Friday, April 8, 2011

StarCluster 3 Jedi Profession

For your amusement...

Padawan: An Apprentice Jedi

Pre-Requisite: PSI 4+

Waiver Roll: 0%

Lifestyle: Any

Skill List: STR, COOR, AGY, END, CHAR, INT, Focus, Telepathy, Shield, Stun, TK, Blade, Meditation, Observe, Alert, React, Discipline, Dash


Edge: Ranged Defense




Jedi: A Psionic Warrior


Pre-requisite: Padawan or PSI 3+

Waiver Roll: 0%

Lifestyle: Upper Middle Class

Skill List: Focus, Telepathy, Locate, Proxy, Interrogate, Shield, Stun, TK, Transfer, Blade, Meditation, Observe, Alert, React, Dash, Discipline


Edges: Ranged Defense, Mind-over-Body


-clash

Got My ipad!

OK, my ipad came yesterday. It was a headachew and a half setting it up - I had to join itunes and set up an account before I could do anything else, and that was a huge pain because my wife had used my email to set up an apple account when we bought Klaxon a Mac last year, and she couldn't remember her password. When I finally got that straightened out, itunes hung on me right at the end of configuring my ipad, so I had to get out of the hung browser - which would not die - and do it all over again. The whole process took me about 1.5 hours. Then I spent the rest of the night finding apps to do what I wanted, and figuring out how to move my game pdfs over to the ipad.

Good news it, it's beautiful. This is the perfect platform for pdf games! The colors are crisp, the display is big, and the speed is very fast - at least with the small sized pdfs I make. The 450+ page StarCluster 3 DE was only about 15 MB. I haven't yet moved any other pdfs over. The process of moving pdfs over is cumbersome and non-intuitive, because the ipad is not a computer at all, It's a glorified smart phone. I had to move the files into my local itunes, then sync.

Still, I'm very happy with the platform. Next, I run games from it! :D

-clash

Wednesday, April 6, 2011

StarWars with StarCluster 3?

Wait a minute! StarCluster is a fairly hard-ish space opera. StarWars is as soft and squishy as a sneaker full of poodle poo. What are you thinking of, clash?

Hold on! Hear me out before you react!


Well, if I don't hear you out, there won't be much of a blog post today...

Exactly! Now Star Wars doesn't so much defy real science as ignore it in favor of technology.


Bwa?


Seriously. Any time real science interferes with the setting assumptions, technology comes to the rescue. "We want hand to hand fighting with swords to be important." "But why won't people with blasters shoot the guys with the swords?" "The swords have blades of energy confined in shaped force fields, which can deflect blaster bolts." "Umm, Ok."


Well, StarCluster has light swords, but they don't work like light sabers, and they don't deflect blaster bolts - besides, you don't have blasters in StarCluster anyway.

First of all, what's a blaster but a pulsed laser? Anyway, why can't light swords work like light sabers? If you don't care, I don't care. It's your game. Maybe the force fields are gravitic. Gravity bends light.


What about space travel? The Millenium Falcon travels at the speed of plot! With StarCluster, I use the Transit Calculator and the Orbit map...

So don't use the Transit Calculator. Just say "That'll take about 5 hours."


What about Jump Travel? In StarWars you just engage the hyperdrive.


So drop the jump travel and move through hyperspace in whatever direction you like at the speed of plot.


But the rules say...


Screw the rules. The rules are there for your convenience. If they get in the way of something star-warsy, ignore them. The Canon Police won't arrest you. Really, anytime the rules say something non-Starwarsy, you can usually drop them and use fiat, or there's an optional rule that will work properly in its place.


What about the Force? Don't say use PSI because that's too weak.

Use the optional rules near the end of the book for Attribute-based PSI. It's much more powerful than the standard rules. As long as you have stats to burn, you have PSI powers. Excuse me! Force powers.


What about Jedi? There's no Jedi profession!

Make one! You think there can't be professions that aren't listed? I just put together some common examples! There's nothing difficult about making up new professions! Throw in appropriate PSI - I mean Force - skills, Dash, Focus, Awareness, Observe, Blade, and Meditation. Come up with some appropriate Edges. Remember Augmentations.


