Tag: tabletop (page 10 of 12)

Everything’s Cooler in Space, even Canned Goods!

Canned Burger

My work computer decided there was no point in being productive after the old UPS finally kicked the bucket. So, since I have very little time at the moment, here’s a look at some of the Perks I’ve dreamed up for the sci-fi tabletop RPG. Enjoy.

Jupiter & Callisto

Perks

Perks are either passive or active. Passive Perks work automatically when they need to, Active Perks require spending Action Points.

Perks are either general or exclusive. General Perks are available to multiple professions, Exclusive Perks are only available to one profession and are lost if the player changes professions.

Some Perks add a skill or knowledge, and are neither passive nor active.

Discipline: The Moon is a harsh mistress, and life under the massive domes has taught you how to keep your cool. Any time you make a skill check that requires either concentration or maintaining your composure, after any attribute value(s) have been applied and points, perks and penalties are accounted for, you may spend a number of Action Points up to an amount equal to your level in order to pass. Beware, though, as keeping up a poker face can take a toll on you if done for too long. General, Active.

Hard Knocks: Life on Io has taught you how to take a punch. Either a family member sparred with you or the bullies used you for a punching bag… unless you were the bully. You do not apply damage penalties to your skill checks unless you are Exhausted. However, people see you as somewhat boorish. You can only apply one attribute to any skill check that includes Charisma. General, Passive.

Historian: Those who forget the past are doomed to repeat it. You’ve dedicated yourself to studying the lessons of the past, and your knowledge has become somewhat encyclopeadic. Applying this knowledge to any situation you’re in, you may spend an Action Point to reduce the amount of Action Points necessary to pass a skill check by half (rounded up). History can’t teach you everything, however, and if you rely too much on your knowledge, it may betray you in the end. General, Active.

Humorless B______: You are unimpressed with the attempts people make to amuse, charm, intimidate or persuade you. When rolling an opposed skill check in a social situation, you may apply the value of the associated attribute(s) *twice* to your roll. However, when *you* attempt to charm or persuade someone, you do not apply the values of *any* attribute(s) to your roll. Rolls to intimidate are unaffected. General, Passive.

Infiltrator: You know how to slip into and out of areas without being noticed. When rolling a check for your Sneak skill, apply the values of both your Agility and Perception to your roll. General, Passive.

Lockpicking: You gain the Lockpicking skill. This is a combined skill requiring Intelligence and Agility.

Lucky B______: In situations where most people get themselves maimed or killed, you always seem to come out on top. Once per game, for half your total Action Points, you may *reverse* the dice in your skill check roll, rather than applying attribute values or other Perks. Thus, a roll of 61 becomes a 16. General, Active.

Martial Arts: On the red sands of Mars, the disciples of the ancient and deadly arts of Terra’s greatest martial arts masters maintain their secrets, and you are one of the chosen few with access to that knowledge. When you engage in Unarmed Combat, your hands and feet are considered deadly weapons, and deal double damage. You also meditate and practice several habits condusive to the discipline required for your training, which means you do not apply the values of *any* attribute(s) to rolls involving deception, intimidation or ranged weapons. This penalty does not apply to the MARS system – how exactly are you supposed to dropkick a battlecruiser? General, Passive.

On Your Feet: Blows that might drop people without your perseverance barely faze you. Once per combat, spend a number of Action Points equal to double your level to negate the result of a damage roll that would otherwise render you Unconscious. General, Active.

Silver Tongue: You talk fast and smooth, and are very good at telling people want they want to hear. In any social situation, you may apply the value of your Charisma twice to your skill check. General, Passive.

Stargazer: You have never forgotten the wonder the felt the first time you looked up at the sky and wondered at the scale and scope of outer space. When you are in deep space, which includes the surface of an unterraformed world, you do not apply fatigue penalties to any skill checks unless you are Wounded. However, all your studies of the stars didn’t leave you much time for sports or physical activity. You can only apply one attribute to any skill checks involving Strength. General, Passive.

Urbanite: The sprawling cities of Terra make you a versatile asset to any situation. You’ve seen it all, heard it all and are ready for just about anything. At the end of a turn in which you’ve spent Action Points, you regain an amount equal to your level. Unfortunately, your urban lifestyle makes you ill-prepared for life outside of a city. In any situation outside of a city, you can only apply one attribute to skill checks you make. General, Passive.

