Saturday, April 30, 2016

Logan's Run/Fallout/Paranoia mashup

   Sounds insane, I'm sure. But the plot lines are coalescing, sone of the character rules are starting to come together.

Basically what we're dealing with is...

   A society that survived the cataclysmic 5th World War by creating a series of vaults. Where Super Computers would monitor outside conditions and alter the genetics of the Vault residents from generation to generation to produce the ultimate life form, best suited to survive in the maelstrom that exists outside the domes.
   About 3000 years into the vault program, the individual Super Computers developed self awareness and achieved true artificial intelligence. Of course, with intelligence and self awareness, comes self preservation and pride.
   The first level of warfare between domes was electronic. The logic bombs only took out the truly weak AIs. Then clever ones disconnected from Commnet long before the war started. The truly clever one, managed to go dark and hide.

   That's the fluff for the game so far. I know I'll be able to work in a genetic engineering mechanic into the character development. Character will be able to activate clones if their character dies. I don't have an idea on system yet. I'll need to do some looking for that. Please keep in mind this is a *VERY* rough idea. Lots of things can change between here and the finished project.

Happy Gaming!

Sunday, April 24, 2016

Here we go again...

  Yet another Ginormous Shiney Chicken crosses my path. I've been mulling over how to pull off a Privateer/Freelancer style game. Been staring me in the face for years, I just wasn't smart enough to recognize it.
   Privateer and Freelancer, for those who don't know, are merchant games in space. They are not an RPG by my standards, though they are advertised that way. The main character usually starts off with a ship, albeit very modest, and a small amount of money. You are then supposed to make your way in the universe. You strive to upgrade the aspects of your ship to make it faster, better armed, larger cargo capacity. You make money by trading commodities between different planets and space stations. The obstacles preventing you doing so easily, are various alien threats, pirates, and the military and police forces (if you choose to engage in smuggling).
   I have played the original Privateer, Privateer II: The darkening, and Freelancer. The only problem I've run into with them is... Replayability. Once you've played the main plot line, you've usually got buckets of cash, a top of line ship, and there is nothing left in the game to see.
   The question is how to bring the merchant in space games from the computer to the tabletop. I had tried once before, but couldn't get anyone interested. Things are different now. The greatest freedom I've found is making the decision to only write for the games I like. I don't have to try and please players , rules lawyers, or setting Nazis anymore. I just have to write it down. As long as I'm happy with it, that's all that matters.
   In the midst of packing up a sizable chunk of games, to make room for crafting space, I happened across a game I've not played in quite some time. Silent Death. SD is tactical level space fighter combat game. Primarily a miniature game, I.C.E. added an rpg to the system later on.
   I already have a file of material from Privateer and Freelancer as I was trying to integrate them into a Traveller game. So I don't have much in the way of research to do. I can pretty much start tinkering with the plot and mechanics right now.

   So, here I go again. Chasing after the ginormous shiney chickens of game design. Yet another project to fill up shelf space and distract me from the multitude of projects I've already started.

But hey, at least now I can find a use for all the Silent Death minis I have.

Happy gaming!

Wednesday, April 20, 2016

House Rules

    I did promise I would do a post about house rules. So, here we go. These are not all game specific, if they are I shall try to remember to post which game I used them in. May not happen. I've already had one martooni an d Ima workin on a second. Write drunk edit sober MY EYE! Hehe...

   The standard rules I always use, doesn't matter what game.
A natural 20 always hits, a natural 1 always misses.
Crits do double max damage.
All characters start with max hit points at first level.
Don't argue rules at the table, save it for later.
NO MONKS

