Browsed by
Category: Role Playing Games

Modular: A First Look at Starfinder 1: “OMG! All Your Trope Are Belong To Us”

Modular: A First Look at Starfinder 1: “OMG! All Your Trope Are Belong To Us”

256 Starfarer Combat Technician Pic
Well-authored and beautifully illustrate
256 Starfinder Core
Does for Science Fantasy what Dungeons and Dragons did for “traditional” Fantasy.

“Dad, we can’t get the Starfinder combat system working…”

“Look, Son, it’s a D20 system, so Armor Class reduces the chance of being hit, rather than absorbs damage.”

“OK. I get it now! You’re the best, Dad!”

(Tousles hair) “That’s what Dad’s are for, Son.”

OK it didn’t quite go like that. For a start, I did not in fact tousle my 13-year-old son’s hair since (a) it’s shoulder length and he gets cross if you tangle it, and (b) he’s 13. Even so, it was a “life’s full circle” Country and Western moment of the same order as when non-geeks teach their kids to throw a rabbit or skin a baseball or whatever.

However, Kurtzhau was indeed encountering a D20 system for the first time, the engine at the heart of Starfinder, Paizo’s new Science Fantasy (it uses that term in the text!) system, with which he’s pretty much fallen in love. The blurb says it all.

The Starfinder Roleplaying Game puts you in the role of a bold science-fantasy explorer, investigating the mysteries of a weird and magical universe as part of a starship crew. Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you’ll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you’re making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you’ll need each other.

Inspired by my son’s enthusiasm, I decided to take a look myself…

Read More Read More

Modular: The Traveller Central Supply Catalogue Page by Page: Survival Gear, Electronics and Computers…

Modular: The Traveller Central Supply Catalogue Page by Page: Survival Gear, Electronics and Computers…

Traveller Central Supply Catalogue
(Click through to first article)
256 Traveller rescue ball
Rescue Ball

I’ve finally started making use of the Mongoose 2 Traveller Central Supply Catalogue. As predicted, it’s been handy to have two sets of armour listings, which is as far as I got last time with my page-by-page.

The players — all 13-14 year old boys — liked the catalogue just to look at. Rules aside, it added coolness to our Traveller sandbox game. One or two of the items proved invaluable, including the Diplomatic Vest, which the rogue character leapt on with unholy glee. (He should, however, have considered something more powerful than the flechette gun.)

So, now we’re onto Survival Gear, Electronics, and Computers, sections that continue the faux catalogue conceit.

2. Survival Gear

As with Armour, this section duplicates and expands on the equipment in the core rules. For example, it tells us more about “Artificial Gills” to make clear that these must be worn with a mask, and includes lots of new items.

Read More Read More

Modular: Picking Pathfinder

Modular: Picking Pathfinder

I’m curPatfhinder_Corerently running a Swords & Wizardry (S&W) campaign for a few friends. I wrote here about why I chose S&W instead of my preferred system, Pathfinder. In fact, that post served as the genesis for this Black Gate feature,  Modular. But now, I’m going to look at some of the strengths of Pathfinder and why, when this S&W campaign is done, I’m going to transition the group to a Pathfinder adventure.

So, though I had both played and run Pathfinder, I chose S&W for reasons I talked about in that prior post. I wanted a more story-driven, less mechanics-based system. Also, because two-thirds of the party was new to pen and paper RPGing, I wanted something lighter in the rules department. And there’s no comparison between the two in that regard. The S&W Core Rules comes in at just over 140 pages. The Pathfinder Core Rulebook is almost 600!

Now, I explained in that first post that while I was still reading RPG products, I had stopped playing during 3rd Edition Dungeons & Dragons (D&D): there simply hadn’t been time for it.

But I wanted to get back into playing, and the choice seemed to be between Pathfinder and the newly released 4th Edition. Now, I had only ever played D&D, going back to 1st Edition. I mean, it was synonymous with role playing games and 4th Edition was the natural choice. But as I researched both systems, Pathfinder clearly seemed to be the way to go.

Read More Read More

Modular: The New Mongoose Traveller #3 — Random Adventures, Or How I GM’d With No Prep

Modular: The New Mongoose Traveller #3 — Random Adventures, Or How I GM’d With No Prep

(Read First Article)
(Read First Article)

Spacers in Ganelon Navy uniforms cram the bar. These guys have a reputation for trashing bars and brawling with strangers. However, this evening, they are beyond well behaved. They keep their hands off the waiting staff, even tip them generously. They are almost painfully polite — “I’m sorry I nearly jostled you! Please accept my apologies, and further apologies on behalf of my ship and indeed my culture…”

This is a problem!

