31 December 2024

Gaming in 2024

 

Doughnut chart of the games played; Achtung! Cthulhu has 21 sessions, Trail of Cthulhu has 13, then Stormbringer (Tripod) with 5 and Traveller with 4. All others are 1 or 2 sessions.
The Summary Chart

I've played my last game in 2024 so it's time to do the annual summary. I played 58 session in 2024, which  is an increase of 10 on last year. Face-to-face sessions increased from 11 to 23 this year, mainly as TravCon and LongCon came into the mix. Aside from those two conventions, it was the usual Revelation, North Star and Furnace that I attended (and helped run).

My most run game was Achtung! Cthulhu, with 21 sessions that I ran on Roll20, bringing me to a total of 25 in this campaign. We should conclude Shadows of Atlantis in January 2025 if all goes well. After that I'll step away from 2d20 for a while, as I've played it rather a lot recently. 

My most played game was Trail of Cthulhu, with another 13 sessions on Eternal Lies, which brings us to 38 sessions if my notes are right. We've been playing this since 2021 and it continues to delight me. As a player, this is my favourite gaming experience this year.

The Stormbringer (Tripod) game of Stealer of Souls and Black Sword was a high point of the year for me as I ran it at LongCon, the full campaign across two days! I won't say more as there are a couple of earlier posts on this the blog, except it was probably the most fun I had as a GM.

Traveller comes in next with a mix of scenarios and settings, all since October 2024. I've run three and played one and intended to run more in 2025. I have the Jagermeister Adventure and I think that would be a nice short campaign after Shadows of Atlantis.

The only other game that got more than one session was City of Mist, a perennial for me at Revelation (and 2025 won't change that either).

I finally (after twenty years plus) ran The Dying Earth at Furnace and enjoyed it a lot. Not sure if I will run it again, but that's a long term itch scratched. 

I also had a fantastic game of Cartel using the Berlin 1980s hack at Revelation. I was nominally running it, but it was all the players plotting and backstabbing each other's characters that made it for me. 

I also had a fun time at North Star running Across a Thousand Dead Worlds which mirrors Fred Pohl's excellent Gateway series perfectly. The players were mostly familiar with the source so it made it work really well!

All in all, a great year of gaming.

31 December 2024

58382023
Game System#GMPlayFTF
Achtung! Cthulhu (2d20)212100
Trail of Cthulhu (GS)130130
Stormbringer (Tripod)5505
Traveller/Cepheus4313
City of Mist (PbtA)2202
Candela Obscura (BitD)1011
Cartel (PbtA)1101
Impulse Drive (PbtA)1011
ATDW1101
Alien (YZE)1011
Fall of House Prosh1101
Coriolis - the Great Dark (YZE)1011
Star Trek Adventures (2d20)1101
Old Gods of Appalachia (Cypher)1011
The Zone1101
Revolt1101
Liminal1011
Dying Earth Revivification Folio1101

Traveller - The Far Horizon experience so far (spoiler free)

Screenshot of a Chrome browser window with the Roll20 VTT running. The background shows a spacecraft and lots of gauges for fuel, time & oxygen. The foreground shows the mission planner, a table showing who was where and when.
The VTT at the session's end showing the mission planner

Yesterday, I had the pleasure of running Far Horizon, a Traveller/Cepheus Hard SF scenario using Zozer Games Orbital 2100 setting (itself a prequel to Hostile). The set-up is that the characters are the crew of a deep space explorer. the Far Horizon, which has already been the first ship to reach Pluto, and has now been diverted to intercept a rogue planet that is wandering through the edges of the Kuiper Belt. The crew have already been in space for two years, and this will add an additional year before they get home, making the full mission around five years.

There's a crew of twelve, a mission of flight crew, engineers and mission specialists. They're all highly educated and cross trained. This means that practically you need to run the scenario with a degree of troupe style play; the main difference to my past experience of this is that the characters are all full developed.

When I pitched the game on the Gaming Tavern, it was more popular than I expected, and I had enough people to fill two games. Once I pitched dates over the holiday, we ended up with six players, so I knew that this would likely push the AV on Roll20 to its limits.

I shared the characters details and tried to ensure that each player had a character that was likely to go on the away mission and another who would stay in the ship. I created a set of character portraits with artflow.ai just to give people a feel for the crew. 

A montage of protraits of the Far Horizon Astronaut crew (source Artflow.ai).
Montage of the crew, created with Artflow.ai

After that it was pre-work putting the game on the VTT. Initially, I considered using PlayRole, but decided I wanted a bit more capability so stuck with Roll20 (which is a bit like comfortable shoes now having run Curse of Strahd and Shadows of Atlantis on the platform). There's a lot of information on the ship and the planet that I wanted to make easily available. However, that came with a challenge; there were several items that could only be populated once the characters had successfully completed scans and investigations. So this led to the need to build handouts that the players could amend.

The whole scenario is up against a clock, as the velocity of the rogue planet (named Tartarus to fit with the underworld theme of the mission to Pluto and Charon) means that the Far Horizon only has a 96-hour window to explore the planet. Stay any longer, and the voyage home will either be delayed or impossible. There is no hope for rescue. The light lag for a message to reach Earth is 5-hours. It will also take a similar amount of time for a message to get back, so there's a minimum of a ten-hour delay for any communication with Mission Control. It's analogous to sending memos by post rather than phoning someone.

So, twelve characters, ninety-six hours and a whole world to explore.

The scenario tries to address the challenge of this by having a list of key tasks and setting success criteria (or KPIs as one player put it). This had to be an editable form. 

I was also concerned that we'd lose track of who was doing what, where and when. This was when I created the mission planner sheet. Effectively, it was a table with the characters across the top and the 96-hours broken into hour long chunks. It did feel a bit spreadsheet-like, and reminded me of planning engineering work during a shutdown when I used to be a project engineer, but it was very effective. Fortunately, I had several players who were minded that way and happy to work on the sheet.

The scenario's nature does seem to drive a very task and organisation focused approach rather than a character-led one. Team members are allocated to tasks and events ensue. I have tried to light encourage more getting into character, but I think that the nature of the game means that the players have switched into 'solve the problem' mode. That said, I'm enjoying it immensely as they puzzle out what's happening. We don't have the crew of the Prometheus here, we have a group of scientists, engineers and flight crew working together to explore deep space. It feels like a technical space mission, and I felt echoes of 2010 and Rendezvous with Rama.

