Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Wednesday, August 14, 2013

Tales of MaricopaCon 2013 V: My Work is Done Here.

Yes, I will get around to discussing the second Edge of the Empire game, The Edge of Despayre, but first, I'd like to tell a story about Megan.  I never did learn her last name, and frankly, I'm sorry I didn't.

I don't know Megan's exact age, but I figure her to be in her teens.  She came with her family for both days of the convention.  She played in two of my games.  Apparently, her only previous experience with RPGs was playing some iteration of Dungeons and Dragons.  She signed up to play both the Call of Cthulhu and Delta Green games.

She came into the Saturday Afternoon game with a very D&D mindset.  She's young, and hadn't played anything else.  I explained that while there are some surface similarities between D&D and Call of Cthulhu (they both use dice, don't they?), that Call of Cthulhu is a horror game, with an emphasis on investigation, and that the likely endgame of it includes some probability of character madness and/or death.

She struggled for about half the session before she began to see the differences between the two games, and really began to understand the nuances of BRP.  Unfortunately, I wound up running her through a Call of Cthulhu game (Danger Roadwork Ahead), which ended in a Total Party Kill.

I thought, great, here I am, undoubtedly the most horrible monster of a GM there's ever been.  I'm witnessing this sweet young lady trying to break out of her D&D pupal stage, and I brutally murdered her character in the endgame.  Not only will she never play Call of Cthulhu again, but she'll likely give up gaming, and take up knitting as a hobby or something equally dull AND IT WILL BE MY FAULT!

To my surprise, one hour and forty-five minutes later, she was back at the table to play Delta Green.  Who would have expected it?  By this time, she understood the system, understood the general feel of Call of Cthulhu, and really just turned loose and had fun.  Fortunately, her character survived the second scenario, and the group had a good time.

What was genuinely fun was talking to her again on Sunday morning, as I was preparing to run the Better Angels game.  She came up to me and said (and I can only paraphrase at this point) that yesterday was the most fun she'd ever had playing RPGs, and that she learned that she really enjoyed games with more of an investigative tone, where you were interviewing NPCs, searching for clues, etc., and wanted to know of some other games like it.  I took the time to point out that while many Call of Cthulhu scenarios are like this, that there are other systems that are also built around it.  I particularly highlighted the Gumshoe system as another alternative, but expressed that there were others if one took the time to look for it.

I hadn't killed her in her larval stage at other, and I'd converted somebody from d20 to BRP and others.  It felt really good to know I'd helped her learn about another game, and that she really enjoyed it.  It was the best compliment I've ever received as a GM.  It gave me a real sense, however small, of accomplishment.

If I take nothing else away from MaricopaCon, I'll have this moment.  Thanks, Megan.

Saturday, August 4, 2012

Star Wars Saga Edition, Anakin Takes A Bullet, Episode IV, Session 1 Writeup

The Story So Far...

System: Star Wars Saga Edition (modified d20)
Campaign: Anakin Takes a Bullet
Episode IV, The Great Unravelling
Session 1
Date Played: July 22, 2012
Date in Star Wars Timeline: Day 1, 977 RRE (Ruusan Reformation Era, 977 years after the reformation of the Republic subsequent to the Battle of Ruusan, which ended the last of the Sith Wars) or 23 BBY (Before the Battle of Yavin)

The Great Unravelling represents something of an experiment for me as a GM.  At the end of Episode III, Betrayal On Kitos V, Kizme Naberre, a Naboo noblewoman, played by my wife, ran for and was elected to the Senate.  The other two characters, Draglo Fis, who is basically Han Solo if Han had been a Dug instead of human, and particularly Catherine Starkiller, a Miraluka Jedi Knight, didn't exactly seem to be great candidates as Senate aides, and so the original group of three characters has split in two.

The first group, centered around the Senator, consists of a Selkath Scout, Shako and a Gand Scoundrel, Fluulehn, along with the Senator.  The second group, centered around Draglo Fis and Catherine Starkiller (a Jedi and a Pilot/Fixer character), is rounded out by my wife's 1st Level Jedi, a padawan.  It was the first group that was the focus of the first session, and this first group is who the remainder of this writeup will be about.

