Tag: tabletop (page 11 of 12)

Everything’s Cooler In Space: Mood Music

Jupiter & Callisto

Kicking around in the back of my head as I work on novels, video entries and freelance gaming submissions, the sci-fi tabletop project continues to slowly but surely take shape. Assisting that is a few pieces of music. I’ll list them for you, talk about their merits & nuances, and what they mean to this project.

Holst – “Mars, the Bringer of War”
[audio:http://www.blueinkalchemy.com/uploads/mars.mp3]

This is the opening movement to Gustav Holst’s famous suite on the planets. To me, there are few pieces of music that capture the excitement, pioneering attitude and downright scariness of true science fiction. It moves with a purpose, shifting between almost militaristic cadences and long, sweeping passages.

It fits this project for a variety of reasons. There’s the spectre of impending war that hangs over the interplanetary landscape, the feeling that mankind is teetering on the edge of something it doesn’t quite comprehend even as it quarrels with itself and the knowledge that the machinations of ambitious or even insane men are at work behind the scenes to drive the fate of humanity in one direction or another. “Mars” captures all of these feelings pretty well.

VNV Nation – “Sentinal”
[audio:http://www.blueinkalchemy.com/uploads/sentinal.mp3]

The first vocal track from their latest album, VNV Nation’s music has always captured a mood somewhere between revolutionary and soulful. Behind the strong beat and cascading note sequences, there’s a feeling of weariness. While there’s a desire for change, to better one’s self, there’s also the impression that a lot of time has been spent dreaming of a better tomorrow while greater forces in the world work against that goal.

In the future envisioned with this project, battles have been fought both great and small, with no clear victor in the end equation despite accolades and propaganda on both sides. The players, in a way, begin somewhere in the middle, where they can either move to an overarching view of the volatile situation or choose an allegiance with one side or the other. The reason for doing this, on any scale, is to usher in better days, be it for a particular faction or humanity as a whole.

Tool – “Lateralus”
[audio:http://www.blueinkalchemy.com/uploads/lateralus.mp3]

Incorporating the Fibonacci sequence and featuring a refrains scored in a rotating 9/8,8/8,7/8 time signature, the title track from Tool’s third studio album talks of man’s desire to explore himself and his interpretation of the world around him. The idea is to be unafraid of the unknown, willing to explore beyond the boundaries of what we know and learning to accept the things we do not. If someone can do that, if they can move across the borders between the everyday and the singular, one just might “go where no one’s been.”

To me, this song encapsulates the mentality of the foolishly brave men and women willing to hurl themselves headlong into the void of space. It fits perfectly with the dark sci-fi nature of the project. Also, by seeking to be different and transcend the particulars of their origins, players can move into new territory for them, influencing struggles of power between entire planets and possible redefining the destiny of mankind itself.

It may sound a bit ambitious, but I’ve never been accused of thinking too small.

Works in Progress III: Video Crossroads

Gears

The writing continues apace. I haven’t had another burst of words like last Monday night, but I’m still close to finishing another chapter of Lighthouse. I’ve been commissioned to write a Pathfinder adventure of 8-10k words, which I’m chipping away at with the hope of having something to deliver by the end of the week. Even an introduction would show I’m being diligent about the assignment. With Up arriving today from Netflix, I’ll have two movies to write up reviews for in addition to recording audio. Plus there’s the day job, gaming and spending time with my wife as well as doing chores and preparing for trips to Allentown and Charlottesville. That’s Thanksgiving and my cousin’s wedding, respectively.

However, the deadline of the Escapist Video Contest looms and I’m continuing to struggle with my concept. Or rather concepts. I have two of them now, solid ones I can execute on my own with a minimum of fuss & effort, and there are pros & cons to each concept. Like the Scissor Sisters, however, I can’t decide.

Powerless

The original idea I’d mostly settled upon before my muse fondled me the other day was this: every video there’s a reason the power’s out. It could be a down power line, a water main break shorting out a substation, a flood, zombies, nuclear holocaust, etc. Anyway, without power to run any major gaming console, I’d need to find another way to amuse myself, right? Right. So I’d talk about tabletop games and the like: how Chrononauts works, why all the versions of D&D are still valid, the awesomeness of Arkham Horror, etc. I know Alex Macris would dig it.

I just don’t know how long I could keep coming up with contrived excuses for the lights being out.

Spoiler Warning

So we have Zero Punctuation talking about games in general and Unskippable MST3King every intro cutscene in sight. But nobody so far seems to cover the endings of games, how utterly contrived they can be or how blatantly they expect a sequel to come next. This is something I could do, pointing out little things like bad characterization or stupid plot twists in a John Madden-like fashion, but without the extra 200 pounds.