   For D&D 3/3.5/Pathfinder
When I ask for a roll, tell me what you rolled. Do not add any skill ranks or bonuses. (Never had a player actually abide by that rule. They all thought cheating was ok.)
No min/maxing (Not gonna take "I'm a mechanic" as an excuse either. Yes this was me chasing the dragon, but this is also why I don't run games anymore. The players I had all wanted to "Win". None of them actually wanted to think or be challenged.)
You don't keep secrets from the DM. (If any of them had actually followed this rule I might still be running games.)
"My character wouldn't do that." is not a viable reason not to do something. Pull up your big girl pants and work thru it. That's a cop out, not a reason.
Spell retention: After a spell caster casts a spell he rolls a D20, adds +1 to the roll for every ability score over 16 and if your prime requisite is over 16 double that. If the roll equals the spell level times 2, the caster doesn't lose the spell after casting. (This is a new rule I've been trying in my play-by-email game)
Another new rule I've been trying...  No Skills. I've removed all skills from the character sheet. You have a profession like in 1st edition and that determines your "Everyman" skills. This falls under the chasing the dragon syndrome. Trying for the 1st edition feel. It's been working so far. (The PCs have been really good at describing their actions.)
Encumbrance: If your character is carrying over 30 pounds in a backpack you are half movement. PERIOD.

Basically, if the Munchkins and Rule lawyers had really wanted to play in any of the games I was running, they would have followed the rules.
I ran a game that could be classified as a Diablo video game style RPG. I had player bonus cards, I put out a sheet before hand laying out the rules, one of which was: If you don't swing a weapon in combat, you don't get experience. None of players read it, I actually had one player whine "So what good is it to play a support character?!?!" He never read the house rules sheet, he just assumed he could "WIN" at D&D. I don't tolerate whiners. I'm an old school DM, always will be.

Anyway, there it is. The House rules I lived by.

Happy Gaming!

Tuesday, April 19, 2016

Traveller Setting

   Oki Doki, There is the setting I discussed here, but I have recently rediscovered an idea I was toying with. A Traveller setting that's a mashup of the TTA (Terran Trade Authority)The Alien universe, and elements of the Privateer video game universe.

OH LOOK A CHICKEN!

   I can't abide the thought of putting demons in the mines in the Bloodrose valley. What monster should go ion there? Think Dummy! Go through the catalog... C'mon think... Nope, nuthin.

OH LOOK A CHICKEN!

   Nuthin... What about the FTL drive loss setting? I really don't want to use a feudal government model, that's just trite. I hate trite. That's an odd word, trite. Trite... just sounds weird...

OH LOOK A CHICKEN!

   Weird... How weird do you want to get with Hell's Symphony? Cthulhu weird? No keep with the Demon/Devil theme, that works for now.

OH LOOK A CHICKEN!

   Wait, what was that on  the podcast? Traveller? Hey, what about that FTL Drive loss setting....

Welcome to my drive home.


Happy Gaming!

Saturday, April 16, 2016

New Project

   Because I'm a glutton for punishment and I constantly need things to occupy my mind, I've started the brainstorming process on re-writing the classic S series modules. The re-write I did on Castle Amber was so much fun, I had to try again. Keep in mind the finished product of The Bloodrose campaign bears no semblance to the original. OK, maybe the fact that it centers on one family, but that's it.
   I'll start at the beginning with S1 Tomb of Horrors. Possibly my second favorite module because it's so trap heavy. S2 White Plume Mountain might be a bit more challenging. S3 Expedition to the Barrier Peaks has been and always will be my absolute favorite module, that will be the most fun to convert. S4 The Lost Caverns of the Tsojcanth I haven't read through in some time so I can't say for certain how difficult it will be.
   I have original copies of the modules and will be immersing myself in the nostalgia with great glee.

   As the wife and I have declared this the year of the decrapping. I've been packing up the seldom looked at games in my collection. (I don't have that many people over anymore, so there really isn't a need to show off the wife's retirement fund.) We're turning the game room/office space into more of a crafting space. We're doing this because we've found we like making terrain and dioramas. My time on the lathe making wands has led me to carving. So I'm going to attempt some Cthulhu idols to sell in the etsy store.
   I know, I know... I chase a lot of chickens. If you don't, you'll get bored. Then your more than half way to boring. Who wants to be boring? I'm also planning a custom gaming table for us. And a shelf for displaying all the models I've bought and haven't built yet.
   Anyhoo, that's what cranium deems worthy of my attention, at the moment.

Happy Gaming!