Play began on Coruscant.  After briefly handing an assignment to the Jedi Group that shall be a object of future sessions, we dealt with business in the office of newly sworn in Senator Kizme Naberre, who had barely been sworn in before she dealt with another job applicant, and a bribery attempt.

The latter became a primary focus of the rest of the session, as the group began to investigate the mysterious woman who made the bribery attempt, hoping to find out more about who was behind it.

So far, they've got a voice sample, which is being run through security databases, and some holovid footage of the perpetrator on the way in and out of the building (she used a scrambling device to muddle up security holovid cameras inside the Senator's office, but failed to engage them outside the building).

In the next session, we'll see what they do with that.

Saturday, July 14, 2012

Anakin Takes A Bullet: The Story So Far

I'm back to work on the Star Wars Saga Edition game.  As I've said before, it's an alternate universe game entitled "Anakin Takes A Bullet."

The break in official Star Wars canon takes place during the podrace in Episode I.  During the race, there's a scene where Anakin's podracer is grazed by a bullet from a slugthrower shot by a Tusken Raider sniping the race course.  My assumption is that instead of striking his racer, it strikes Anakin in the skull, penetrating.  The combination of the gunshot wound, coupled with the blunt force trauma resulting from the subsequent crash kills him.

The net effect of this is that the A plot of the Star Wars timeline is effectively removed, thus allowing the player characters to become the A plot.  The Skywalker line is gone, so no Anakin, no Luke, no Leia.  The larger sweep of the galaxy is otherwise unaffected, but these deaths cause ripples in the timeline due to the absence of the Skywalkers (and the presence of the party).  The net effect is that the events of the Fall of the Republic seem to be playing out in the background, but there's just enough cognitive dissonance, and just enough new elements being introduced to keep the players just a bit uneasy.

The campaign itself has been episodic in nature, so far, three have been completed and resolved.  After a few months break where the group has been playing other games.  We're probably just a handful of weeks away from Episode 4's start.  Here's what the group has encountered so far:

EPISODE I: ANAKIN TAKES A BULLET
Episode 1 dealt with the aftermath of Anakin's death and the situation on Tatooine (where Padme, Qui-Gon Jinn, and Obi-Wan Kenobi) are stranded after Watto wins the Naboo Royal Yacht in the podrace).  The Judicial Department reluctant dispatches another group to retrieve the stranded heroes, and see what can be salvaged of the situation in Naboo.  This group, naturally, is the PCs.

The three intrepid heroes are a human noble woman, part of Padme's Royal Handmaidens (and a distant cousin), a male Dug Scoundrel/Pilot who has an uncanny ability to find trouble, only to dig himself out, and a female Miraluka Jedi.

By the time the group reaches Tatooine, both Qui-Gon and Darth Maul are dead, as the lightsaber battle that punctuates Episode I's climax takes place on Tatooine.  Eventually, after a pitstop in Coruscant, where Chancellor Valorum's government has fallen based on his illegal use of the Jedi on Naboo, complicated by the stranding of the group on Tatooine.  In one of the first ripples, corpulent Twi'lek Senator Orn Free Taa pulls enough strings/hands outs enough bribes to become Chancellor.

Eventually the group makes its way to Naboo, where the heroes of the movie, in combination with the player characters, break the Trade Federation's hold on the planet, and Naboo celebrates its liberation.

EPISODE II: LAST CALL AT CARLASS
Episode 2 advances the timeline a couple of years.  Several canonical things that happen in the timeline happen here.  Count Dooku resigns from the Jedi Order.  The Jedi Order begins to suffer a wave of missing Jedi.  Usually younger, recently promoted Jedi Knights, the Order is concerned enough to launch an investigation.

Meanwhile, in the Senate, Chancellor Orn Free Taa, whose greed is exceeded only by his waistline, becomes mired in corruption charges, just like his predecessor.  Calls for his resignation, like a dim echo of those for Finis Valorum just a few years before, can now be heard.

On Naboo, the combination of the loss of the Royal Yacht, the heavy toll in property damage and civilian life taken by the longer occupation by the Trade Federation, and the sense that Naboo's Queen was guided by rather than leading events during the occupation lead to bold calls that Queen Amidala step down, including some voices on the Naboo Royal Council.  While Amidala holds on to her office for the time being, there is a sense that barring a change in the fortunes of the Queen, she will be stepping down at the end of her term.