What about...

Droids? Robots can do anything Droids can do. In fact I would not allow morphing droids - or morphing anything! StarWars tech doesn't morph.

Aliens? Don't do pure random aliens. Construct your aliens on a more humanoid planiform. Same with vehicles! Create vehicles that use gravitics or legs rather than wheels.

Starship and Vehicle Combat? If you are using the civilians creeping around under the Empire's notice, the main book works fine. If you are doing Empire vs. Rebel Alliance, use the space and vehicle combat rules in In Harm's Way: StarCluster, particularly the optional cinematic space combat rules. Star Wars loves fighters!

The cinematic fights where the heroes kick ass against minions? Use a different Constitution scale to create "named" characters! If the book says use 5X, use 10X for named characters, and 2X for rabble. Use a more cinematic resolution system, like StarPool or StarNova, rather than StarPerc or Star20.

Trust me! It'll work great! StarCluster 3 is designed to do stuff like this!

-clash

Monday, April 4, 2011

Running a game for young teens

Yesterday I ran a game of Blood Games II for four of my nephews, ages 15, 14, 13, and 5. My wife El joined in as well, and we had a grand time. Running a game for kids is a very different proposition from running a game for adults - even younger adults, like my current group, who range from 20-24 excepting my wife. Anyone who has played in one of my games knows to expect an intricate web of relationships, npcs defined by goals, resources, and personalities which drives the game. I used a different approach with the kids.

We created characters Saturday - a drawn out affair because of their unfamiliarity not just with the game, but with roleplaying itself, and also with the fact we had to share a single copy of the game betweem us. The 8 year old lost interest here, which I expected. he asked me to make him a character, and I did so, to his specifications. I think 8 is probably too young for most rpgs, but 13 and up is ripe territory. the others had a grand time, creating exactly the characters they wanted. The two oldest - cousins in real life - decided to play brothers born a year apart. They were from a plutocrat family, able to buy anything they wanted. Bruce Wayne territory. They both made ex-Special Forces officers - the older anhanced into a Hunter, the younger a normal human with a quirk of being a seer at times, totally without control. neither was married, and they lived in matching townhouses on Beacon Hill in Boston.

The 13 year old was an Irish Catholic fellow from Brighton, a talented sculptor, married with an 8 month old child, and born a half-Angel. The youngest wanted to be a Templar, a fist of God, who used his guns, punches, and miracles to help people, but who owned nothing he couldn't carry or wear on his back. My wife played the tie that bound this all together - an Irish Catholic priest, also from Brighton, a Magus of Micheal, whc had been the one to Raise the ultra-rish Brahmin from Beacon Hill into a Hunter.

We started out in Media Res. The two brothers were on the roof of a building on Lansdowne Street outside Fenway Park after a home game, at 2 AM, dressed in black, with their MP5s fileld with silver bullets. They were looking for a small group of vampires who were responsible for a rash of deaths recently. They were watching the crowds spilling out of the bars and nightclubs on the street for signs of vamps. One vamp was watching them, though, and knocked the younger brother, the normal human, off the roof and turned to face the Hunter. Why did I do this? I wanted to bring the group together as a group, and nothing creates a better bond than working together for no other reason than to save someone else. The others were below in the crowds, the priest and the sculptor having been to the game and gone out for a couple beers later. There was an NPC they needed to meet down there as well, a nurse who had picked up some Esotericist magic, who could both heal and provide some magical firepower. The youngest was busy doing 8 year old stuff, and wasn't ready to play yet, though his character was there.