I don’t think it’s as strong an idea as Powerless, but it might last longer since new games are always coming out. I’d try to give a game a few months before I skewer its ending, of course.

Lock the doors & close the blinds, we’re going for a ride.

If you have any thoughts either way, please share. I’d like to get some/most of the work on one of these out of the way this weekend so I have time to tune it up before the deadline.

Everything’s Cooler in Space: It Ain’t Rocket Science

Jupiter & Callisto

Okay, I lied. I mentioned last week I’d go over more skills and perks, but seriously, what good will it do me to expound upon those aspects of the game if nobody wants to play it? So the question I’m going to try and answer should be obvious: why would someone want to play it? Seems to be a somewhat straightforward question, and despite the subject matter, I shouldn’t need a degree in rocket science to figure it out.

It’s not a space opera.

The mood & themes of the game are somewhat operatic, since they’re born out of short stories that are inspired by Greek mythology, and the Greeks know their tragedies. Instead of the glitzy magic-fueled universe of Star Wars or the semi-utopian ideal envisioned by Gene Roddenberry for Star Trek, the solar system here has become something of an 1850s United States: fractured to the point of civil war due to divisive issues and a have/have-not atmosphere between the inner planets and Jupiter’s moons. It’s much more a space western than a space opera. If this were a space opera, you can expect it’d be scored by Wagner and most of the characters would be dead by the end. How does this appeal to players?

People like playing heroes & anti-heroes.

Role-playing is wish fulfillment. People want to feel important, heroic and/or badass. And here, much like in other RPGs, the player characters are there to make a difference. We’ve got two rival governments, one well-established and cloaked in propaganda (Terran) and one nascent and unrefined (Jovian), that are either going to find a way to coexist, ally or even merge, or go at each other like a couple of angry pit bulls. The player characters can tip the scales either way, or can even work to maintain the balance. The idea here is to give players who enjoy the sort of science fiction that’s been shown to be popular in forms like Firefly and Battlestar Galactica a somewhat familiar and somewhat feasible sandbox in which to play.

Science fiction doesn’t necessitate ray guns and warp drive.

There are plenty of games that feature high-energy weaponry and distant alien worlds if that’s what you’re after in a sci-fi fantasy. Rifts, Traveller and the aforementioned franchises all spring to mind. Even the grittier grimdark world of Dark Heresy and Rogue Trader have bumpy-headed aliens and guns that make people explode. This game goes more of the Serenity route with slower-than-light travel that’s still pretty fast by modern standards and a rich social-political setting with the added bonus of familiar place-names and well-documented and measurable distances. By removing some of the conventional sci-fi trappings, my hope is that more of the excitement will be generated by the characters rather than an alien disintegrator.

Grabbing a player’s attention.

So provided I can get this game past the concept stage and out into circulation, how will it be described? “A Storytelling Game of Personal Horror” tells you everything you need to know about Vampire: the Masquerade, outside of the title. All Flesh Must Be Eaten is exactly what it says on the tin. Traveller is described as “Science-Fiction Adventure in the Far Future”. So how do I describe this project of mine in a single, condensed sentence?

“Future Action, Intrigue and Exploration in our Solar System.”

Not sure how I feel about it, but it’s a start.

Everything’s Cooler in Space: Character Creation

Jupiter & Callisto

I’m actually not going to spend much time on this today – I have a lot to do at the day job. So I’ll just put some of the notes I have on character creation for the sci-fi RPG here and see if anybody has any feedback.


Attributes

Body: Strength, Agility, Endurance

Mind: Perception, Intelligence, Charisma

Scale of 1 to 9, starting at 5 each. One score can be reduced by 1, to add 1 to another. Then add 1 point to a single attribute which was not reduced in both Body and Mind.

Skills & Knowledges

Generated by taking basic score (25) and adding either double associated stat or combination of stats.

Body Skills: Acrobatics (Agi x2), Athletics (Str x2), Melee Combat (Str + Agi), Stamina (End x2), Unarmed Combat (Str + End).

Mind Skills: Deception (Per + Cha), Deduction (Int x2), Discussion (Cha x2), Negotiation (Int + Cha), Observation (Per x2).

Combined Skills: Dodge (Per + Agi), Intimidation (Str + Cha), Survival (End + Int), Small Arms (Per + Agi), Sneak (Per + Agi).

All Knowledges start at 50.

Origins

Terran: Add 1 point to any Mind attribute. Starting Knowledges: Academics, Terran History, Science

Jovian: Add 1 point to any Body attribute. Starting Knowledges: Astrogation, Jovian History, Tactics

Terra: Gain Medicine knowledge, bonus to Deduction skill, Urbanite Perk. No Freelance professions.