The group is given the task of following up on the disappearance of one of the missing Jedi, a Jedi whose mission had been to recover a possible Jedi or Sith Holocron on Eriadu.  There, they meet a younger, but every bit as taciturn, Eriadu Lieutenant Governor Wilhuff Tarkin (the same Tarkin of Death Star fame), and look for clues to the whereabout of the missing Jedi.  They find no Jedi, but they do locate the Jedi's ride, a Modified YT-2000 Freighter piloted by a now dead Mon Calamari pilot.  After a violent encounter with a Dark Side Force Adept who has already lost an arm to what she describes as a Sith Lord, she leads them to believe the Jedi may have gone rogue, and locate clues that she may have moved on to Carlass, an outer rim system that is mostly unexplored outside of a small mining colony on the system's mainworld.

Travelling to Carlass, they still fail to locate the Jedi, but do run into a number of beasts that have been twisted by the Dark Side of the force in the form of a crypt of a minor, but previously forgotten Sith Lord.  There, the group battles their way through a variety of Sith Abominations, a Dark Side Spirit, and a pair of fiendish puzzles/traps (I'm fond of that sort of thing at times), before locating what turns out to be a relatively unimportant Sith holocron.

After a stop at Naboo where the group foils an assassination attempt on Padme Amidala's life by a group from the Nebula Front, the group returns to Coruscant, with a vaguely disconcerting feeling that at least one of the missing Jedi Knights has gone to the Dark Side, and a sense that even though they have a better idea what happened to the missing Jedi, and did retrieve the holocron, that there was something more that should have been done by somebody.

EPISODE III: BETRAYAL ON KITOS V
Episode III was aimed firmly at the Naboo noble in the party.  The timeline is advanced to roughly six years after Episode I.  On Coruscant, yet another treason trial on Nute Gunray fails to convict him, leaving it very likely that the Neimoidians will walk away consequence free from the illegal occupation of Naboo.  Chancellor Orn Free Taa resigned not long after the conclusion of Episode II, leading to Palpatine being voted in as the new Chancellor.  The political entity that would become the Confederacy of Independent Systems is launched by Count Dooku,  The Trade Federation joins the Confederacy soon after.

Also on Coruscant, a devastating act of terrorism in Westport leads to the destruction of numerous starships, and tens of thousands dead, including two Senators.  As a response, the Senate passes (and the Chancellor signs) the CEASES Act, which creates an exception to some existing civil liberties protections for persons branded by the Chancellor as suspected of committing acts of terrorism.  While some civil libertarians bemoan the loss of liberties, the public, reeling from the Westport bombing, and similar terrorist acts on other core worlds, by and large approves of the measure.

It is against this backdrop of civil strife that the group of player characters is called upon to travel to a seemingly insignificant mining colony in the Outer Rim, Kitos V, a world considering joining with the Confederacy, which happens to be the linchpin of an interlocking string of alliances that could take most of three sectors with it. 

The group travels to Kitos V to meet with the governing council.  They quickly learn that all five members of the council, are less than conventional personalities, with conflicting goals and agendas, and with nobody really acting as it would seem.

Throw in the first real Sith Lord the group has encountered, a group of mercenaries and bounty hunters intent on killing anybody who threatens Ragga's plans, and the group has to tread lightly, finding the pressure points of the various council members, politicking to get their vote, and in some instances confronting the violence of Ragga's thugs head on.  Ultimately, the group is successful in keeping Kitos V loyal to the Republic, but not without grave consequences to the world, and more than one council member.

One other incident has set the table for the fourth episode.  Padme Amidala was assassinated on Naboo.  One of the things the players have been made aware of from the beginning is that events outside of their control will happen outside of their sphere of influence.  This was one such time where this came true.  Simply put, I removed Padme to put the Naboo noble that is a member of the party in a position of influence in Naboo politics.  She has been elected Senator, and the party has effectively been split into two groups...a Jedi focused one that will be investigating rumors of embezzlement from the Republic government offworld, and a politically focused group centered around her as Senator on Coruscant, and dealing with the corrupt nature of politics in the late Republic.