Other decisions I made were to copy some of the key rules from Cepheus Universal (which is based on Hostile) for environmental hazards onto the VTT to reference quickly. This helped immensely, as fatigue is a risk for the crew in this kind of mission, as are misfortunes involving space suits.

Roll20's AV was struggling despite one of the players not making it, with drop outs. I do know that I had issues with the connection on VirginMedia yesterday (it may be super-fast but it can be choppy). I think we will use Discord for Audio next session, so need to remind myself how that works.

So next session. I was optimistic that this would finish in a single session, but everyone seems keen to find out more. So far we're had a bumpy landing, hazards from ice, a failing space-suit and computer complications, but some quite significant discoveries which will change the face of human knowledge.

Finally a hat tip to Paul Elliott at Zozer Games; I had some queries about the scenario and he was kind enough to respond and sort them out.

Until the next session!

31 December 2024



 

30 December 2024

WOTB - GSOR 1008 - Mastery - Oasis Palms

 

https://youtu.be/LoI4QbnchpM?si=78LGA1KID8ydALvR

1,575 XP, 3,590 dmg, 240 blocked, 802 assisted, 3 kills

WOTB - Chieftain Mk. VI - Mastery - Mines

 


https://youtu.be/Kkr936xqc8I?si=CNY4U972DsxHTVNS

1,638 XP, 4,593 dmg, 2,790 blocked, 2,342 assisted, 2 kills

28 December 2024

Traveller - Genesis of an Idea (Spoilers for 'This Fear of Gods')

 

The original idea

I'm trying to get the BITS website active again (which is proving a challenge as the main website file for Rapidweaver appears corrupted). Doing this has needed me to pull out my old computer as it has the website building software on it. While my 2008 vintage MacBook (unibody, aluminium, 8GB RAM, 2.4 GHz Core 2 Duo, SSD) is slowly doing file actions in an attempt to recover the data, I'm mooching around apps I've not used in years. Most of the web access is severely limited due to age of the browser which means certain challenges in getting data moved. One of the apps I've been looking at is Circus Ponies Notebook, something I long since dropped for the ubiquity of Evernote.

While looking in my 'notebook', I found a whole pile of adventure seeds, one of which was my first attempt to get the idea for the BITS scenario "This Fear of Gods" on a page. The ideas spun out of a number of things, including memories of Andre Norton's Sargasso of Space,  especially with the Forerunner's reference. Looking at these notes, the final scenario didn't end up that different from what was written here!

Synopsis: A University research ship carrying out deep space observations stumbles across an alien artifact. In examining the artifact, the team manage to activate it. It sends a signal, and implants a psionic urge into the crew. They return to their base to assess the situation and establish where the signal was aimed. A mission is sent to investigate target. When they emerge from jump, a powerful tractor beam will pull the ship down from orbit. They find themselves in a graveyard of dead ships, and go to find the source of the tractor beam. This involves the discovery of a near dead alien race, which attempts to take over their physical bodies using advanced psi-medical technology. Unless they prevent this happening, aliens will re-enter into space and start to move to infiltrate Imperial Society.

Ref: Backstory is plausibly linked to the Ancients, but not obviously. It does including nanotech, but not in an obvious way and limited so it cannot be used by the players in the future.

Setting: Probably the Marches, but possibly an adjacent sector. The Abyss Rift may well be
a good location.

The scenario has been run multiple times (probably in the hundreds) in playtest and has sat on my hard drive in 95% format for far too long. I do need to get it to print more formally.

28 December 2024

25 December 2024

Traveller - This is Free Trader Beowulf

This is Free Trader Beowulf
This is Free Trader Beowulf

This was my main present from the better half, a landscape format coffee-table book which explores the history of Traveller. I found myself looking at projects I'd worked on (predominantly BITS) and having a huge nostalgia rush. It's titled after the iconic text quote on the cover of the original Classic Traveller box set, a short fiction piece that set the whole feel of the game.

The book even leans into the (slow disappearing) Mongoose reputation with a typo on the spine ("Free Trader Beowilf").

I'm looking forward into digging into this over the next day or two; spending time with my forever game is always a pleasure. So glad this was created.

It does lead me with a dilemma; one of the potential projects I was going to do was to revamp the BITS website this holiday, which may have involved a complete move to a different platform, but now I realise that the references in the book all have hard URL inks to pages on the site. If I rebuild, I will break them!

Merry Christmas all.

25 December 2024


23 December 2024

WOTB - ST-62 Version 2 - Mastery - Yukon

 


This one kind of grew out go nowhere...

3,470 damage, 2,590 blocked, 57 assisted, 2 kills, 1,318 XP

https://youtu.be/UxYI6GfWBhI

Babylon 5 - Back to Season 1 (2258)

 

The Season 1 Cast

In case you've not come across it, Babylon 5 is a science-fiction series set in the later 2250s aboard a large diplomatic space station built to try and engender peace between the various polities and alien races. Run by the Earth Alliance, it's a crossroads in space. Ultimately, it will fail in its objective but out of that crucible a better future will emerge. The series ran for five seasons and ended up with several spin off movies and TV-series. The show has a harder-SF flavour than Star Trek. The show's creator pitched the series to Paramount; they rejected it but it was almost certainly an inspiration for Deep Space Nine which premiered just before Babylon 5. I much prefer Babylon 5.

One of my favourite SF series is Babylon 5. I've watched it fully at least three times (when it was transmitted, when I got it on VHS, when I got it on DVD) and recently I started to rewatch it on the HD stream from Amazon Prime. I picked it up reduced during the Black Friday events, only to find out the week after that it's gone on Prime for free. I'm not regretting it though.

The remaster to HD has been sensible and not letter-boxed the 4:3 print, although there are some widescreen elements (most notably the titles). The CGI may have been cleaned up, but I'm not certain on this. It certainly looks like a work of its time but still looks decent. Photorealistic, it isn't, but it works well.