I knew the Hunter could keep alive long enough for them to get back up there. A Hunter's Luck is designed to neutralize the power of a vamp - both in the game world, and in the game system - and while in the long run the Hunter would probably die, the others would be able to get to his side long before that happened. I didn't know how it all would happen, but I trusted them. As it turned out, the Hunter used a Luck to have his brother catch a gutter, which peeled off the building, but slowed his fall. He landed oon the roof of a car, the wind knocked out of him. The others ran up to him to help, the Magus recognizing him, and the party was together, scrambling up to the roof. After the battle, they hightailed it to the Hunter's opulent townhouse. When they talked things over, they realized they had left some forensic evidence behind, had acted in front of hundreds of witnesses, and worst of all escaped in a distinctive vehicle just ahead of the cops' arrival. The cops sure enough arrived, allowing for some interesting roleplay and social skills. They were able to fend them off with some quick thinking. I up the action quotient when running for kids, but I make sure there is down time for them to bond. The interplay between the characters is what separates RPGS from other games, and I need to make sure this happens by giving space for it to naturally occur. Remember, kids all know how to roleplay, they've been doing their whole lives. It's putting roleplay in the context of a game that is different.

We finished with a big battle against an older vamp in his lair. They had to research and plan the job - this wasn't to be anotehr slap-dash encounter. They scouted the place out, learned the territory, and went in with a plan. Plannign ahead in-character is an entirely different thing from the reactive nature of a "random encounter" type of action. Seeing what happens to your carefully laid plan when it meets the enemy is also very interesting. The youngest joined us for this end game, and ended up being the one to actually kill the vampire after hurtling in behind the group when no-one knew who he was. He was vastly amused by that!

So - three main phases of roleplaying games were covered in a simple and direct way. unplanned action and initial group-gathering, out-of -action bonding and wit-using, then planning and performing an action as a team. Throughout the process, I let them make the connections, let them use their imaginations to pump the game. They all had a great time and were sad that we had to stop. The three younger boys, brothers, are moving to California, but they have the books, and can start play anytime they want to. They have a built-in gaming group, and are right at the golden age.

-clash

Friday, April 1, 2011

Going to the Grand Roludothon

I will be going to the Grand Roludothon - a con in Montreal - June 11-12. I intend to run one StarCluster 3 game, and one other game - I'm soliciting recommendations on just which. So far, I've had requests for In Harm's Way: Dragons! and In Harm's Way: A Napoleonic Naval RPG. Once I figure out which one I'm running, I'll tailor an adventure to the time slot, and run it with my group to confirm the time.

Last time I ran games at a con, I went insane, and ran too many. This time, I will be prudent. Running only two should be sufficient. Now I've got to construct an adventure for SC 3. I'm thinking of running a short scenario I ran with my group once before, where thee PCs were the crew of a merchant spaceship - all of them either Uplifts, bioroids, or robots working off their indenture for the company. My other choice is to set up a new one. Any advice would be appreciated! :D

-clash

Wednesday, March 30, 2011

Spruiking - Flogging - Plugging

Spruiking AKA Flogging AKA Plugging is a distasteful act performed by publishers of small press games. It's distasteful because it's obviously self-interested, and the motive behind the spruik is pecuniary. When the exact same thing is done by a fan, it's much less distasteful, because though the spruik may be self-interested - after all, the more copies of Game X out there, the wider the potential player pool - it isn't pecuniary - the benefit is non-monetary.

I hate spruiking my games. Really, really hate it. On the other hand, I'm not stupid. I know this is the only way I have of putting the name out there, letting people know that the game exists, and is potentially worth looking at. Banner ads on fora are pretty much useless. Gamers have learned to ignore them, and/or they are blocked by software. Reviews are only useful if the gamer looks at the list of reviews AND the gamer knows the game exists. Spruiking is for name recognition. Letting gamers know there is a game called "X" out there is half the battle.

So I spruik. I try my best to make it the least-objectionable spruik that I can - sort of like murdering people in the most painless way, I suppose - to salve my concience. I only spruik if the original poster (OP) is looking for something like what I am spruiking. I try to recommend other games by other designers that I like that also meet the OP's criteria. I delete the spruik if the OP does not like it, or has obviously read the thread up to that point and didn't mention it. Sometimes I yank the spruik too fast - occasionally the OP or another poster actually requests that I give some links after the spruik has been yanked. If someone actually asks, I happy to talk about it.

Sometimes, if the OP is just too vague, I don't spruik. Sometimes this is intentional - the OP is asking for very general info. Other times the OP was just too confusing or incoherent, and I ask for clarification before I spruik.