Everything’s Cooler in Space: Sources of Conflict

Jupiter & Callisto

“All drama is conflict” according to an old saying. That’s why combat features so prominently in gaming situations – it’s easy to have something feel dramatic when the player’s getting shot at. However, the drama and combat should grow organically from the setting and story, rather than just happening when things get dull. To that end, I want to flesh out the sources of conflict within my embryonic sci-fi RPG which still doesn’t have a title.

Colonization

Colonization

Life on the frontier is rough. Given that the Jovian moons have people living in domes or underground, it’s even more rough. The colonies there were established not only to stem the growing population of the human race but also to mine Jupiter for hydrogen. Rather than simply ferrying it back to Earth, though, there are some Jovian colonists who believe they should be bartering the fuel for food and other niceties rather than just relying on the good faith of the Terran worlds – Earth & Mars. The colonists on Luna, by contrast, think the Jovians should suck it up & deal with it. The Ceres colony is somewhat indifferent to the conflict, as it has the smallest standing population and is little more than a way station between the inner worlds and the moons of Jupiter. This also lends it to being something of a “wretched hive of scum & villainy”. Anyway, some skirmishes have already been fought when armed transports from Jupiter refused to yield to Terran escorts or disable their weapons, since the Jovian colonies are not permitted to have active capital-grade weapons anywhere past Ceres. This flies in the face of the fact that the Jovians have already established a provisional government and military. The rules and regulations are chafing against the colonists’ sense of independence and all-out war seems inevitable.

Corporations

Corporations

On both sides of the debate are corporations. Some have been on Earth for a very long time, and some have been established recently to represent and promote the interest of the colonies. The corporation sponsoring the mining of hydrogen from Jupiter and the union of workers who undertake this dangerous task are both pushing for independence and leveraging their product for profit rather than being seen as another arm of Earth’s expanding territory. The manufacture of weapons on both sides is highly profitable, and a war would only cause production to rise to unprecedented levels. It’s possible that some involved in corporate espionage would seek ways to get the war started. On the other hand, corporations on both sides are likely interested in establishing peace, to foster good business relationships and expand the possibilities for everybody to profit without loss of life. I’m certain that there are some business owners out there who actually believe that life is worth preserving, provided that in the course of becoming business owners they haven’t lost their souls.

Saturn

Saturn

Beyond Jupiter and its moons is the next logical step in human expansion. Saturn’s atmosphere is also stocked with hydrogen, it has a plethora of moons and seeing the rings up close might be a draw for tourists. But who will stake a claim first, Earth or the Jovians? Has somebody staked a claim already? Even if the current tension between the home world and the colonies gets resolved without bloodshed, there’s every possibility that the mad rush to claim Saturn’s resources could lead to yet another conflict.

So what am I missing? Is this enough potential drama to draw people in? What else needs to be considered? Where should the project go from here?

Escapist Video Contest

Powerless

Well, the entries are up, and “Powerless” is among them.

It’s currently on the 3rd of 4 pages of what appear to be very solid entries.

You can leave comments here and vote (if you think it deserves it) here.

In retrospect, there’s more I could have done with it.

8:15 AM One comment so far, and not a positive one, but hey… made it to the front page for now.

Works in Progress IV: Now With Pictures!

Gears

I don’t want to be the kind of writer who blames an abstract personification for their shortcomings. I know for a fact that I need to work on my time management and maintaining motivation & energy when I get home from the day job, so that my writing can continue and I’ll have more pebbles to toss. Still, I do bring up my muse from time to time. In this case, it was me saying the following to a co-worker this morning: “You know, sometimes I love my muse, and sometimes I want to choke the bitch.”

Urania, Muse of Astrology

In addition to managing my time better, I need to focus on one project and see it from start to finish. I did that for my entry into the Escapist’s video contest, and the result was… well, we’ll see tomorrow, I guess. In the meantime, the other projects on my proverbial plate are worth discussing. Just to see where I am.

Lighthouse

Lighthouse: Original artwork from inspirational poster available on art.com, modified by myself

It’s been about a week since I seriously plugged away at this, and I really need to get back to it. I keep seeing scenes and hearing dialog in my head. These things need to get committed to paper. I might hash out a synopsis of the remaining parts of the story, maybe an outline, over the next couple days, then put my nose to the grindstone over the weekend to try and push towards the conclusion. The sooner I get it done, after all, the sooner I can begin the Great Agent Hunt.