Or at least a problem for the three hard-up traveling companions huddled around a small corner table… let’s call them Travellers... sipping beer from bulbs designed to cope with the 0.15G (these are real!). They have a contract to catch the Ganelon spacers behaving badly so as to compromise that star kingdom’s naval goodwill tour. So far, they are not seeing any bad behaviour.

Somewhat direct in mentality, Charadack, the retired marine sergeant in the group, starts loudly boasting about a battle in which the Imperium forces utterly thrashed those of Ganelon Star Kingdom. Perhaps he can provoke an assault?

After about fifteen minutes, a Ganelon officer carefully navigates the crowded bar and addresses Charadack: “I hear you are talking about your great victory. May I compliment you and the entire Imperium for your chivalry? You are brave and noble fighters, and indeed were exceptionally polite and gracious to the POWs captured as a result of  your glorious success…”

At this point, our Travellers are starting to freak out. What is going on?

Read More Read More

In Alone Against the Flames You Face the Horror of Cthulhu the Way the Universe Intended: By Yourself

In Alone Against the Flames You Face the Horror of Cthulhu the Way the Universe Intended: By Yourself

Alone Against the Flames-small Alone Against the Flames-back-small

I’m a huge fan of solitaire role playing adventures. They’re a great way to exercise your imagination and sample an immersive RPG experience when you can’t find any other players — or just can’t convince them to try out a new game with you.

Of course, the biggest drawback of solo RPGs (aside from the fact that they’re relatively thin on the ground these days) is that most expect you to be fully conversant with the system. That’s why I’m so delighted with Alone Against the Flames, the newest solo adventure for Call of Cthulhu. You don’t need to read the (rather daunting) rulebook before you start playing. Just settle in a comfy chair with some lucky dice, open the book, and follow the instructions. It dumps you right into the story and teaches you the game as you go.

Call of Cthulhu is a horror RPG based on the work of HP Lovecraft, and Alone Against the Flames is a complete tale set in the 1920s in which you are the main character, and your choices determine the outcome. Although it’s designed to walk you through the basics of the game as you go, a copy of the Call of Cthulhu Seventh Edition QuickStart Rules (which you can download for free here) is required to play.

Read More Read More

Modular: Dungeon Delving Tips – Part II

Modular: Dungeon Delving Tips – Part II

Delve_ESEarlier this year, Modular looked at the first dozen tips for dungeon delving from Creighton Broadhurst of Raging Swan Press. Today, we follow up and tackle thirteen more to get to 25. Good dungeon delving used to be a lot more important than it is today.

While characters seemed to die at a great pace in Gary Gygax’s original campaigns, for most of us who grew up on pen and paper, our characters were not disposable. We tried hard to keep them alive. Necromancer Games (who you surely read about here!) even put out a 3rd Edition D&D supplement, Raise the Dead, containing party quests to bring back that lost character.

In today’s MMO/video game world, death is simply something you undo by reloading the most recent saved game. A character can die dozens of times and we still get to play them over and over again.

But when death is a real threat, that party delving into the dungeons deep needs to employ strategies and tactics to accomplish the goal and get back out alive. Every character mattered (Kinda like, ‘No one left behind’ as a party slogan). So, here are thirteen more tactics to add to the first dozen to help keep your party alive.

Read More Read More

GenCon 2017, Pt. 2: Science Fiction Edition

GenCon 2017, Pt. 2: Science Fiction Edition

starfinderScience fiction themes were front and center at GenCon this year, in a way that surpasses what I have seen in previous years. Usually the science fiction games are almost entirely tied into existing property lines, like the various Star Wars miniature battle lines produced by Fantasy Flight Games. These were certainly present, but they were matched by new science fiction games that had an appeal independent of being tied to well-established and beloved properties.

I’ll dig into several of these games more deeply in future full reviews, but for now here are some high-level looks at some of the new science fiction-themed games and expansions from GenCon.

Starfinder

The release of the Starfinder Roleplaying Game was one of the central events of the convention, the science fiction/space fantasy game set in the distant future of Paizo’s Pathfinder universe. We’ve spoken about Starfinder previously (see here, here, and here). I’ve been enthusiastic about the prospect of this game since the day it was announced, so it’s a pleasure to see that its release was an astounding success. As Erik Mona of Paizo explained to me, the company had looked at their past records and brought more copies of the Starfinder Core Rulebook than the number of any previous book they’ve ever released at GenCon … and it sold out in less than 7 hours. (The PDF, however, is available through Paizo.com for only $9.99!)

