Spiral bound Stormbringer... |
17 June 2024
Preparing two classic Stormbringer RPG modules for Longcon
16 June 2024
Shadows of Atlantis - as Chapter 3 comes to a close (minor spoilers)
We're coming towards the end of the third chapter of Shadows of Atlantis, as the plot-line in Egypt winds down. There's been some interesting developments along the way. There are some minor spoilers below, so if you don't want to have hints of what happens in the campaign, don't read on.
The move to Roll20 has mostly been fine; the sheets are a bit clunky but they work. The AV has mostly been okay, but it's very bandwidth dependent and I've had to cut back any use of music because that seems to finish off one of the player's connections. I've also noticed that lag has been variable at times for different people and that has had the odd moment when people talk over each other.
I'm loving the way that the desktop in the VTT looks; I've made a collage of maps and key images from each chapter as we play them and it works as a great aide memoire for me and the players. The Role VTT does have AV back now (6 months or so on) but I'm not moving back as I've spent too much time putting assets into Roll20.
We've had some player changes; Duncan has joined with a British Indian Army officer who has instantly changed the party dynamic, but, unfortunately, Guvnor has decided to leave the game as he's not feeling it and doesn't like the Cthulhu aspects. That did give me a moment of self-doubt about how I was running the game, but the others all want to go on, so a trip to Persia beckons for the next chapter. The dynamic is interesting, as we have some very dynamic, engaged players and some who are quieter and more reflective, which means I need to keep an eye on who gets the spotlight.
The Cthulhu aspect has been very low-key; they've encountered reanimated corpses courtesy of Nachtwölfe, including a villain they originally killed in Vienna which gave them quite a shock. They've also met serpent-people (and machine-gunned them to death). I loved that Simon held back and didn't use a spell until we reached Egypt, when he summoned the shadows from around and terrified a local gang that was trying to steal the car. We had a dream sequence in the Egyptian underworld which had me mentally envisaging Moonknight (Disney+), and then the horrifying death of a private soldier who was guarding the artefact which they'd retrieved. This resulted in the first mention of a mythos entity, because the party's sorcerer wanted to know what kind of spell had been used. The roll made for information was sufficient to establish a link to Yog-Sothoth.
I've just built up the next chapter into VTT. This mainly involves either screenshots for handouts, or extracting images from the book having loaded it into Affinity Publisher, pasting them into Acornand exporting as PNG files. I've also done the cut and paste for some of the reference material.
Shadows of Atlantis is a great campaign, but it isn't well written for use at the table. Having tracked down the original version for Call of Cthulhu and Savage Worlds, there's a lot of material which has been omitted in the new edition, including a number of key maps and references. I've ended up extracting text and the maps to use as handouts. Unfortunately, I'd already googled and found references and images on the web, so I'm tending to blend both sources together.
I'm pretty comfortable with 2d20 now, but I am suffering from some bleed from different edition's variations. Fortunately the players don't mind me checking a reference every now and again (and Duncan is quickly falling into the space that Alex occupied in my Curse of Strahd D&D 5e campaign, retaining references to the rules much better than I do). I enjoy the 2d20 engine, but sometimes I wonder if the players feel that their characters are really threatened. Certainly, they've dealt with everyone that I have thrown at them.
I must give a shout out to Dr Wynand De Beer's "Parallel Chronology of the Second World War"; this has been invaluable as a source of what is happening when across the politics and theatres in the war. It's structured really clearly and easy to reference.
Perhaps the biggest frustration is that we remain fortnightly; this brings the usual challenges of remembering what happened previously, and it can mean we miss a month if something comes up. Originally, one of the players had a game that was alternating; by the time this finished, the others had got a game going in the gap between so it remains fortnightly. We've had eight sessions this year, and four last year. Sometimes the pace can drop a little, but that's naturally in a game with investigation; also we're only getting 2-3 hours in each session.
Overall, I'm enjoying this, but I'd like to get something else up and running too. Hat tip to my players (Simon, Duncan, Paul, Graham and Tom) for being great sports.