Possibly the only disappointment is that the various TV movies etc haven't had the HD treatment, and the Gathering (the pilot) is missing from Prime (paid or free).

It's sad looking at the cast photo (along with the missing folks like the Jerry Doyle and Richard Biggs) and realising how many of them have subsequently passed away. I'm also going to call out Michael Hare who completed the series when going through a mental breakdown that only he and the show runner JMS knew about. I always liked his performance; he portrayed a compassionate, honourable but ultimately damaged man well.

The show is extremely clever in the way that it lays its trail of breadcrumbs out, and ends the first 21 episodes with the tables being turned over by events. I love the nascent relationships between G'Kar and Lando Mollari, and the undertone of menace. Of course, the initial threat appears to be the growing 'Home Guard' fascist nationalist xenophobic movement on Earth, but there are hints of more once Mr Morden arrives at the station.

If you've not watched this, it's a great chance to do it now. This season builds the characters and purpose of the station, and ends with the plot starting to accelerate.

A bonus to me is that my eldest (17) caught it a couple of episodes in, and has been hooked by it.

I left the show last night as 2259 started, and I'm sure we'll be back for more later this week.

23 December 2024



21 December 2024

Traveller - The Encyclopaedia of Dagudashaag (Signal-GK)

Encyclopaedia of Dagudashaag
The Encyclopaedia of Dagudashaag (front cover)

Signal-GK was a long running Traveller Zine from the UK which, amongst other things, explored the Dagudashaag sector of space. It was packed full of interesting plot ideas and lore that a Traveller Referee could draw upon. As a disclaimer, I do have one very short article in one of the Signal-GK issues and I did work on the aborted project to regress the sector back to Milieu Zero.

A few years ago, Jae Campbell (who published Signal-GK) and several others turned all the zines into two fantastic PDFs; one was for everyone to use, and the other was a referee's supplement. These are distributed and available for free. You can find more details here including links to download both files on the  Argushiigi Admegulasha Bilanidin (aka Traveller Wiki, Imperial Encyclopaedia).

Encyclopaedia of Dagudashaag
A chunky volume

I decided that I wanted a hardcopy to use and reference, so started setting up a project on Lulu. I hacked the two files together, and built a cover up using the basic templates and Affinity Designer to create the PDF. The end result is a 432-page standard colour hardcover.


Encyclopaedia of Dagudashaag
The back cover

Overall, it looks good in print. I did end up using standard colour because although the majority of the book is black and white, colour is used in maps and as accents.


Encyclopaedia of Dagudashaag
Page example with subsector map in colour


Encyclopaedia of Dagudashaag
The 'Secret' Referee's section.


Encyclopaedia of Dagudashaag
Some more examples with art.

I've ordered Jae a copy of this now it's worked out. He's kindly given me permission to print additional copies so long as they are not done for profit (ie they remain a free product except for the manufacturing costs). I suspect a few of my Traveller friends may be interested in this. At the moment, a copy for the UK costs around £30 including print and delivery. For me this was £30 well spent.

21 December 2024

Flavours of Christmas

 

Image with BBC logo at the top, and the words "The Dark is Rising" set below in white. The background is blue with what may be stars or snow. The ground is a book with pages turning from white through orange to blue. A leafless, snowy wood rises from the book and a young rider is on a horse, both darkly silhouetted. A cloak trails behind the rider, highlighted with red, and what look like back crows or rooks chase them.
The Dark is Rising

I'm presently indulging myself in listening to the BBC adaptation of Susan Cooper's "The Dark is Rising", a story that has always captured the feeling of a Christmas laced with darkness. The book itself had a huge impact on me in my first year at secondary school, around the same time as I read "The Lord of the Rings", and its one that I return to every now and again like Alan Garner's "The Weirdstone of the Brisingamen". The BBC adaptation is near perfect, set in 12 short episodes. It's atmospheric and evocative, and I wish that they'd done some of the other books as well.  You can find it here.

I discovered this through the book; the podcast came much later.

A boy, dress in 1930s tie, shirt and jacket looks into a box he has opened, the glow from within which lights his face and the scene.
The Box of Delights

Another story that evokes Christmas for me is John Masefield's "The Box of Delights". This one came to me courtesy of the BBC TV series back in 1984. It has many of the flavours of "The Dark is Rising"; Christmas, snow, combined with evil and magic being afoot. Susan Cooper's tale is a little more hard hitting, but the "Box of Delights" isn't afraid to scare. The BBC has shown the series again this December and is releasing it on Blu-Ray. I still have a set of DVDs for this, which replaced my VHS copy. 

I read the book much later; it was satisfying fun, with a style aimed at a slightly younger audience than "The Dark is Rising" but enjoyable all the same.  Reflecting on the original transmission date, I was first introduced to these around the same time.

The cover of 'Winter's Tale' by Mark Helprin shows a black and white image of what I think is New York's Grand Central Station with shafts of light cutting down from high windows to the floor.
Winter's Tale

Mark Helprin's "Winter's Tale" evokes similar feelings for me although I came to it a couple of years later. It tells the tale of a young Irishman, Peter Lake, as he attempts a burglary against the backdrop of a snowy winter in New York sometime towards the end of the 19th Century. In the house he finds Beverly Penn, a young heiress, and they fall in love. Surreal, beautiful and haunting, this is a love story as much to the city as the protagonists. Again, it magic and fantasy bleed in, leaving a feel of the surreal. I haven't reread this as often (indeed, I'm still gutted that my early edition hardcover disappeared somewhere with someone in the past) but every time that I do, it brings the same feelings and joy.

If you look for the book these days, you'll often find it titled "A New York Winter's Tale", named after the film adaptation which starred Colin Farrell, Jennifer Connolly, and Russell Crowe. This was done well, but like all adaptation, it differs from the original (although it captures the intent quite well).

I also quite like dipping into the MR James ghost stories at this time of year, both the books and the various BBC versions which are quite satisfyingly done.

What media evokes this season for you?

21 December 2024



19 December 2024

WOTB - Forest Witch - Mastery - Himmelsdorf


Forest Witch Mastery - it really is a bully.