In future posts, I'll provide a few SWSE builds for some of the NPCs I've created, as well as session notes as we run the Episode.  For now, consider this a teaser.

Tuesday, July 10, 2012

Delta Green: A Review

One of the conceits of a lot of fiction, whether it be movies, television, novels, or even roleplaying games is that the reasons a character is risking life or limb is answered only sketchily, or not at all.  Why is the hero, now up to his neck in dinosaur riding Nazis, on the deck of a spaceship in a decaying orbit above an inhospitalble planet in deep space, or fighting a dragon that just roasted his best friend into ash, still fighting when most of us, when confronted with such danger to life and limb, would more likely stay indoors, order Chinese takeout, and maybe have a glass of wine and watch that episode of Law and Order they missed last night?

This conceit is most keenly felt with horror.  Horror takes this leap of logic to absurd heights, and there is no worse offender than Call of Cthulhu, though other horror games are undoubtedly just as bad about it.  There's no doubt, from Lovecraft's fiction, and from a meatgrinder like Masks of Nyarlathotep, the quintessential Chaosium 1920's CofC campaign, that players who confront the various baddies from the Cthulhu Mythos are pretty much doomed to either go irretrievably mad, or be devoured by some horror from beyond time and space (or likely, some entertaining combination of the two).  In fact, probably the best thing that could happen to your typical Call of Cthulhu character is being stabbed to death by cultists.  Graveyards are filled with the bodies of characters who have died solving Masks of Nyarlathotep.  Whole forests from London to Constantinople and back have been stripped of every last tree to build coffins for the characters who have died in "Horror on the Orient Express."   Never mind that two dozen characters have been killed in a trail of bodies from New York to Kenya, that kindly old history professor you met in Kenya is just eager as punch to have his head cut off in a ritualistic murder in Shanghai.

Almost invariably, investigators in Call of Cthulhu wind up investigating a location, or a strange happening in a sleepy (usually New England) town.  Why are they doing this?  Usually, it boils down to one of the following:

1. Because one of the investigators inherited the house/mansion/old hotel/office building.  This is quite literally the hook for the classic Call of Cthulhu adventure "The Haunting" which has been published in one form or another in every edition of the core rulebook since 1981.  Never mind that the house is old enough and dilapidated enough that it should have been condemned back during the McKinley Administration, but damn it, Aunt Emily bequeathed it to us, and we're going to stay here overnight, even if that horror from beyond time and space in the attic menaces us with an axe.

2. Because a family member suffered a (usually violent and bizarre) crime in the location, and damn it, even if the case has completely baffled the police, the sheriff, Scotland Yard, the FBI, (insert law enforcement organization name here), somehow, I, a rank amateur who learned everything I know about crimefighting from reading Murder in the Rue Morgue, am going to do them all one better.

3. A member of the group found this weird old book, or artifact, examined it, and even though it gave the owner nightmares for a week when he read it, and cultists keep trying to kill them to take it from them, the group is bound and determined that they're going to investigate it further, even though it will likely kill them (and usually does).

Delta Green solves this dilemma by giving a reason and a rationale for why a character might actually confront horrors from beyond time and space (because it's his/her job), and a framework for replacing characters who are devoured, killed, or given the proverbial 9mm retirement plan.

The origin story behind Delta Green is it was born out of the Navy/Marine raid on Innsmouth very sparsely described at the end of Lovecraft's short story "The Shadow Over Innsmouth."  In the wake of the raid, the Office of Naval Intelligence (ONI) was left with various artifacts, a number of captured and killed Deep One/human hybrids, and a mountain of data to sort through.  The working group assigned to sort through all this data (and indeed conduct a few operations against the Mythos in the pre-WW2 era) became known as P Division.

This was more or less the status quo until shortly after the attack on Pearl Harbor.  In February 1942, P Division's commanding officer in a meeting with the OSS (forerunner of the CIA) Director William Donovan, provides information from P Division's researches, particularly emphasizing a division of Himmler's SS, the Karotechia, that is interested in harnessing the Mythos for the war effort.  As a result of the meeting, P Division is transferred to the OSS, given a special security clearance "Delta Green" which eventually became the name of the agency.  Delta Green successfully fights the Mythos and the Karotechia throughout the rest of the war, and continues as an agency until the OSS is disbanded, at which time Delta Green is also disbanded in 1945.