Luna: Gain Tactics knowledge, bonus to Small Arms skill, Discipline Perk. No Corporate professions.

Mars: Gain Tactics knowledge, bonus to Unarmed Combat skill, Martial Arts Perk. No Freelance or Corporate professions.

Ceres: Gain Astrogation knowledge, bonus to Survival skill, Lucky B____ Perk. No Government or Military professions.

Callisto: Gain Academics knowledge, bonus to Observation skill, Stargazer Perk. No Government professions.

Io: Gain Science knowledge, bonus to Melee Combat skill, Hard Knocks Perk. No Corporate or Government professions.

Ganymede: Gain Science knowledge, bonus to Survival skill, Historian Perk. No Freelance or Military professions.

Europa: Gain Medicine knowledge, bonus to Negotiation skill, Humorless B_____ Perk. No Corporate or Freelance professions.

Professions

Corporate Jobs

Brawler: Enforcer. Gain Interrogation knowledge, bonus to Intimidation & Unarmed Combat skills, Protector Perk.

Shooter: Assassin. Gain Bare Hands knowledge, bonus to Melee Combat & Sneak skills, Infiltrator Perk.

Thinker: Scientist. Gain High Technology knowledge, bonus to Deduction & Discussion skills, Bookworm Perk.

Speaker: Salesman. Gain Finance knowledge, bonus to Deception & Negotiation skills, Silver Tongue Perk.

Government Jobs

Brawler: Bodyguard. Gain Politics knowledge, bonus to Observation & Unarmed Combat skills, Protector Perk.

Shooter: Operative. Gain Bare Hands knowledge, bonus to Deception & Small Arms skills, Infiltrator Perk.

Thinker: Arbiter. Gain Legal knowledge, bonus to Deduction & Intimidation skills, Authority Perk.

Speaker: Politician. Gain Politics knowledge, bonus to Discussion & Negotiation skills, Vox Populi Perk.

Military Jobs

Brawler: Infantryman. Gain Bare Hands knowledge, bonus to Survival & Small Arms skills, Heavy Weapons Perk.

Shooter: Pilot. Gain Piloting knowledge, bonus to Dodge & Small Arms skills, Quicksilver Perk.

Thinker: Engineer. Gain High Technology knowledge, bonus to Deduction & Small Arms skills, Bookworm Perk.

Speaker: Officer. Gain Interrogation knowledge, bonus to Discussion & Intimidation skills, Vox Populi Perk.

Freelance Jobs

Brawler: Bruiser. Gain Bare Hands knowledge, bonus to Stamina & Unarmed Combat skills, On Your Feet Perk.

Shooter: Gunslinger. Gain Gunplay knowledge, bonus to Dodge & Small Arms skills, Quicksilver Perk.

Thinker: Hacker. Gain High Technology knowledge, bonus to Deduction & Dodge skills, Infiltrator Perk.

Speaker: Con Artist. Gain Finance knowledge, bonus to Intimidation & Deception skills, Silver Tongue Perk.


More on Perks and Skills next week.

Round the Table: D&D For All

Dice

When Dungeons & Dragons 4th Edition was announced in 2007, the reaction was somewhat mixed. Much of the community had found 3rd Edition to be a little cumbersome, though less so than the THAC0 days of AD&D. While my memories of lunchtime dungeon crawls in junior high are no less fond these days, albeit somewhat faded due to the passage of time, simplification has never struck me as a bad idea. Fewer tables that need to be consulted and less math required to engineer the result of an action means faster, more immersive gameplay. However, the end result of 4th Edition created an even more mixed reaction than its announcement. A lot of cries went up from players of previous editions, many of them lamentations that the game to which they had devoted so much time and attention had now been destroyed thanks to generalization and appealing to the lowest common denominator. D&D, in their minds, had become the Madden of role-playing games, with new books coming out every so often to keep the Wizards of the Coast money machine churning instead of doing anything innovative or keeping with the traditions of the previous iterations of the game.

But just because someone’s loud doesn’t mean they’re right.

Similar criticism has been levelled against the 2009 film Star Trek. While in terms of storytelling and effects it was outshone by District 9, released in the same summer, Star Trek was not quite as dumb as some claim. It didn’t have the true dramatic punch as some of the better series episode – TNG’s “Tapestry” and DS9’s “In the Pale Moonlight” spring to mind – but neither was it a completely meatheaded beer-swilling interpretation of the story. Doing something different with an established franchise is not always the worst thing that could happen to it, and just because someone changed it doesn’t automatically mean it sucks. Dungeons & Dragons is no exception. Rather than simply addressing the various arguments against 4th Edition, which might be seen as a bitter & opinionated assault (on the Internet? GASP!), I’d like to discuss the various merits & drawbacks of each extant version of D&D, including the indy child of 3.5 – Pathfinder.