4,339 damage, 535 assist, 1830 blocked, 4 kills, 1,475XP

https://youtu.be/SzwXNsAioS0

18 December 2024

Ghosts of SF RPGs past

The cover of Transhuman Space which shows an astronaut standing in front of Earth, with a rocket launching to their right. The title "Transhuman Space" is on the top, with an Illuminati pyramid and eye and 'Powered by GURPS' below. The Author 'David Pulver' and the illustrator 'Christopher Shy' are credited and 'Steve Jackson Games' is written at the bottom of the cover.

Like comets, they keep on coming back after a long period in the outer darkness.

About ten years ago I got rid of several complete game systems that I didn't think that I'd be playing again any time soon. Much as I loved them, I just couldn't see them getting to the table fast. 

They were:

  • Blue Planet v2
  • Fading Suns 2e
  • Transhuman Space
Blue Planet I quickly got buyers regret and bought it all back after a couple of years, although that's in the 'to sell' pile again. I absolutely love the setting, and the first version of the Synergy system was okay, albeit very 1990s and fiddly. I mentioned previously my excitement at the upcoming release of Blue Planet Recontact, excitement driven by having play tested and enjoyed the new edition. So why am I selling the previous edition again? Quite simply because I have all the books in PDF, need the space and realise that I don't actually need hard copies. I plan to run this and Dr Mitch will hold me to that!

Fading Suns was always the slightly dark not-Dune, not-Warhammer and very different. I'd always struggled to get people to table for it, but I liked the setting. When I was doing the cold hard take on things, I sold it on. However, recently First Age and I were talking and I ended up picking up pretty much everything that is in print for the new fourth edition at a steal on eBay. Unfortunately for First Age, I pulled the trigger on the 'buy-it-now' before he did, although he's regularly reminding me that he will take the books off my hands. That may well be an opportunity that he gets if I don't really get on with what I'm reading at the moment.

Transhuman Space was the odd one out. A standalone GURPS game, it explores transhumanism in the near future when humanity has spread across the solar system. It's packed with decent writing and loads of ideas but I could never grok how to run it. Unlike a lot of other games, ideas didn't spring up easily, the issue being the setting not the mechanics. It was one of those rare games that I liked (well, aside from GURPS* as an engine) but just couldn't work out what to do with. I don't think that I was the only person who had that issue with it. Anyway, it came up for a steal on the Bundle of Holding so I snagged all the PDFs. Skimming them, I may use them for a source of ideas, but I can't quite see myself using it as is.

So there's a trio of games that I've stepped away from, which have come back to me over the last year. Have you ever stepped away from a game but then regretted it? 

18 December 2024

* I don't mind the point design or 3D6 mechanic in GURPS but the use of American Imperial measurements does my head in...


16 December 2024

WOTB - FanrĂŻk - Mastery - Fort Despair

 

FanrĂŻk Mastery on Fort Despair in World of Tanks Blitz
3,340 damage, 4 kills, 1,055 assisted, 1,512 XP

https://youtu.be/fI5OI0HUPR8

WOTB - Vz.55 - Mastery - Mines


Sometimes in all goes right. Unexpected Mastery in Vz.55 on Mines in World of Tanks Blitz.
5,694 damage, 1,631 assisted, 350 bounced, 2 kills, 6 damaged, 1,619 XP

https://youtu.be/REgSuHxdN48

08 December 2024

Blue Planet Recontact - looking good

Photo of the two Print-On-Demand test copies of the Blue Planet Recontact core books. They both show stunning underwater images in the oceans of Poseidon with humans swimming above and menacing eel-like creatures below.
Looking gorgeous.

Possibly my most anticipated game for 2025 is the final offset print version of the new edition of Blue Planet, Blue Planet Recontact. The team producing the new edition just shared the picture above on Kickstarter in an update. It's not the final offset printing, but preparation for a POD version on DriveThruRPG. However it just shows how gorgeous this looks. The interior is just as good, as they've shared sneak previews of that too and now there are PDFs available to backers.

I did some playtesting on this edition and then revisited it with a follow on scenario at another convention. It plays really well, and the Synergy systems is similar to that in Blue Planet v2 but thoroughly modernised. I do intent to offer an episodic campaign once the final books arrive. One of the things they added in this edition was a set of campaign frames to make it easy to kick off a game (as the level of lore in Blue Planet often had people wondering how to go at it). I ran the Red Sky Charters frame and it felt like the kick off to a TV series.

I do recommend this as a great product; there's enough in these two books for more than one campaign, it's beautifully created and very unique.

Recommended!

8 December 2024




07 December 2024

Traveller - Geomorph cache (great resource for SF roleplaying games)

 

A snapshot of the Traveller Geomorph v2.01 website, mainly text but with an image of the front cover of the PDF book which is in a landscape style Classic Traveller book format.
A fantastic resource for SF roleplaying


I just wanted to give a shout out to Eric Smith's site where he has converted and hosted Robert Pearce's fantastic Starship Geomorphs as transparent PNG or higher resolution PSD files so you can use them with virtual tabletops.

The site is here.

If you've not come across Geomorphs before, they're modular tiles that you can tesselate and manipulate to build a map (or in this case a deck plan for a starship or installation). The site includes links to the original PDF files as well.

I did find the site pretty low bandwidth when I downloaded the files, but definitely worth a visit. 

7 December 2024

The cover of the Starship Geomorphs 2.0 book. It is in Classic Traveller trade dress, with orange red bands of colour at top and bottom and the classic Traveller line and logo on the right of the cover.
The Starship Geomorphs book



Travelling to the Motherlode

The Deluxe Mothership box set surrounded by third party supplements indicating the range of material available.
A motherlode of scenarios to plunder...

I'm edging back into Traveller, my forever game. Running two new scenarios and playing another at TravCon left me with an itch that I'll continue to scratch over the Christmas break when I run the Far Horizon (Orbital 2100) scenario with Cepheus

Listening to First Age's recent musings on Traveller on his podcast left me wondering why I've really not played or run the game for a while, and also why I've not picked up more of the current Mongoose line.

The not running or playing is probably more easily explained than why I haven't picked up much of the new material released. Effectively, I've played in two big campaigns (Eternal Lies and Shadow of the Sorcerer for Conan) since the pandemic and ran two others (Curse of Strahd and the current Achtung! Cthulhu Shadows of Atlantis game). With work, I don't really have time to do more each week than play in one and run one game. But what about conventions?

