Wednesday, January 3, 2024
Wednesday Comics: DC, April 1983 (week 1)
Friday, December 29, 2023
Star Scoundrels
I mentioned Black Star from LakeSide Games a few weeks ago, but since I've discovered another neat, rules lite, space opera game, Star Scoundrels is from Peril Planet. It's another game clearly intended to play Star Wars without obviously violating the IP and mentioning that. It uses the Action Tales system I've appreciated in the cyberpunk game Neon City Overdrive, which is also pretty much the same system as the fantasy game Dungeon Crawlers and the author's game Hard City for Osprey.
The basic mechanic is a d6 dice pool of Action Die and Danger Die, with graduated success from complete failure to complete success. Dice are added to the pool based on player traits, Threat (enemy) traits, and situational modifiers. All rolls are done by the players.
Each Danger Die can cancel out a matching result on an Action Die, and uncancelled 6s on Danger Die accumulating Pressure. Pressure gives the GM the ability to make things more difficult for the players when it reaches a certain level. It's like Threat in 2d20 games in that regard but isn't near as much of an economy around it nor as many rules relating to it.
PCs are described by Trademarks (sort of a basic concept, role, profession, and alien species), Edges (specializations or talents linked to a Trademark), Flaws (disadvantages or troubles), gear, Grit (hit points), and Flow (the Force stand-in). Flow can be used to increase the success of roles or use a second Trademark die in a check.
Starships are statted similar to Threats. There are some fairly simple rules given for space battles and a table of random space travel encounters.
There are also random tables for adventure generation, planets, and names.
All and all, it offers the barest bit more crunch (but in places that flesh out a character a bit more) than Black Star while remaining very rules light. Either would be a great choice for a Star Wars pickup game or one shot.
Wednesday, December 27, 2023
Wednesday Comics: DC, March 1983 (week 4)
Friday, December 22, 2023
Holiday Viewing
Got some time over the holidays? Over at the Flashback Universe Blog, Jason Sholtis and I have been watching selected episodes of old TV shows available on streaming and reviewing them. Something here is bound to be what you are looking for!
Thursday, December 21, 2023
On The Frontier
My recent readings in science fiction have had me thinking about Star Frontiers. The setting more than the game mechanics. I've done various riffs on the species and things before, but I don't think I've ever really thought about how I'd run it "straight"--at least not since I ran it in middle school. Here are some bullet points of things I've thought of:
"We of the Institute receive an intensive historical inculcation; we know the men of the past, and we have projected dozens of possible future variations, which, without exception, are repulsive. Man, as he exists now, with all his faults and vices, a thousand gloriously irrational compromises between two thousand sterile absolutes – is optimal. Or so it seems to us who are men."- Jack Vance, The Killing Machine
Wednesday, December 20, 2023
Wednesday Comics: DC, March 1983 (week 3)
Monday, December 18, 2023
A Meeting with the Compulsor
- Jerfus Grek (Jason) - A Vagabond with the item everyone wants, but no clear idea how to make it pay.
- Nortin Tauss (Aaron) - An arcane dabbler who doesn't want to be tracked by telesthetic hounds.
- Yzma Vekna (Andrea) - A grubby teamster who wonders how she got into this mess.
Thursday, December 14, 2023
An Alternate Star Wars
As the Republic spread throughout the galaxy, encompassing over a million worlds, the GREAT SENATE grew to such overwhelming proportions that it no longer responded to the needs of its citizens. After a series of assassinations and elaborately rigged elections, the Great Senate became secretly controlled by the Power and Transport guilds. When the Jedi discovered the conspiracy and attempted to purge the Senate, they were denounced as traitors. Several Jedi allowed themselves to be tried and executed, but most of them fled into the Outland systems and tried to tell people of the conspiracy. But the elders chose to remain behind, and the Great Senate diverted them by creating civil disorder. The Senate secretly instigated race wars, and aided anti-government terrorists. They slowed down the system of justice, which caused the crime rate to rise to the point where a totally controlled and oppressive police state was welcomed by the systems. The Empire was born.
- Adventures of the Starkiller (2nd Draft), George Lucas
This sort of thing isn't really new. It shows up in earlier drafts of Lucas' Star Wars script:and of course, political maneuvers and the fate of the Republic are at the heart of the prequel trilogy. But it could be emphasized more and handled better.