D&D 3.5 – “We fixed it. Kinda.”

3rd Edition, as I’ve mentioned, had its share of growing pains. The first iteration of the d20 system could be a little confusing, and the classes were anything but balanced. With sorcerers & wizards vying for the position on the party as the finger-wiggler, fighters & barbarians arm wrestling and rogues picking locks, nobody played bards. In higher-level encounters, provided the cleric or magic-user in the party has looked up all the rules, errata & Ask the Sage articles for a spell of doom, the fighter’s job basically becomes that of a big, clunky distraction – and people say 4th Edition plays like an MMO. The distribution of skill points and limitations on class skills also tended to have the fighter wondering where the bad guy was up until the point said bad guy was stabbing them in the kidneys.

3.5 addressed some of these issues, and the amount of prestige classes available let players aim their characters in a certain direction that would help to keep them interested. For all its faults, 3.5 is a relatively solid system, geared towards the heroic endeavors of high fantasy. If you’re okay with the problems I’ve pointed out, and can get your head around the frankly embarrassing amount of rules involved or have a DM who’s fine with winging it through 90% of a campaign, there’s nothing wrong with playing 3.5 Dungeons & Dragons.

Pathfinder: D&D 3.75

Before I talk about 4th Edition, I want to touch on Pathfinder. While I have yet to play in a campaign myself (a friend has one in the works), a cursory glance at the SRD indicates that Pathfinder is a well-organized branch of the 3.5 tree, with classes more balanced, rules that make more sense and slightly less laborious class progression. Taking a feat every other level instead of every 3rd means your character is going to be more versatile more quickly. I’ll talk more about Pathfinder when I’ve had a chance to really play it, but it seems promising on the outset.

D&D 4th Edition: “It’s not World of Dungeons & Dragons. Honest.”

Let me get the obvious out of the way first. Yes, all of the classes have powers that define what they can do in combat, divided between at-will, encounter and daily use – “cooldowns” in the lexicon of people familiar with MMOs. And yes, the classes are divided among four main categories: Leader, Defender, Striker & Controller. If at this point you think 4th edition is turning D&D into an MMO on your tabletop, go ahead and start writing your hate mail now.

Go on. I’ll wait.

All done with the flaming? Fantastic. Now here’s why you’re wrong.

Two big problems with previous editions of D&D were in the laborious write-ups for the pages and pages of spells available to spell-casters, and the power gap that grew between spell-casters and melee classes as character levels rose. In 4th edition, no matter what class you’ve chosen, there’s something you can do every turn to help the party that goes beyond whacking away at a monster with a stick. And you have a few options to choose from at 1st level. A party of starting characters in D&D can take on an entire dungeon of opponents without having to worry too much about a TPK, whereas in 3.5 a wizard has more than a couple reasons to fear the wrath of a couple stray kittens.

The classes in 4th are balanced, if somewhat homogenized. Within the categories, there are a few things that set one class apart from another, but in the broad strokes, Defenders act as tanks, Leaders benefit the party, Controllers penalize the opponents and Strikers deal slightly more damage than the other types. I can hear more people raging at the idea of MMO mentalities creeping into their D&D, but in my experience, it’s a “you got your chocolate in my peanut butter” situation. Some of these changes might have been inspired by the likes of EverQuest or World of Warcraft, but if the changes are for the better, does it really matter where they came from? No party member is dead weight, combat runs more smoothly and with a faster pace, non-combat encounters are geared to be every bit as important and rewarding as combat and the system is every bit as flexible as previous iterations, allowing a crafty DM to create their own world and wing it if they so desire. It’s got something for everybody, isn’t shrouded in obfuscatory rules and is very easy for new players to pick up & play. Some people might see that as a betrayal of the old ways of Dungeons & Dragons, but in my humble opinion they’re provably wrong.

I can only say so much to try and convince people that the arguments against why 4th edition is a step in the right direction are unfounded and composed mostly of the kind of neophobia that keeps people from enjoying the new Star Trek film or entertaining the idea of socialized health care. Some people have the courage to try something new and then admit they prefer things the way they were, and that’s fine. At least you gave it a chance. If you haven’t tried 4th Edition yet, you really should. You can grab quick-start rules, pre-gen characters and an introductory adventure, all for free. What have you got to lose, other than some misinformed opinions and another source of high blood pressure?

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