I've tended to shy away from Traveller recently at conventions as I've been exploring other systems. When that's combined with the lack of TravCons, it's really easy to just not run it. The daft thing is that running Traveller is easy for me; like comfortable shoes, I can just slip into it and go. I've tended to use conventions to run something that I may not run elsewhere, or to run something fun and different like the linked Star Trek Adventures TOS and TNG games that Dr Mitch and I did at North Star.

My reticence for purchasing Traveller material recently has a number of factors at play. I've been reluctant to pick up the updated core rulebooks for Mongoose Traveller 2e (202x) on because they started coming out not long after I had finished collecting the core books for Mongoose Traveller 2e (2017). Mongoose has started to focus on quality and the end result is that the books are towards the high end of pricing. As I'd hardly used the previous cut of 2e, I didn't really have the urge to pick up the same game rules again. I suspect I will at some point, but I've no urge right now.

I haven't tended to pick up the campaigns and adventures as I don't like the writing style of one of the go-to authors Mongoose use, although I've seen loads of positive comments about Pirates of Drinax and others. I know my friend Tom has run a fantastic campaign in the setting. I don't like the more detailed sector books that Mongoose produced (caveat - this is based on 1e) because they provide too much detail for me, having a lack of spaces to breathe. If you've ever seen the GURPS Traveller books, I prefer what was done with Rim of Fire rather than Beyond the Claw.  There was also the matter of the amount of changes and ignoring of previous printed canon (which could easily have been addressed with search of PDFs).

I have picked up some compatible material; Cepheus Universal (which feels like a cleaned up and condensed version of Mongoose Traveller 1e with all the supplements in a single book), Hostile and Orbital 2100 have all found their way onto my shelves. I also purchased all the Scoundrels of Brixton zines, and more recently The Jägermeister Adventure  from Moon Toad, all of which are really nicely constructed.

However, I realised that a lot of my interest has been drawn to another game that has echoes of Traveller; Mothership. It may be a percentile based system, but it has a similar format to Classic Traveller's Little Black Books, and some fantastic scenarios, both in-house and third party. Although Mothership was built to play science-fiction horror like Alien, it works fine in the same niche as Traveller, and increasingly there seems to be a wide selection of third party books that aren't pure horror. When I read them, I start to mentally translate them into Traveller, and I know a lot of them could be picked up and run off the cuff by an experienced referee. 

I see more experimental, exciting material coming out in this space that's worth exploring, and I'm happy that it is. There are new riches and ideas to be plundered; a veritable motherlode.

Anyway, the slow gravitational pull of my forever game continues, and I find myself musing on trying to run Hard Times, or The Jägermeister Adventure, or perhaps even The Flaming Eye.

Happy Travelling.

7 December 2024




03 December 2024

Why my next campaign won't be using 2D20

Roll20 VTT desktop showing a collage of Shadows of Atlantis images and maps, tracking clocks and the player AV feeds. To the right is the chat window with dice rolls.
Last Night's 2d20 game

I've been playing 2D20 for a while now; First Age ran Conan and I followed up with Achtung! Cthulhu which is wending its way towards a conclusion, most likely in the new year. I've also had flirtations with Star Trek Adventures (1e) and Dune along the way. 

I'd consider myself competent enough running the game now, but I do find that the fiddly differences between the games a little frustrating. The core mechanic is sound and I quite like the meta-game elements like threat and momentum and fortune points, even while I wish that the application of them was consistent between game systems.

I do have Dune 'Fall of the Imperium' which looks like a fantastic campaign (I reviewed it here) but I don't think that it's going to be what I offer next, as I'm feeling fatigued with the 2D20 engine. I think I've played too much of it recently. I will potentially offer Star Trek Adventures at North Star next May if Dr Mitch and I come up with a third part to the 'Echoes' game we ran previously, but I've no other definitive plans at the moment.

Although I like the core mechanics, I do find that the games struggles to really threaten the characters. Across the 20-odd sessions this year, there's probably only been two that have felt that I was putting them in any form of peril; I know that Achtung! Cthulhu is meant to be pulp derring-do, but sometimes it seems to either assume that the characters haven't really developed or that they need to succeed with relative ease. However, I do suspect that the feeling from the other side of the screen may well be a bit different and the players may well have been feeling higher threat levels.

My feelings on this aren't anything to do with the way that Shadows of Atlantis is constructed, despite my previous moaning. I do think that this is a different and interesting campaign which I've enjoyed running, despite the challenges with the writing and structure. 

I will return to the game engine, I just feel that it's time to step away for a bit. 

You can have too much of a good thing.

3 December 2024

01 December 2024

Books in November 2024

 

A cover collage graphic of the 7 books that I read in November. The book names are detailed in the main text of the blog-post. The heading says '@cybergoths's November 2024 Reads'. There's a storygraph logo on the bottom right.
November's reading - cover collage.

Seven books and 2,841 pages in November. Two non-fiction, one roleplaying and the rest fiction. Apparently I'm down by one book but up 32% on pages on October. I'm on 92 books and 28,240 pages in total for the year so far.

The first non-fiction book was Empireland, by Sathnam Sanghera, which explores the impact of the British Empire on Britain. Absolutely fascinating and demonstrates that our multi-cultural society is a reflection of the way we went about conquering large swathes of the globe, and we can't really step away from that. It also explores around the strange way that the UK ignores the British Empire in its school curriculums. Recommended.

The second non-fiction book was Checkmate in Berlin by Giles Milton. This explores the history around the occupation of Berlin at the end of the Second World War and then follows the story through to just after the Berlin Airlift. It's part of my ongoing reading around this space, and will definitely inform any games of Cold City that I ever run! Again, recommended.

The roleplaying book was the Faded Suns Character Book, the second core book for the game. I did find this heavy going as there's loads of lists, but the system itself is pretty simple. I may post some comments about this in the future once I've read the GM's Book.

I re-read The Weirdstone of Brisingamen (Alan Garner) and enjoyed it as much as ever, describing as it does one of my favourite places in my home county with a cracking tale of adventure. 