This might have been the end of the story if it wasn't for a certain crash in Roswell, NM in 1947.  As a result of the Roswell investigation, two organizations are created, both out of men who formerly served in Delta Green.  Delta Green itself was reinstated.  And the slightly more infamous Majestic 12 was launched as well.  Both organizations fought turf wars, with Delta Green coming to realize more and more that while aliens were real, the UFO conspiracy wasn't what MJ-12 thought it was.  Throughout the 1950's and 1960's, both organizations warred for Federal dollars, for recognition, and sometimes for turf.  This continued until finally, in 1969, Delta Green had a leader go rogue, get a lot of men killed in Vietnam, and the resulting closed-door Congressional investigation led to the end of Delta Green as a legitimate agency.

But the Mythos is still there, and someone still needed to fight it.  Enter the Delta Green Conspiracy.  At first, a loose organization of former members of Delta Green from its days as a legitimate Federal Agency, a Majestic 12 Wetworks squad put an end to that in 1994 when they killed Delta Green's legendary leader, Reginald Fairfield.  Delta Green, whose membership had dwindled in the intervening 25 years due to deaths and retirements, was reinvented as a tightly controlled conspiracy within Federal law enforcement, organized using a cellular structure more reminiscent of a terrorist organization, to fight the battles humanity is already destined to lose.  That, in essence, is Delta Green.

Now that you know what Delta Green is about, here's a synopsis of the contents:

Delta Green is a 336 page volume.  Initially published in 1993, it was updated with d20 stat conversions after Wizards of the Coast's brief publication of d20 Call of Cthulhu in 2001 at the height of the d20 craze.  The latter edition can still be found for sale for the reasonable price of $39.95+shipping at Arkham Bazaar which is where I picked it up a year or two ago.  Three other sourcebooks (as well as three smaller chapter books) have been published for Delta Green since that time as supplements for the main book.  Finding two of those three books will cost you a fairly pretty penny.

Chapter 1: The Big Picture

If no other piece of Delta Green had been published in any form other than this chapter, it would have been a remarkable work.  Effectively, this chapter takes Lovecraft's fiction, much of the better Cthulhu Mythos fiction written by people other than Lovecraft, turns them into a cohesive whole, and frankly does a whole lot better job than Chaosium's Cthulhu Now of making modern Call of Cthulhu gaming a reality.  It outlines the main villains (the Mi-Go, in this case), the never-ending turf war with Majestic 12, the Federal alphabet soup concept that is the heart of the rationale for Delta Green (Big Brother Then and Now).

Chapter 2: Delta Green

This chapter basically outlines Delta Green.  What it's about, how it was formed, its history, important individuals in the organization, and a Timeline of events.

Chapter 3: Majestic 12

This chapter outlines Delta Green's nemesis among government conspiracies in Washington Majestic 12, outlining Majestic 12's history, its leadership, and most importantly, where UFO mythology fits into the picture.  Let's just say, it's not pretty.

Chapter 4: Karotechia

Just like there are probably still nonagenarian Nazis living in South America, Delta Green's old World War II nemesis still exists, albeit as a gray shadow of its former self.  The Karotechia would be almost laughable, if its connections to certain Elder Gods weren't real enough.

Chapter 5: SaucerWatch

Every UFO Conspiracy story needs a bunch of kooks getting in the way, asking dopey questions, getting into things over their head, and basically being an annoyance to real investigators doing the real work of learning the unknowable.  SaucerWatch fits that bill just fine.  This chapter details them.

Chapter 6: The FATE

Just like Prohibition, flapper girls, and Tommy Guns, gone are the days of crazy cultists wielding primitive weapons, and blending in with urban life about as well as cactii on a glacier.  Now the cultists are smart, suave, sophisticated, every bit as insane, and several orders of magnitude more dangerous.  The FATE is one such group, lovingly detailed.

Those 6 chapters, ironically, are less than half the page count of the book.  Afterward comes the world's longest appendix, or should I say, appendices, since there are no fewer than 10 of them.

Appendix A is a great bibliography

Appendix B gives a glossary of terminology, effectively the lingo of Delta Green.

Appendix C gives a list of Security Classifications.