Jovian RPG

Jupiter & Callisto

I’d like to think I’ve established the fact that everything’s cooler in space. However, it’s been a while since I’ve spared even 15 minutes to brainstorm ideas for this game. I need to work on making sure it has appeal and is easy to pick up and play. That means the rules can’t be too abstract, the characters should be diverse and colorful and the setting should have something unique about it. Given the reaction to the fiction that inspired this project, I think the latter two are somewhat covered. So I have numbers to crunch and charts to assemble, and more fluff to write. But it’s in space, so it’s cool.

Farraday

Model by Tobias Richter, www.thelightworks.com

Speaking of space, my viewing of both episodes and commentary on Star Trek has lead me to be inspired to write something in that universe – specifically, in JJ Abram’s iteration of the universe. The USS Farraday, a Kelvin-type science & survey vessel, is departing a deep space station on its way to Earth to be refitted or decommissioned. Since this will be her last flight, the crew has a relatively easy assignment: mapping the Mutara nebula. However, when they arrive and start the work, microsingularities (teeny tiny black holes) begin to appear within the gaseous cloud, and odd communication fragments are picked up. Investigating, the Farraday becomes more and more trapped in a veritable storm of weird phenomena, and ends up getting blasted across the galaxy. The captain is killed, the ship’s damaged and there isn’t much food. The first officer, a man who had been considering command but felt reluctant to take that last step before getting just a bit more experience, is thrust into leadership and has to find a way to get the Farraday and her crew home. It’d be like a mix of Voyager and Enterprise – hopefully, without the suck. Now, I know this would technically be fan fiction, but I find myself going back to the ideas I have for it. It’s strictly a back-burner thing at the moment.

Iron Kingdoms

Art by Stanley Lau

As my wife has mentioned, there’s an Iron Kingdoms tabletop game coming up. I will be playing a gun mage, Cezar Varias, who’s looking for his father and exploring his potential as an adventurer, alchemist and possibly a warcaster. I spent some time last night fleshing out his character, which might appear here as a Canned Goods post, and as the adventures get underway, I suspect some ‘journal entries’ might be good both to keep track of what happens and for entertainment value. And the more back story and development I give the character, the more my wife can screw around with the poor guy. Not that she’d ever do such a thing.

What am I talking about? Of course she would.

Round the Table: Random is Random

Dice

There’s something Justin mentioned yesterday that ties into something that’s been on my mind. In working with games and even brewing the idea for one of my own design, I’ve had to think about the role & use of random chance in a gaming environment.

Mortal beings are fallible. They miss targets. Fat-finger passwords. Slip and fall on wet pavement. These are random occurrences and they happen in everyday life. Someone could hone your senses to razor perfection and gaze into crystal balls to determine their future, but I would bet money that sooner or later something is going to happen to them that they don’t expect. Even those held up as paragons of clean living are not able to avoid the inevitability of random chance.

“Jim Fixx. Remember Jim Fixx, the big, famous jogging guy? Jogged fifteen miles a day, did a jogging book, did a jogging video, and dropped dead of a massive heart attack … when? When he was fuckin’ jogging, that’s when!” – Dr. Denis Leary

Games are a means of escape. Tabletop games are no exception. Be a real estate tycoon, or a globe-spanning general or commander of a massive fleet. Still, games like Monopoly, Risk and Battleship have elements of random chance. Unless the other player’s psychic, nobody can predict where the pegs will fall in the latter example. Role-playing games take it a step further by using some means – dice, most commonly – to determine the role random chance plays in a given activity.

Now, a lot of factors can come into play to make something more or less likely to succeed. A long time spent training will lend bonuses to an attack roll, while magical armor or supernatural instincts to dodge incoming blows may impose penalties. An archer might find their arrow buffeted by a gust of wind, and a wizard might accidentally mispronounce a word in their incantation or get interrupted by somebody taking a swing at them. All very understandable. But what about non-combat situations?

Some tests we take when we’re young are, rather than being graded on a scale, exist only as pass/fail examinations. You either succeed or you don’t. There are arguments that non-combat situations in gaming should be the same way. You either craft an item, or you don’t. You pick a flower or you ignore it. I mean, how hard is it to mess up gathering a herb or getting a bit of ore out of a rock?

On the other hand, there’s the chance that a sample gathered is less useful than it might have appeared. Maybe you’ll measure once and cut twice instead of the other way around – it happens.

The point I’m driving towards is there should be some element of random chance involved, but it’s entirely possible to have too much of it, like Aion’s random chance in gathering materials for example. The trick is to strike the right balance between things players should be able to do by rote with little to no chance of failure, and reflecting the reality of random chance.

That’s my opinion, at least.

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