I enjoyed Francis Spufford's alt-history Cahokia Jazz, set in a world when much of the Native American cultures haven't been wiped out by disease. It presents as a murder mystery, but it also explores the ways that the colonial immigrants to the USA set about wiping out native cultures and influence. An enjoyable story, well worth exploring.

Service Model is one of Adrian Tchaikovsky's latest. I can't believe how prolific he is. The story tells the tale of a robot valet trying to find purpose when his master dies in suspicious circumstances. It expands out to explore the collapse of society in a story that had me hooked.

Finally, I read Jeff Noon's Vurt, which was recommended to me by my friend John. Partly cyberpunk, partly, partly weird reality, the book drew me on all the way through a surreal tale of adventure. I'm still not a hundred percent certain what happened, but I definitely enjoyed it. I will look up the sequel.

Overall, it's a toss up between Cahokia Jazz and Service Model as my favourite new reads.

1 December 2024

25 November 2024

Latest Mad Scramble for Shadows of Atlantis

  An image of the city of Atlantis, gold against blues and greens of canals and land. A central temple is surrounded by concentric city sections, alternating between canals and buildings. The Achtung! Cthulhu logo is shown at the lower part of the image, right justified but filling most of the length of the image.

I'm about to start Chapter 7, the penultimate scenario for Shadows of Atlantis. Preparing the chapters has become a bit of a chore, only made easier by the fact that I have access to the first edition version of the book that has the useful history extras and lots of extra maps that have been pretty essential for me as a GM. I think they've helped the players visualise this as well. So prep involves opening both sets of documents in Affinity Publisher and extracting images and text as needed to create handouts on Roll 20, the VTT I fell back to after the debacle of Role losing AV. 

Yes, I know that Role has AV back but I wasn't migrating all the material back across after four completed chapters.

I started reading the chapter for tomorrow's game and realised I'd not flow sheeted it (as it was optional so I missed it on the initial run through); that was no bother until I realised that some of the opening act didn' hang together, especially if you used the same team that you'd had in play from the start. Now, the characters in our campaign have been in play since early August 1939, and I was going to pick up the story early 1940 at Section M's headquarters. However, I realised that the loose-goosey way that the campaign (and Achtung! Cthulhu overall is written) means that there will be gaping holes if I just went ahead as things are.

I figured I'd check out the original version to see if I could fix this, which was when I discovered that the scenario was set in Peru originally and had just been translated across to a new country. It explains why there was even less information than previously expected. Oh, and there was a good chance that you could actually be playing the Nachtewolf (German Occultist) operators if you ran it as written. So no real hope there.

The fallback position was that I needed to get some alternative characters in play, which meant taking the ones for the NPCs already available, creating new sheets and getting some nice pictures. As I was rushed, I raided Artflow.ai again and just added the character descriptions into the engine. The results look really nice.

Blonde long haired woman in front of an aircraft wearing aviator's googles, looking directly at camera, perfectly made up up darkened lipsticked lips. Image is B&W
Ms Serena Falconer - Aviatrix & Socialite

B&W image with bearded man in hat pointed a camera at the viewer
Frank Ambrose, Antiquarian


B&W image of man in desert, clean shaven, wearing what may be a French Foreign Legion uniform with an appropriately styled hat.
Sgt Bertrand Ross, former French Foreign Legionnaire


B&W picture of a woman in her thirties in a valley, wearing a hat and almost looking past the camera.
Elizabeth Soames, Field Explorer

I'd never touch AI for anything professional, but this was so easy to use for producing character portraits for the game that we're playing. That was fortunate, because I didn't have the time to scan the net for old images that would fit.

Anyway, all the handouts are done and uploaded, the characters built, and we press on. Shadows of Atlantis may be badly organised and hard to use, but the adventure is fun!

I do think that there's a significant chance that the party could be killed on this mission, but then again, this is not the character set we've all been invested in for the last year or so.

25 Nov 2025

10 November 2024

Lists, Lists and more Lists - Part 2

Screenshot of a table of pistol weapons of differing sizes taken from Fading Suns. In the key game data, there are only nine points out of ninety-one that vary. These are highlighted with light boxes with red edging. I've ignored the price and faction data in creating this.
An equipment table with unique items highlighted

Following on from the previous post, I quite often skim equipment lists very quickly. The picture here shows why. It shows a table of firearms for Fading Suns (but this isn't about that game, this is just an exemplar I had to hand, plenty of others do this). Within the table, I have highlighted the items where the game mechanic related statistics vary. 

Across ninety-one data points (13x7) there are six numbers which are ever so slightly different. four of those relate ammo capacity and only one of those is a really significant change.

Yes, there are differences in the provenance (faction) of the weapons, and their names, and some slight variations in costs, but they really don't make much difference. There's a lot of effort here for very little benefit. I do wonder it it would have been better done with a base weapon and some tags for extra features that adjust cost, and some modifiers for price and quality based on faction.

I do know that there can be some pleasure in looking at weapons when the statistics make meaningful differences, but here they don't really. When they're all so close mechanically there's very little point in have a table to differentiate, especially if there's no flavour text that may call out the difference.

Then again, I'm not really a gun bunny any more, my days of getting excited over getting hold of a M41A Pulse Rifle in game have long gone. Except in the Alien RPG...

Hat tip to Dr Mitch for triggering these thoughts in his response to the original post on Facebook.

10 November 2024


08 November 2024

Lists, Lists and more Lists

The cover of the Fading Suns Character Book which is purple with an orange dusty desert-like image in the centre. The title 'Character Book' is at the top and the Fading Suns logo is at the bottom. There are various characters in fantasy garb and you could easily miss that this was science fiction if you didn't notice the wolf-man and another character bear SF blasters.
Lists, lists and more lists

I've just finished reading the second of the Fading Suns 4 core rule books, the Character Book. It's the largest volume and it was a bit of a slog. Although the book is well written, albeit occasionally a little long-winded, it nearly killed my interest once it hit the lists.

The game uses traits as a broad descriptor and there are pages and pages of descriptions. I nearly game up as it bored me. It's the kind of thing that you won't see in play and I'm sure that players will have loads of fun working through and making choices about their character, but reading the book from a GM perspective it just disengaged me. I had the same issue with Old Gods of Appalachia (and I know I will with Numenéra once I dig into that). I've lost the passion I once had for reading spell lists, monster descriptions and all the various forms of list that certain flavours of roleplaying game.