Appendix D gives a list of Delta Green related Mythos and non-Mythos tomes with very real looking copies of documents.

Appendix E contains two adventures and a short campaign.

The first of two adventures, Puppet Shows and Shadow Plays, is an introductory adventure that would be a great starting point for a Delta Green campaign.  A group of Delta Green friendlies (not full agents, friendlies are possibly aware of the Mythos, and certainly unaware of the nature of Delta Green) chase a string of bizarre killings across the Desert Southwest.  Each killing is perpretated by a different person, but the MO is the same in each case.  It's a good 1-2 session adventure that's wonderful for getting players nice and confident of their chances of battling the Mythos, a notion the next adventure, Convergence, will quickly disabuse them of.

Convergence, is an update of the original Unspeakable Oath #7 adventure that Delta Green sprung from.  A group of Delta Green agents is investigating a horrific killing by a teenager endowed with inhuman strength in a sleepy town in Tennessee that has suffered a rash of UFO sightings.  It's a deadly adventure, with lots of ways for characters (and NPCs) to die, and endings that range from horrific to merely awful.  It's also a great con game that I recently ran at Conflagration.
The short campaign is The New Age, a great campaign that takes a strange New Age religious organization with a bit more going on behind the scenes than even most of its membership understands.

Appendix F gives Occupations and information on Creating Delta Green investigators for both BRP and d20 Call of Cthulhu.

Appendix G gives a pre-9/11 list of alphabet soup Federal Agencies that your Delta Green agent might be drawn from, with occupations, typical agents, and a brief description of the agency and typical roles in the agency that might become agents.  This list is really the heart of character generation, occupying almost 20% of the book by itself.

Appendix H gives new skills for both BRP and d20 Call of Cthulhu.

Appendix I is a list of new spells for both BRP/d20 Call of Cthulhu.

Appendix J is a fairly exhaustive list of firearms, both of US and foreign manufacture, with relevant stats for both d20 and BRP.

Finally the book is rounded out with an extensive index, something that's always a plus.

Pros:

* This is really the best, most logical, and cohesive way to play modern Call of Cthulhu.  Chapter 1 of the book alone should be required reading for any new Keeper thinking of running a modern Call of Cthulhu game.

* Each chapter is well-written, with numerous adventure hooks, and the character generation information is topnotch.  The adventures themselves do a great job of providing numerous examples of what a Delta Green game should be like.

* For the amount of material, the $39.95 sticker price looks very reasonable.

Cons:

* One big one in particular.  Copyright 1997.  Delta Green is a product of the 1990s, and a Keeper had best understand it hasn't really been updated since.  Even the 2001 reprint to add d20 stats didn't change much, and the fact that a lot of law enforcement agencies have been consolidated under the aegis of the Department of Homeland Security (insert eyeroll here) leads one to question the veracity of some of the data in this day and age.

In a country, where in the last decade, we have literally thrown away trillions of dollars on national security, only to learn that we're not that much safer (and certainly have a whole lot less privacy).  Where we've funded Federal, state, and local law enforcement to the point that rural sheriff's departments are now requisitioning armored cars at the same time their school districts are laying teachers off by the score, its hard to believe that Delta Green is still an underfunded, illegal government conspiracy having to barely scrape by.

Fortunately, Arc Dream Publishing and Pagan Publishing are working on the Delta Green RPG, which should solve this, but until then, you'll have to tweak a few assumptions of running a post-9/11 game where such things are needed.

Content: 4 out of 5 (I marked this one down mostly due to the pre-9/11 setting material.  What's here is nothing short of top notch.

Art & Layout: 5 of 5.  Though black and white, Delta Green is a gorgeous book, nicely laid out, with an exhaustive Table of Contents, Bibliography and Index.  A lot of more modern game books would do well to emulate Delta Green for its ease in terms of finding what you need quickly as a GM.

Overall Value: 5 of 5.  Delta Green, like its later expanding sourcebooks, Countdown, Eyes Only, and Targets of Opportunity, (more on those in future reviews) all have one thing in common.  Exquisitely written material, tons of adventure hooks, some really well-written adventures, and tons of stuff you can use in your games.  If you play or run Call of Cthulhu, and haven't picked this one up yet, you're really missing out.