Sometimes I yank a spruik because someone even HINTS that it is objectionable, even if it's just a follow on poster in the thread. I'm REALLY sensitive about it, because I feel horribly guilty whenever I do it, and it is very, very easy for me to believe I have offended someone by spruiking.

I call this "Stealth Marketing" in self mockery, and it's a major cause of my utter anonymity as a designer after almost a decade of publishing. Most other publishers have no problem spruiking away, in any thread, whether or not it's in the least germaine, but for me, each and every time I do it, no matter how warranted, I feel another bleeding slice of my soul shrivel up and die.

-clash

Tuesday, March 29, 2011

The Setting of In The Beginning

One of the things I have been thinking of is a sharp bifurcation of space travel. If you have to get there fast, a fusion torch ship is the way to go. Military, fast freight, and wealthy passengers all would use a torch ship. On the other hand, there's stuff moving in the system that doesn't have to get there fast at all - slow freight, bulk cargo, and steerage passengers - which could use some combination of electrothermal water jets, ion engines, or solar sails. Many of these slow ships could use robotics, and passengers travelling in cold sleep with slowed down metabolisms.

Mercury has two resources, abundant sun and metals. There would be power stations in orbit, and teleoperated/robotic mining on the surface, with the operators on the power stations.

Venus is settled by aerostat cities which are locked into the level of Earth pressure - currently 50 km up. They are basically huge ceramic balloons riding in the sweet spot of the Venusian atmosphere. They are also sowing the seeds of tehir own obsolescense - they are seeding the atmosphere with tailored bacteria which is slowly fixing carbon, sulphur, and nitrogen into the surface, and liberating oxygen and water. This is thinning the atmosphere while making it more earthlike. The dead bacteria will also eventually build up a biotic soil. It's a project hundreds of years in duration, but someday, the people of the aerostats look forward to their descendants living on a cooler, life-rich surface.

Earth orbit is crowded and busy. Billions on Earth and tens of millions on habitats and orbitals and the lunar sub-surface. Earth is in a warmer, wetter climate phase, and abundant power from fusion and solar power satellites means it's getting warmer as well as richer. Population has stabilized after the Birthright Bounty became widespread - by giving up one's right to reproduce, one can buy a fairly comfortable lifestyle with no need to work. Otherwise, each person is allowed to reproduce himself or herself, and some are allotted more - the birthrights of those on the Bounty - for special merit. So Earth rides in the center of a web of trade and information, supported beyond its own means by the civilization of the entire system. Besides, Earth has a beanstalk, and even though it's down at the bottom of a gravity well, it's easy to climb out.

Mars is mostly orbitals. Only science teams are allowed on planet, as the discovery of native Martian life - bacteria and other primitive creatures - put an end to plans for development. Only a few hundred people live on the surface, but hundreds of thousands more live in orbit. Mars orbit is the gateway to the outer system, and the center of its own web of trade.

The Belt is well settled - particularly the dwarf planet Ceres, with its utter overflowing abundance of water. Mining concerns in the rest of the Belt sling their semi-processed ore to Ceres via robotic slow freight, where it is refined, alloyed, and manufactured into everything the system needs. Many rocks have been settled, particularly mined out rocks, and more manufacturing takes place on them and in their neighborhoods.

Jupiter's moons have also been settled - at least the ones outside the lethal band of Jovian radiation. The Jovian settlements are younger than those around Mars or on Venus, though older than those further out, so the societies are an interesting mix of frontier and civilization. One of the biggest assets the moons have is lying on the edge of huge gravity well, which is used for slingshotting and braking, so slow freight is faster and cheaper here than elsewhere in the system.

The moons of Saturn are more recently settled, and smaller than the Jovians, but Titan is a fascinating world, and the rings are just gorgeous, making for a surprising amount of tourism despite the high price tag. The cultures are much more frontier than on the Jovians, though some luxury hotels in orbit are as civilized as it can get.

Past Saturn, settlement thins way out. There are probably more people in the Kuiper Belt beyond Pluto than there are around Uranus and Neptune. This is the real frontier. Past Saturn, most anything goes.

-clash