It's strange, as I used to pour over these in detail, but now they bore me and I end up wishing for a hypertext linked character generation tool where you can just click through. At least the Cypher games abstract this all away for the GM when creating characters. I need to read the next book to see how Fading Suns deals with this.

I know that it all falls away when it's on the character sheet but it just doesn't excite me anymore. Is it a sign of age or perhaps a change of taste? How do you feel about this kind of approach?

8 November 2024

 

01 November 2024

Books in October 2024

 

Summary graphic from thestorygraph.com showing the covers of the eight books I read in October, arranged in two rows of four.
The October cover collage

October brought eight books and 2,147 pages. One non-fiction, one roleplaying and the rest fiction. Apparently I'm down 27% on books and 30% on pages on September! I'm on 85 books in total for the year so far.

The non-fiction was 'Pathogenesis', by Jonathan Reynolds. A fascinating listen on Audible, it covers the impact of infections disease on human society, a very different lens to the usual 'great men and empires' take. 

The roleplaying game was 'Root' by Magpie Games. A superbly written and beautifully illustrated Powered by the Apocalypse game of the boardgame of the same name. Characters take the role of a band of vagabonds in a war-torn wood. Putting the anthropogenic animals to one side, it's probably the closest take to a decent Robin Hood roleplaying game that I've seen. 

I read to Aliette de Bodard novellas, 'In the Shadow of the Ship' and 'Navigational Entanglements' and enjoyed them hugely. Her books remain an automatic purchase and go to the top of the reading pile! James SA Corey's 'Livesuit' is set in their new SF universe, but there wasn't an initial obvious link to the first book. I'm sure that will develop as the series progresses. An enjoyable novella.

'The Wife Swap' by Jack Heath was an impulse by on a Kindle offer, and it was a diverting murder mystery. Different to my usual fair and consumed quite quickly.

'Moscow X' by David McCloskey was pretty brutal; once again, this wasn't James Bond style spy fiction but espionage seen through the lens of realism. I look forward to the next book. This was just pipped to the post as my favourite read of the month by 'The Curse of Pietro Houdini' by Derek B Miller. Set in Monte Cassino around the time that the Allies assault the Abbey in World War Two, it tells the story of a young refugee from Rome who falls in with Pietro Houdini, a man sent by the Vatican to help protect the art at the Abbey. It felt very different and I enjoyed it immensely.

1 November 2024

27 October 2024

First Impressions - GURPS Traveller Starships

The cover of GURPS Traveller Starports showing a busy dock area. It's in the standard GURPS format.

This review was originally posted on RPG.net by myself on 30 September 2000. I'm adding a copy here to preserve it for posterity.

GURPS Traveller Starports (just 'Starports' hereafter) is the second book in the mercantile and starships operations set of sourcebooks published by Steve Jackson Games, Inc. This second volume follows the impressive 'Far Trader', released twelve months before, and precedes the as yet unreleased 'Starships'.

The subtitle of the book, 'Gateways to Adventure' summarizes the key role that starports play in a Traveller campaign, a role discussed in depth within the book. The back page blurb heading, 'Anchors of the Imperium' describes the key role that interstellar trade, starports and the Imperial Starport Authority (SPA) play in holding the fabric of society together.

Description.

Starports is the usual 8" x 11" size of a GURPS supplement, and 128 pages long. It is the first of the supplements for GURPS Traveller to benefit from the increased print quality recently adopted by Steve Jackson Games, Inc. The cover is glossy, and seems to resist damage better than previous books.

However, what is most immediately striking about the cover is the near photo-quality image of a starport produced by Jesse DeGraff (see http://www.vision-forge-graphics.com/ for more of Jesse's work)

His work has previously only graced the insides of the GT supplements and GURPS Space 3rd Edition, and has lost the benefit of the color with which it is prepared. The picture itself shows a merchant vessel being loaded with cargo, and has many interesting touches including a number of real people's photographs integrated into the cover as starport and ships personnel. Other aspects, such as the translation from the Vilani text font on the cargo container are equally interesting, with hints towards Traveller folklore.

After looking at the cover it's easy to feel jaded by other images, but the black and white illustrations inside the book (by Glenn Grant and Jesse DeGraff) help set the scene and feel of starports very well.

The Contents:

Starports is divided into 6 chapters, with two appendices. There are frequent sidebars with flavor text, background information and details of organizations such as Brubeks (for which a deckplan is included!).

The first chapter, 'Outposts of the Imperium', describes the facts about starports: that they are often the only permanent Imperial representation in a member system, and that they are key to trade in Imperial space. This is discussed in respect to Imperial policy (bear in mind that that the Imperium grew out of a response to trade issues in the Sylean Federation) and there are a few notes on how this policy interfaces with the local system. This is expanded on with the difference between Imperial and local Starports and the impact of competition between then being mentioned. By 'local' Starports is referring to ports run by organizations in the planetary system other than the SPA. Such systems may be beyond the Imperial border.

The history of the SPA and its growth out of the Imperial Interstellar Scout Service is given, before the text moves on to describe the likely facilities and key points of Imperial Starports of each class from I (Traveller type E) to V (Traveller type A). The ports of the various Imperial services (ranging from naval and scout bases through to Way Stations and Depots) are also detailed. Finally, the chapter concludes with a brief description of research stations and privately owned starports.

Entries in the sidebars discuss such areas as the differences between Imperial Starports and those of other races, economics of ports, and the standard operational plan for capturing a starport. This is interesting, but seems to neglect operations against the Highport. However, as an orbital facility with little maneuverability it may be assumed that it will either surrender or be destroyed. Focus within the book as a whole does tend to be more on the downport than the highport, perhaps understandably. Sea and air ports in 21st Century Terra can be used for models of the downport whereas there are no true analogies to highports. 'Inside the Starport Authority', the second chapter, is unsurprising in its contents which are a description of the structure of the SPA and how this translates to the operational structure at each port. This is where the book really beings to shine, with plenty of descriptive text about each department which a referee can use to make a starport come alive for their players. The Adminstration Department ranges from the executive (the Port Director, a very powerful individual), the line office (planetary liaison), to Concessions, Personnel and Public Relations. The Traffic Department handles all the aspects of managing starships, cargos, passengers, security and customs. Other departments include medical, emergency services and physical plant. The few paragraphs given on each office describe their activities so a referee can develop a port beating with the trade lifeblood of the Imperium. The organization described does not mirror the narrow, small teams of 'Babylon 5' or 'Deep Space Nine'. Rather, it mirrors the complexities of real air and sea ports today.