Read More Read More

Playing Child Friendly OneDice Fantasy on the Edge of the World

Playing Child Friendly OneDice Fantasy on the Edge of the World

255 OneDice Fantasy
Vaguely renaissance setting that recalls Warhammer Fantasy RPG

Isle of Harris, Scottish Hebrides.

Still bleeding from the last trap, the wounded warrior positions himself against the wall on the hinge side of the door, leans out and turns the handle.

SLAM!

The door swings open with surprising force and whacks him like a fly swat.

And outside the window, the dark clouds sweep in from the Atlantic. Rain rattles on the glass.

OneDice Fantasy
Nerd Outreach on the Isle of Harris

Yes, we’re playing OneDice Fantasy on the Isle of Harris, practically the  edge of the world. Step out the door and swim the wrong direction and the next stop is the USA. (Go take a look at where we stayed.)

Around the table are my wife and both kids — 13 and 8 –, plus the drummer from my old rock and roll band, his wife — a novice player — and their two kids, 11 and 8.  It’s their son’s Fighter who just took several points of damage from an old school dungeon. His little sister, meanwhile, is having fun being an elf.

It’s more adults than I’ve ever GM’d at one go, and actually more people. However, the rules are easy to run so I’m surviving.

Skeletal ferryman aside, it’s not quite Nerd Outreach Beyond the Styx. Our hosts were already keen players of co-op games like Forbidden Island and Warhammer figures have already invaded the table in the lounge.  That’s why I brought a selection of OneDice books with me on holiday… that and the chance to actually read them in depth.

The OneDice engine is like Fate, but more simulationist and using only  1D6…

Read More Read More

The Traveller Central Supply Catalogue Page by Page: New Rules and Armour

The Traveller Central Supply Catalogue Page by Page: New Rules and Armour

csc-coverTraveller Rule 0 is, roughly, “The Referee Can Make S…tuff Up.”

Even so, in the case of equipment, it’s handy if somebody else has worked out the details, and if the stuff doesn’t just break the universe.

Edgar Rice Burroughs could put in Radium Rifles — fantastically accurate at fantastic distances — and then ignore the logic of their existence and write a Sword and Planet romp. However, if RPG players find a loophole, they will “exploit” it; and in a simulationist game such as Traveller, that’s what they’re supposed to do anyway. You can’t tell players, “be creative in your problem solving, but not in this or that area”.

This has to be especially true for rumbustious teenagers… which takes me to my son’s gaming group, for whom I’m planning to referee later in the summer. They’re not really interested in narrative or genre conventions, or even schooled in them. (Some of them — shock! — haven’t watched Firefly yet.) So they’re bound to break what’s breakable.

With this in mind, I asked Mongoose to send me a review copy of the Traveller Central Supply Catalogue.

It’s a 150 page hardback, with nice authoritative binding. There’s an index at the back (hurrah!), nice illustrations throughout, and a lots of equipment with supporting rules.

The expanded equipment lists also include items from the Core Rulebook, making it self-contained enough to just hand the thing over to players when they want to go shopping. The “players’ reference” angle more than justifies the use of paper real estate for amusing adverts and flavour images: the book is the game’s user end.

I have a few quibbles.

Read More Read More

Gaming Summer Camp

Gaming Summer Camp

Dungeons and Dragons Players Handbook Fifth EditionMostly, those of us who are passionate about roleplaying games fell into the hobby in a fairly informal way. But as the hobby becomes more widespread, there have also become more formal ways of being introduced to the games. Conventions often have panels or gaming tracks that are specifically designed for introducing new gamers to either gaming in general or to a specific game system. I’ve even heard of college courses that include elements from roleplaying games as part of the curriculum.

An old high school friend of mine is doing his part, running a summer camp centered around Dungeons & Dragons 5th edition in Durham, NC. Unfortunately, he’s already completed the first of three weeks of the camp, but there are two remaining, so still plenty of time to get your kids involved if you live in the area. It runs from 11:00 am to 3:30 pm at the Dimensions Family School, with more information and registration available here.

In speaking with my friend, Brock, about what he had planned. He’s taught courses on Dungeons & Dragons at Dimensions Family Camp for 3 quarters now:

Each quarter I try something different. The first quarter was a multi-generational epic, where they played the same heroes, re-incarnated over and over, battling the same world-ending villain from the creation of the world until the climactic apocalype-averting battle at the end of class. The 2nd quarter was a world-hopping romp through the D&D settings, where they met all the most iconic heroes and villains from D&D history. The 3rd quarter was a “bottle episode”, where they spent almost the entire quarter in the same dungeon, over a period of only a few days, with a high body count and many tough ethical choices, rounded out with a grand finale involving the Deck of Many Things and the Tarrasque.

Read More Read More