.
Besides, one of my big beefs with class/level games is that you pretty much want to start at first level so the character can "grow".
Screw that.
For this game, I want the characters to be grown already. Like starting out a D&D game at 5th level (or even higher). I don't want bumbling newbies, kids barely old enough to shave, trying to save the universe! I want professionals, sickened by the excesses of a corrupt Empire, willing to risk all to bring Freedom to the Galaxy.
So I've decided to go with pre-generated characters, based on the characters in the game.
Some will cry foul; rolling up one's own character is some sort of gawd-given right. Maybe. But they might turn out to be a putz. My way, every character has something going for him or her. (And speaking of her, what the heck is up with the entire Star Wars series? why is it that I can count the number of female characters on the fingers of one hand? But I digress.)
And the beautiful thing is, you don't have to play the same character every time. Say you come to every session. One time, you pay Rayner Derban. But the next time, Derban isn't even on the mission! What to do? Play another character, of course!
(I admit, this might cause problems. But I hope it won't.)
Anyway, these guys are going to be a bit over-the-top. And that's great. Roleplaying is supposed to be escapist. Just be glad you didn't have to work your way up to it from first level!
So, to summarize and to get to the title of this post: I'm going to be embracing the blog post "How to Awesome Up Your Players" from the awesome Jeff's Gameblog.
I've always been more restrictive than permissive in my GMing. And I see now that I don't want to be. So I'm making a conscious effort to do this.
Bonus post!
I didn't really jump on the A to Z bandwagon like a number of other old school bloggers did. I don't think that way, for one thing, and I have a hard time completing long projects like that.
But I'm thinking it might be good for me.
Plus, I got some good feedback on my last post, which gets me all juiced up to get started.
So, A is also for: All right, let's do this thing!
First of all, I have to admit that I finally understood something about myself after my last post. When I asked if it was a stupid idea, I didn't mean for someone to do this, I mean for me, specifically to do this. I didn't realize it at the time. I chalked it up to a standard self-effacing "I'm not special" kind of thing.
But it was actually a real concern. As near as I can tell (without a formal diagnosis), I have ADHD. This results in problems in undergoing long-term projects and the like. I've had this all my life, but only recently realized that that's what it is. It makes so much sense out of so many things that have happened to me/that I've done.
But I refuse to let it be a handicap! I'm going to do this thing, because I believe in it and because some of my favorite bloggers have responded positively to it. I'll finally be running the game I want to run.
Y'see (if you'll pardon the digression), every time I've run a game I've pretty much run it straight out of the box. I take the designer's word for how to do things, and usually run the enclosed scenario (if there is one -- and I can't recommend the one from LotFP:WFRPG enough, it's a doozy!)
I've never "rolled my own" as so many of the old school have. This gives me the chance to do that.
I put together a list earlier of some of the many things I'll need to address. Here's a partial list:
Aliens
Professions
Character Conversion
Spaceship rules
Army rules
Environments (*)
Equipment
and the list goes on.
(*: Environments is a special one from FitG; each world may have one or more of the following:
Urban, Wild, Liquid, Subterranean, Air and Fire -- each of which has its own characteristics)
Okay, just that list almost overwhelmed me. I knew if this was to work I'd need a powerful ally. And I have one: The humble 3x5 card. Anything important gets a 3x5 card. If it doesn't fit, it needs to be broken down into smaller things. (I may not be able to write a 128 page worldbook, but by gawd I can write a 3x5 card!) Focus is the key.
So, when I run this, expect to see my 3x5 card box at the table. It'll be my constant companion, my memory, my campaign-in-a-box.
It just might make things even possible. Because I really want this to happen.
(Hmm, now what the heck to I do for a "B"?)
Wednesday, April 20, 2011
Freedom in the Galaxy?
So, what I'm thinking I'd like to do is run this:
...only not as a wargame, but as the basis for a RPG. Using this:
Does this sound like a completely stupid idea?
I mean, I can see an immediate criticism: Why don't I just run Star Wars?
The answer to that is that I've tried. I used the original WOTC (3e era) set, before they revised it and then created a whole new game (from what I can gather). I've also looked at but not played the old West End game. Neither one really did it for me.