16 June 2024
15 June 2024
WOTB - Rhm. -B. WT - Mastery - Ghost Factory - 6 kills
A surprise mastery in the Borsig after a run of annoying games. Missed the 7th kill by ~1 second. 1,259XP, 2,281 damage, 6 kills
#wotb #wotblitz
15 June 2024
13 June 2024
Some additional thoughts on Broken Compass
A stack of journals - or rather the Broken Compass RPG line. |
While I was writing the review of Broken Compass, I went down the rabbit-hole of getting some of the supplements in PDF and I liked what I saw. I found the books in hard copy reasonably cheap, so I picked them all up. I did this knowing that I was backing Outgunned Adventure which is playing in the same space, but I was happy that this wasn't an issue.
This was for a number of reasons. First of all, Outgunned Adventure isn't due to arrive for a year, and I'd like to look at using the game engine (either version) with some of the IP that I already own (for example Space 1889) in the mean time. Secondly, the current crowdfunding effectively covers the Golden Age material as well as the core 1999 pulp setting in the Adventure Journal. It doesn't provide the in-depth setting and campaigns that the additional books provide.
Voyages Extraordinaire covers Jules Verne, Arthur Conan-Doyle, Rider-Haggard and others with the exploratory fiction which was so popular with the Victorians. Jolly Roger covers Caribbean pirate fiction. I've high hopes I can mash these together to build a fun engine for Space 1889.
What If plays in the same space as the Action Flicks books for Outgunned, providing a bunch of settings and game ideas, and guidance on creating your own. On an initial look, it will still have some unique parts and the guidance is decent.
The Accessory Kit was underwhelming. The screen is nicely done, and the world and Caribbean maps are nice; however, some of the dice are over-inked so harder to read and the passport style character sheets aren't really my thing (though they look lovely). However, I wanted the screen, and the dice are okay.
I do need to get this to the table to justify the spend though!
13 June 2024
Related posts:
12 June 2024
WOTB - AMX 13 90 - Mastery - Fort Despair
One of the weekly missions involved playing French Light Tanks. I decided to return to the AMX 13 90 for a set of games and ended up with a Mastery.
3,376 damage, 1,261 XP, 4 kills, 263 assistance, 225 blocked#wotb #wotblitz
08 June 2024
First Impressions - Broken Compass RPG (vs Outgunned RPG)
Broken Compass - looking like a Moleskine Notebook |
I was intrigued by one of my friends mentioning the Broken Compass roleplaying game when I was talking about Outgunned and saying how much they'd liked it. I'd been vaguely aware of the game on crowdfunding some time ago, but I'd never looking at it. It turned out that the PDF was available on offer on DriveThruRPG so I picked it up. On a quick skim, I realised that this was very much a variant on the system that Two Little Mice have had so much success with as Outgunned. It's the same design team and artist, and the mechanics are very similar but with some subtle variance.
Broken Compass takes aim at the pulp movie space, referencing The Mummy, Indiana Jones, Jumanjii, Romancing the Stone, Tomb Raider, Uncharted and Assassin's Creed as inspiration. The default setting is a 1999 pulp adventure setting. I liked what I read enough to track down a physical copy of the core book; it's not widely available but it is out there, along with the various supplements. The game was published by CMON and Guillotine Press, but I'm not certain if it is still officially in print physically. The PDFs are all still available.
TL;DR: Broken Compass is wonderfully presented, with a simple, flexible game engine, capturing the pulp feel well. Although the core mechanics are very much like Outgunned, it is its own thing. It had me mentally mapping some of the pulp game settings I have with more crunchy games into it as I read it, and also pondering some of the movies it references. I've no regrets to having picked this up and recommend it.
Health warning: you could just back Outgunned: Adventure which is going into the same space, but that isn't due to fulfil before May 2025 and you can get Broken Compass now.
Physically, the book is delightful. A 240-page hard back made up to look like a brown leather notebook like a Moleskine. It has a ribbon and an elastic binder to hold the book closed. The feel is lovely. The book is printed a more heavyweight paper than Outgunned, and feels quality. The pages have a slight parchment back print showing a compass rose and navigation lines, which makes it feel like a darker layout than the whites of Outgunned. However, it doesn't detract from the legibility.
I'm not going to dive as deeply into the system here as I usually would; rather I will do a comparator to Outgunned as I have covered that in detail recently. It's worth reading that review first before you explore this one.