Tuesday, February 21, 2012

Con Game Preparation III: Darwin's World-The High Road to Hell.

Next Up, I'll talk about preparation for the High Road to Hell.

Darwin's World is a third-party campaign setting for d20 Modern, WotC's venerable, out of print Modern line using the OGL. Fortunately, while the d20 Modern print books are long since out of print (though they can still be had second hand rather readily), the Modern SRD is still available for the asking, and a nice PDF of the MSRD rules can be had free from Darwin's World's publisher, RPG Objects. Darwin's World is simply the best d20 post-apocalyptic setting out there, with a broad range of support, and a very plausible, post-nuclear setting.

The High Road to Hell is another published adventure. My responsibilities here have mainly extended to building serviceable pregenerated characters, drawing up maps, and getting things ready to run. I've still got a few maps to do, but that should be finished by tomorrow afternoon. High Road to Hell is basically a wilderness adventure where the PCs are attempting to catch up to and rescue some kidnapping victims while racing the clock to do it.

Thursday, June 9, 2011

Games I'm Running, Part I: Star Wars Saga Edition, Anakin Takes a Bullet

I was pulled into the Star Wars RPG by the video game Knights of the Old Republic, a wonderful RPG by BioWare. Frankly, I consider it to be the best bit of fiction to hit the Star Wars Universe since The Empire Strikes Back. A strong story, with deep characters, and so replayable that you really don't do the game justice until you play it as both male and female characters, as well as dark and light.

As a result, I got into Wizard of the Coast's (WotC's) d20 Star Wars RPG right about the time of the transition from Original Core Rulebook (OCR, built on a modified version of WotC's D&D 3.0), to the Revised Core Rulebook (RCR, built on a modified version of WotC's D&D 3.5). I ran a lot of games with RCR, but liked when Saga Edition came out even more. It was simple, and the character classes a lot more customizable.

One of the things that has always dogged me about running Star Wars games set in the time period around the six movies is what to do about breaking canon, and what to do about the main characters and villains of the film. There's a wide variety of opinions on the best way to handle canon.

Some GMs quietly herd players away from the big events and characters of the films. As a player, I wouldn't personally find that to be satisfying. Having the players making diversionary raids in another system while Han, Luke, Leia, Chewbacca, Lando and Wedge are blowing up the Second Death Star in orbit around Endor just didn't seem fun to me.

Of course, other GMs will let their players run into movie, novel, comics, and TV series characters, which sometimes will lead to the GM going into shock when the players kill Darth Vader in the First Act...or worst still, giving him an implausible escape rather than let him die in the First Act.

I decided to avoid all these dilemmas, and throw the A-Plot of most of the films out. I thought the way I did it was rather clever. For those of you who remember Episode I: Too Much Jar Jar, not enough Jedi, er, The Phantom Menace, one of the big scenes is Anakin's podrace on Tatooine. There's a great sequence where a group of Tusken Raiders (Sandpeople) are standing on a bluff well above the course, and taking potshots at the racers as they pass the location. One of those shots grazes Anakin's podracer, but he manages to keep it under control...and this is where I blow things up.

In the immediate prologue, I described a sequence to the players where that bullet instead strikes Anakin through the right temple. While the shot might or might not have been fatal with Star Wars Medical Technology, the resulting rather fiery crash when Anakin loses consciousness and control of his vehicle is.

Needless to say, Anakin loses the race (as well as his life), Qui-Gon loses his bet to Watto, and therefore, the group's only means of escaping Tatooine, which now gives Darth Maul plenty of time to hunt down the Jedi there before they can ever return to Naboo. Maul fights a desperate lightsaber battle with Qui-Gon Jinn and a young Obi-Wan Kenobi. I actually statted up the characters and ran the battle as a combat. In the simulated combat, pretty much the same thing happens. Maul goes after Jinn, burning hit points, and killing the aging Jedi Master, while Obi-Wan blows a load of Force Points, and takes down Darth Maul.

That's where the players begin. Their job is to rescue Padme Amidala, Obi-Wan, and the rest of the Queen's retinue before the Trade Federation can send a boatload of droids to kill them.