The idea, in brief: Take the political maneuvering, grittiness, and shades of gray of these latter-day Star Wars works but strip the mythos back to the earliest stages, maybe taking inspiration from the best of everything that came after.
The jedi would still be fairly central to the whole thing, but as a sort of Lensmen or Green Lantern Corps adhering to a philosophy generally based around nonaction and stillness, they are ill-equipped to deal with a failing, corrupt Republic. This leads to fracturing and internal conflict. The separatists have a point, but separatism is also a way for megacorporations and commercial concerns to gain power and freedom from governmental restraint.
I suppose Palpatine is still a Sith lord, but if the conflict were ever just with him, the problem could be solved. The real danger is the systematic issues for which the Empire is a seductive solution.
A couple of things I would change that aren't essential to the premise, but I might as well change them while I'm changing stuff. The Clone Wars are a series of conficts fought with clones, but that's not why they are called that. Rather, the ethical issue raised by the clones' existence and the appearance of government cover-up are the "straw that breaks the tauntauns back" for many. The clones' conscription is an act of desperation on the part of the Republic. Or cynical maneuvering by a Sith Lord.
While I'm at it, I would certainly ignore things that definitively position droids as sophont or sentient beings such as Jabba's use of torture and the ridiculous droid bar from Mandalorian. I think the possibility that droids are fully sophont should exist--and the people of the Republic are generally blind to it--but they shouldn't be treating them as if they already know they are.
As an aside, I think the origins of droids and clones can easily point to the Republic being a purposely limited technological region not unlike the Empire in Dune or in the Sun Eater series. Canon sort of supports this by the droid foundries of Genosis or the Kamino clone facilities as being on the periphery of galactic civilization. I would suspect must of the high tech industry is on the Rim where the restrictions of the Republic are weaker.
Wednesday, December 13, 2023
Wednesday Comics: DC, March 1983 (week 2)
Thursday, December 7, 2023
Gnydrion Chargen Tables for Grok?!
The lite rpg Grok?! uses random tables for character generation, but the standard ones weren't entirely suitable to my Gnydrion setting. I made my own for the columns where I thought it mattered. These were done quick to have something to use in play but if I ever were to publish them, they would probably get a more thoughtful review.
Background and an Asset
- Fringe Theorist - a map detailing the location of fae vortices
- Wastrel - a pillbox with an assortment of calmatives, excitants, analeptics, and euphoriants
- Gambler - a deck of marked cards
- Civil Servant - impenetrable but official looking documents
- Academician - reference works
- Rogue - dagger
- Fugitive - shiv
- Itinerant Mystic - worn mat for meditation and begging bowl
- Dilettante - servant
- Veteran - scars, each with a colorful story
- Freelance Scrutinizer - sap
- Mountebank - traveling case of tonic elixirs
- Rhabdomancer - crystalline rod carried in a velvet-lined case
- Vagabond - tinder pouch and firestone
- Teamster - blunderbuss
- Traveling Merchant - case full of wares
- Entertainer - essential implement for your act
- Arcane Dabbler - talisman with one spell
- Artisan - trade tools
- Mercenary - a good sword
- outlandish hat
- cape of shifting colors
- muff pistol
- nonnig
- armor
- throwing dagger
- cracked eidolon crystal showing the image of a beautiful, desperate seeming woman
- round trip first class airship ticket
- magic spyglass
- portable writing desk with pen, ink, and stationary
- stylish rapier
- vial of hwaopt intoxicant scent, malodorous to humans
- letter of credit from a hohmmkudhuk craftsman
- cage with fighting zegej
- pouch of cured meat
- invigorating elixir
- 25 feet of rope
- lantern
- pouch of dried mushrooms
- stun wand
- small jar of cured glount roe, sealed
- guardsman's baton
- velvet-lined case of military medals
- punch dagger
- voice altering oral lozenge stone
- leather case with two syringes of thrall slime
