Wednesday, January 10, 2024
Wednesday Comics: DC, April 1983 (week 2)
Monday, January 8, 2024
Journey to the Center of the Mind
Our 5e Land of Azurth game continued last night with a quest in the role of Zabra Kadabra (the pre-gen enchantress from Mortzengersturm).
Viola, the Clockwork Princess, needs a suit of armor called the Quicksilver Panoply as some sort of control mechanism for the metal giant she plans to unearth to overthrow the Wizard of Azurth. This armor hasn't been made but has been conceived of in the mind of Gob, the giant, crystalline gnome who was the co-creator or constructor of the Land of Azurth.
She wants the party to use a backdoor she had previously placed into the dreaming or meditating mind of Gob as he sits quiescent in the center of the Earth. Easy enough, she says.
The party is dubious, but she gives them a cubic device for making entry and tells them about the basic inhabitants of Gob's mind. There are the friendly, glittering and birdlike Fantsies, and the malevolent, noxious Phanfasms. She also tells them in thumbnail sketch what they need to know to collect the armor pieces.
Off they go. They discover the crystalline recesses of the mind to also be inhabited by other creatures. Some are dreams or thoughts of Gob, but there are goblins who were smuggled in by the Phanfasms, and they have formed too factions. Some are soldiers of the Phanfasms in areas they seldom go themselves. The others are rebels, mentored by a Kobold druid, seeking liberation from Phanfasm control.
The party manages to get on friendly terms with the rebel goblins, but has to almost immediately slaughter a group of Phanfasm soldiers.
Avoiding fighting with most dream creatures, the part comes to a dining hall where High Elven warriors in finery are supping. The elves refused to speak with the party, and their snoody air is irritating to the group. Things seem about to come to a head when the party is determined to cross through their hall, no matter what.
This adventure is an adaptation of the Role Aids adventure, Swordthrust. It's one I've long wanted to reskin for Azurth, and I'm glad I finally got the chance
Thursday, January 4, 2024
Two Species, Two Systems
For comparison, here are two of my Strange Stars setting sophont species in both Black Star and Star Scoundrels terms. Both are pretty simple! For Black Star, species just provides innate traits as listed. In Star Scoundrels the species is a Trademark which is sort of described by the words in parentheses after it. Those words might also suggest Edges that could be selected.
Follow the links with the names to get more background on the species.
In Black Star:
Traits: Claws, Tough.
In Star Scoundrels:
Hwuru (Strong, Climb, Forest Survival, Claws, Intimidate)
In Black Star:
Traits: Extra Limbs, Acute Hearing.
In Star Scoundrels:
Bomoth (Enhanced Hearing, Extra Manipulators, Music, Slang, Philosophical, Unflappable)
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!