More importantly though, Anakin is dead, which means there will be no more Skywalkers. The Sith are still there. Some of the supporting characters are still there (Obi-Wan is the Master to a young Jedi apprentice that is one of the players). The players can take center stage.

This is the game I've wanted to run, and have been running off and on for a couple of years.

Wednesday, June 8, 2011

The Obligatory Autobiographical First Post

My story begins with a 1979 trip to the local hobby shop. In those days, in addition to the stuff you might find in one now (HO/N Gauge Trains, models and supplies, craft stuff, etc.) my local one carried board wargames (mostly Avalon Hill and SPI titles...with a little bit of GDW and other stuff thrown in). I was a board wargamer in those days (had been since picking up Avalon Hill's The Russian Campaign at the ripe old age of 12.

I had a little bit of lawnmowing money, and I went ostensibly to purchase another wargame, but stumbled upon the First Edition, Little Black Book Traveller boxed set. Like every other burgeoning 14 year old sci-fi geek, I'd read Asimov, some H Beam Piper, a bit of Poul Anderson, Harry Harrison, Heinlein, Herbert, etc. and so the idea of running SciFi games sounded fun, and on a lark, I bought it.

Yes, I was one of the rare late-70's gamers whose first game WASN'T Dungeons and Dragons, though that deficiency was rectified later that year, when my mom and dad hooked me up with the old red box D&D Basic Set for Christmas, followed by my own purchase of the AD&D Core Books (DMG, PHB, MM (the early version, with the Cthulhu Mythos stats that something of a collector's item these days, since Chaosium got medieval on TSR's a** about including Cthulhu Mythos creatures without permission.

Like everybody else, I recruited some of my high school friends, we rolled up characters, and a ran terrible SciFi games, and fantasy games. Other games I flirted with in the early years included TSR's Gamma World (First Edition), a GDW Age of Musketeers game called "En Garde", SPI's DragonQuest and Universe (I keep meaning to convert the setting from the latter to d20 Modern or maybe Savage Worlds some day), and a lot of First Edition AD&D.

Still, at the end of the day, the game that kept me coming back was Traveller. I collected a lot of Classic Traveller, everything published for the second edition of the game MegaTraveller, Traveller the New Era (which I never played, but did convert a lot of it back to MegaTraveller). I keep meaning to pick up the new Mongoose version, but never have.

The game was grim and gritty, the published setting was strong and intriguing to me, mixing feudal elements with megacorps and space travel in a unique blend. Eventually, in the late 1990's, I was given the opportunity to work on the ill-fated Fourth Edition of the game, writing for the first setting book, Milieu 0, and co-authoring with a variety of folks the new material for the hardcover version of Milieu 0, Psionics Institutes (still the go to source for Traveller Psionics), Pocket Empires (which effectively converted the old Classic Traveller board game Fifth Frontier War into an open ended system that could create a strategic wargame out of any Traveller setting), an Alien volume, and an unpublished Adventure.

That was pretty much me until the 1990s. I'd just about got out of the hobby, until the early part of the last decade, when I began searching for something to play with my own kids. Enter the video game Knights of the Old Republic. Built on a modified version of the first version of the d20 Star Wars system (Original Core Rulebook or OCR), it seemed like a fairly elegant system. Just as I hadn't started with D&D back in the 70's, my first entree into the world of OGL (Open Gaming License) wasn't with D&D either.

I never actually ran OCR, but I did pick up and run RCR, and later Star Wars Saga Edition. From there, I branched into 3.0/3.5 Dungeons and Dragons, d20 Modern, and more broadly into d20. I also scooped up Mutants & Masterminds, Savage Worlds, and most recently, Call of Cthulhu.

These days, I run a D&D 3.5 third-party Setting (Fantasy Flight Games' Midnight setting), a third-party d20 Modern post-apocalyptic setting, Darwin's World (currently on hiatus), a Star Wars Saga Edition variant campaign, along with the occasional Call of Cthulhu and Pulp-era one shot. I'm also working on creating stats for an unofficial Yuuzhan Vong-era Star Wars Saga Edition supplement as I have time and devotion.

I'm married to a loving gamer woman, with two children who also double as my primary gaming group. I may talk about gaming with family some from time to time. I may post character designs, adventure seeds, reviews, etc. as I see fit, as well as After Action Reports, if I see fit.