- Wurvulb's Primer on Ieldri Language
- jar of analgesic linament
- broad-brimmed hat concealing steal skullcap
- signet ring with enigmatic but portentous engraving
- brass knuckles
- sedative powder (2 beast of burden calibrated doses)
- hatchet
- box of cheep cheroots
- medallion authorizing operation of a commercial paddle boat in Whulggan Sound
- basket of two candy manikins
- Offical pardon for a Jeng Turly signed by the Provincal Governor
- toiletry kit with mirror, tweezers, straight razor, and coagulating powder
- pistol ballester
- scratch and smell pamphlet map of the library of Ao-Dweb
- Nurila Tambrol
- Tobrana Velth
- An Morold
- Inerva Alanx
- Fanora Zriol
- Pema Rheest
- Nima Ermot
- Yzma Vekna
- Alux Vrys
- Raiga Mehtaloon
- Syara Wanzor
- Irallene Tark
- Glismo Nadok
- Reet Ulam
- Antor Hogus
- Ger Vortin
- Zamo Thrase
- Druf Ombry
- Nortin Tauss
- Grevan Calo
- Trane Durnur
- Mulz Thomber
- Jerfus Grek
- Sy Kamor
Wednesday, December 6, 2023
Wednesday Comics: DC, March 1983 (week 1)
Monday, December 4, 2023
Under Compulsion in Phaelorn Gap
- Antor Hogus (Paul) - Vagabond with a stun gun and a dislike of authority, worse now than ever!
- Nortin Tauss (Aaron) - An arcane dabbler just trying to get by.
- Yzma Vekna (Andrea) - A grubby teamster watching things spiral out of control.
Thursday, November 30, 2023
Oz and the Dying Earth
Driving over the Thanksgiving holiday my family listened to the audiobook of The Patchwork Girl of Oz, and I was struck by how similar Baum's Oz stories are and some of Vance's work, particularly the Dying Earth related material. Some of it, of course, would be resemblances shared with other works of fantasy, but I think there is much more homology of Baum with Vance than say Howard, Smith, or Martin.
I've mentioned before the list of the elements of Vance's Dying Earth stories as outlined in Pelgrane Press' Dying Earth rpg:
- Odd Customs
- Crafty Swindles
- Heated Protests and Presumptuous Claims
- Casual Cruelty
- Weird Magic
- Strange Vistas
- Ruined Wonders
- Exotic Food
- Foppish Apparel
Some of those I think are present in Baum's Oz books, but there are others that have analogs. These are the ones that I think are most prominent:
Odd Customs. In the Dying Earth this relegated to cultural practices. In Oz, the people themselves may be odd not unlike the mythological peoples seem in Medieval or ancient travel tales. Still, the central aspect of using a culture taken to the absurd as an object of satire is present.
Weird Magic. This is all over the place in Oz, with many of the protagonists being products of it. The powder of life made by the Crooked Magician or the "Square Meal Tablets" certainly count.
Strange Vistas. Exploration is as important part of Oz as the Dying Earth. The weird underground world of the vegetable Mangaboos lit by glowing glass orbs in the sky would count, as would the the Land of Naught where the wooden gargoyles dwell.
Ruined Wonders. Oz doesn't have many ruins, but they do have Hidden Wonders, like the city of the China Dolls or the radium decorated city of the subterranean Horners.
Foppish Apparel. It isn't emphasized as much in the text, but it goes through in the illustration...
The other elements are less present in Oz, but Heated Protests/Presumptuous Claims has its analog in humorous exchanges and bickering. Oz isn't as cruel a place as the Dying earth--it shows up in children's stories after all--but it isn't without cruelty. It's a cruelty of the fairytale sort really where axes enchanted by witches might chop off a woodsman's limbs and an evil queen might desire a little girl's head enough to have it cut off.
There are other similarities not really accounted for here. Outlandish, unnatural monsters haunt the wilderness in both (and in both they are often capable of speech). Habitations are separated by wilderness and isolated cultures seem to exist along well-travelled roads. For the most part the societies of both settings seem fairly static (Oz a bit less so than the Dying Earth), in contrast to epic fantasies where world-changing events are part of the narrative. Overall, I think these could be summed up is that both settings seem perhaps descended from fairy stories, Oz more directly, and the Dying Earth through the fantasies of Smith, Cabell, and (maybe) Dunsany.