So that leaves me in the now, with two specific criticisms:
1) I don't want to learn a new system. More importantly, I don't want to read thick hardcover gaming books, and
2) Star Wars has too much baggage for my taste. I'd like to start with something less well known, so people can approach it fresh. (Plus I don't want George Lucas looking over my shoulder the whole time -- that's how I felt when I ran SW before...)
Anyway, that's where I'm at right now. Comments appreciated.
...only not as a wargame, but as the basis for a RPG. Using this:
Does this sound like a completely stupid idea?
I mean, I can see an immediate criticism: Why don't I just run Star Wars?
The answer to that is that I've tried. I used the original WOTC (3e era) set, before they revised it and then created a whole new game (from what I can gather). I've also looked at but not played the old West End game. Neither one really did it for me.
So that leaves me in the now, with two specific criticisms:
1) I don't want to learn a new system. More importantly, I don't want to read thick hardcover gaming books, and
2) Star Wars has too much baggage for my taste. I'd like to start with something less well known, so people can approach it fresh. (Plus I don't want George Lucas looking over my shoulder the whole time -- that's how I felt when I ran SW before...)
Anyway, that's where I'm at right now. Comments appreciated.
Tuesday, April 19, 2011
And I have it in my hands
From order late on Friday night (possibly Saturday morning; I can't be sure) to receipt on Monday.
Never let it be said that Noble Knight Games dallies once an order is placed. I've had this fast of service from them before (of course, it's right along I94 from them to me, but that's beside the point).
So, now I have my Worlds of Wonder boxed set.
Coincidentally, I also now have the first three printings of BRP. It's not OD&D, but it is an interesting evolution nonetheless. Not many actual changes, just formatting and rearranging and the like. Characters are functionally equivalent.
Anyway, I'm happy with what I have, and I'd probably be willing to run it at the drop of a hat.
Just sayin', is all.
Never let it be said that Noble Knight Games dallies once an order is placed. I've had this fast of service from them before (of course, it's right along I94 from them to me, but that's beside the point).
So, now I have my Worlds of Wonder boxed set.
Coincidentally, I also now have the first three printings of BRP. It's not OD&D, but it is an interesting evolution nonetheless. Not many actual changes, just formatting and rearranging and the like. Characters are functionally equivalent.
Anyway, I'm happy with what I have, and I'd probably be willing to run it at the drop of a hat.
Just sayin', is all.
Friday, April 15, 2011
I got it!
I just received my confirmation email from Noble Knight Games for my order for a copy of Chaosium's Worlds of Wonder box set.
I'm sure I paid too much for it, but I don't care. I'm going to own it, and I'm happy.
This makes my earlier post about Janus that much more likely to happen...
I'm sure I paid too much for it, but I don't care. I'm going to own it, and I'm happy.
This makes my earlier post about Janus that much more likely to happen...
Saturday, April 2, 2011
"A" is for Another a-z lemming
(Sorry I'm late on this; I can't commit to things. Not sure if I'll even finish this, but what the hey.)
Abernathy
Just started rolling a character randomly, to see what I'd get. Straight 3d6, in order, take it or go home. Here are the results:
STR - 4 (loser!)
INT - 10 (average)
WIS - 6 (kind of a loser)
DEX - 9 (average)
CON - 11 (average)
CHA - 18 (wait...what? a Paladin?!)
GP - 120
Holy crap! First crack out of the box, I get a Paladin. But he's kind of an idiot-savant Paladin, at that -- can barely pick up his sword. Is there a Holy Dagger out there, I wonder? Stay tuned!
Abernathy
Just started rolling a character randomly, to see what I'd get. Straight 3d6, in order, take it or go home. Here are the results:
STR - 4 (loser!)
INT - 10 (average)
WIS - 6 (kind of a loser)
DEX - 9 (average)
CON - 11 (average)
CHA - 18 (wait...what? a Paladin?!)
GP - 120
Holy crap! First crack out of the box, I get a Paladin. But he's kind of an idiot-savant Paladin, at that -- can barely pick up his sword. Is there a Holy Dagger out there, I wonder? Stay tuned!
Subscribe to:
Posts (Atom)