Chapter 3, 'Planetary Relations' describes the way that the SPA and each Port's Director deal with the governments and population of systems in which they are based. This ranges from Imperial systems through to starports on those worlds actively opposed to Imperial contact and in a state of war. The Extra-territorality (XT) of the starport, and the infamous XT line are discussed. The people and organizations that a starport may have to deal with are also mentioned, including groups such as business and unions, environmental lobbies and special interest groups. One of the areas favoured by player characters, 'Startown' is described. This is the down and seedy area just outside the port, often a grey area between Imperial and planetary authority. Extensive notes are given on law enforcement, doing business and the ever present opportunities to get into, and out of trouble with both the law and the locals.

Sidebars give nuggets of information about such widely different people as 'floaters' (people who reside at ports and have no visible means of support - a little like those in the 'Downbelow' of Babylon 5) to Embassies and Trade Stations. Chapter 4 is the first entirely GURPS specific section of the book presenting a number of character templates relating to starport operations. These differ slightly from those presented in the GURPS Traveller Sourcebook in they are intended for characters actively working in the SPA (rather than retired or mustered out characters). The templates range from the Port Director, to Imperial Consul, to dockworker, security officer or crime boss. There are two pages describing how specific advantages and disadvantages need to be approached in a Starports campaign, and notes on the new skill for handling hazardous materials.

If you are interested in developing active campaigns in other versions of Traveller you will have to use the existing character types with a little modification, or seek out a copy of the paper JTAS 19 with John M Fords' earlier work ('Skyport Authority') on the SPA and characters for Classic Traveller.

The next chapter, 'Starport Design' presents an expansion of the modular design system used for starships to allow the construction of starports. However, before the design sequence starts there is a section in common with Far Trader, detailing the generation of the 'world trade number'. This provides data on the likely trade and passenger volumes to allow the design of an appropriate sized port. There are notes on how to use the increased level of detail of Far Trader in this design sequence. The text then takes the reader through the design sequence step by step using the Mertactor system in the Spinward Marches as an example.

The design sequence proceeds by calculating the volumes that need to be handled, and then the likely income from these operations. Using these figures, the design sequence proper is approached working in much the same way as that in the GURPS Traveller Sourcebook. However, the system is more flexible than that for starships, as scope is left for the designer to flavor a port's facilities. Using the GTL10 and GTL12 standards of the modular system is the only area that disappointed me in the sequence - it would have been nice to have the option to design spun habitat stations and ports, if only as older, local, stations. (In writing this I haven't tried the design sequence seriously as I tend to handwave starport designs as my players don't usually want to do things like attack them; in addition, I don't like GURPS meld of metric and American units).

Another area that's annoying is the decision that all starships dock in bays like Star Wars, and that runways aren't used at Imperial Downports. Both of these restrictions differ from my vision of the Traveller universe.

This chapter has a number of interesting side bars describing types of port varying from the pirate havens of 'Ports Royal' to the 'Grand Central' communication hubs. There are notes on exchange rates, construction times for starports, typical sizes of naval and scout bases and the variations in local starports with technology. There are further notes on the XT line and on starport facilities such as casinos and chapels.

One of the most interesting discussions is on how traffic control of space vehicles varies by Port Class. This is very useful for any campaign where players control a starship, and have to interface with the starport control. Further flavor is given on the different stages in the lifecycle of a starport. In many ways, these sidebars are more immediately useful to a game than the design sequence itself.

The final chapter is entitled 'Campaigns' and provides sets of ideas on how to run a campaign based at a starport. It admits that in most campaigns the port would only serve as a backdrop for adventure, but, as well as some ideas on how to use a port as a backdrop, the chapter also looks at ways in which to style a campaign in the manner of series such as 'Babylon 5' or 'Deep Space Nine'. Events suggested vary from interesting visitors to local issues to disasters.

The other campaign types suggested include those based at a highport and those where the player characters are the directorate (the Port Director and rest of the command crew). The more intriguing campaigns include those where players are the SPA Inspectorate (effectively an investigation team with wide ranging powers) and those involving corporate espionage. One thing that would have been nice to see would have been a sidebar suggesting fiction, films & TV Series that would be good sources of ideas, as there are plenty out there for a referee to use. The first appendix details equipment for use in and around starports; these include rescue vessels, cutters and the Blakeway First Response Vessel first seen a couple of months ago in SJ Games electronic version of JTAS. Cargo handling equipment is included, along with the new habitat modules for large ships and starports. There are four sets of deckplans, drawn up clearly and detailing some of the ships in the section.

Expanded standard ship design modules including bunk rooms, traffic control, battledress morgue and bars are also detailed.

The final section, Appendix B - Port Samples, includes 18 pages of deckplans and maps for starports and facilities within them. These are cross referenced with keys, given separately from the image as they may have information that the referee wants to retain as secret from the players. Again, the plans are clear and well drawn, and should prove useful in supporting a campaign.

The last two pages of the book are a detailed index.

Conclusion.

Starports is a worthwhile buy for both GURPS Traveller and the other Traveller rules editions. The book is not as immediately useful for a campaign type as, say, Far Trader, but it is an excellent resource. The strengths of the book are in the background information and small details which can be used to make your Traveller universe come to life. It is well presented, and comprehensive.

GURPS Traveller players will find the whole book a good addition to their collection, as the design sequences and character templates are immediately usable in addition to the background material.

Users of other Traveller editions should be able to use the background information and deckplans as valuable support material for their campaigns, with the possible exception of non-Regency based Traveller: The New Era games.

Users of GURPS Space may find this book of use for core developed star systems especially. Other games systems may find it useful to mine for ideas.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)