Characters are Adventurers who are looking for a Treasure; this may be something as crass as gold or an ancient artefact, or it may be something else of incredible value - a person or even a lost truth. Characters start with a name and then give two reasons why others should call you. These take the form of two tags which define your character. These tags were replaced by role and trope in Outgunned. You also call out the places that your character feels at home; their heritage, homeland and workplace, and then close that out with a sentence that describes some words to live by. Outgunned is more structured about this and has the catchphrase and flaw instead.
There are 18 tags;
- Action Hero
- Cheater
- Daredevil
- Explorer
- Gunslinger
- Hunk
- Hunter
- Medic
- Pilot
- Playboy/Femme Fatale
- Professor
- Rebel
- Reporter
- Soldier
- Spy
- Techie
- Thief
- Wingman/woman
02 June 2024
First Impressions - Outgunned Cinematic Action Roleplaying Game
Outgunned - striking artwork, beautifully put together. |
Outgunned, a cinematic action role playing game produced by Two Little Mice, was very much an impulse back for me on Kickstarter. It promised a fast, effective game engine for creating action movie style games ranging from heists to saving the day. In some ways, it reminds me of the pitch for the Savage Worlds RPG, but without all the cruft around the core game system. The question is whether it delivers?
TL;DR: Beautifully illustrated, cleanly laid out and typo free, Outgunned looks and feels like a fresh and fun game with simple and effective mechanics. It's giving me the GM-tingles, and that's always a good sign.
The game is presented as a very attractive 224-page red-coloured, digest-sized hardback book with a striking image of a woman in broken sunglasses surrounded by a huge number of guns. She's a slight smile, which gives you the impression that she has it all under control. That brings me to the art in the book. Pretty much all of it has been produced by a single artist, Daniela Giubellini, and it is absolutely gorgeous. The artwork and layout work together to deliver an extremely polished book which is a delight on the eyes. The editing is also tight, and despite being translated from Italian, the game reads very well and lacks typos. The book also has a red bookmark ribbon.
The game is pitched between the 1980s and early 2000s, "Where everything you remember is the same but way cooler". It does suggest ditching smartphones and social media but I'm pretty certain that you could make them work if you wanted to. It's more a stylistic thing than an absolute need. The game is designed for shot cinematic style campaigns (say five to eight sessions) but should also work well as a one-shot.
Core themes for Outgunned are:
- Doing the right thing
- Alone against all
- Spirit of sacrifice
- Revenge and forgiveness
- Friends as your real family
- The broken system
The best practices advised for playing and directing (yes, you're a Director, not a GM, to stay with the cinematic vibe) are to share the responsibility for creation, live in the moment and improvise, and leave room for others (so you share the screen time). The advice for capturing the drama picks up on three key elements; the action must never stop, you don't know everything about what is happening and it should feel like you're at the movies. This isn't about gritty realism.
The game uses ordinary D6s (although there are special symbol versions you can buy) and you'll be looking to collect sets of the same number, a bit like Yahtzee. More on this later.Character generation is pretty simple, built around chasing a role and a trope to go with it. Roles define the kind of character you want to play and how you will approach a mission. The roles included in the book are:
- The Commando
- The Fighter
- The Ace (top pilot, driver etc)
- The Agent
- The Face
- The Nobody (someone normal)
- The Brain
- The Sleuth
- The Criminal
- The Spy
- Brawn covers physical activities, kind of like Strength and Constitution in a traditional D&D-style game.
- Nerves picks up keeping your cool, shooting, driving and survival.
- Smooth is the domain of flirting, leadership, style and speeches.
- Focus covers detecting and fixing things, including healing, and also covers general knowledge.
- Crime brings awareness, dexterity, stealth and streetwise into the mix.
The last step is to choose a Trope for their character. This is their archetype, a snapshot of their character and mannerisms. There are eighteen to choose from including 'Bad to the Bone", "Good Samaritan", "Last Boy/Girl Scout","Lone Wolf", "Party Killer" and "Trusty Sidekick". Tropes give an extra attribute point, a Feat and another 8 skill points More importantly, they're a signpost for how you want to play the character. You round out the character with 2 skill points to assign to whichever skills you see fit.
- Grit - this represents your ability to shake off damage. You get 12 points to start with. It is recorded on a track with two special boxes marked.
- Conditions - There's a space to record conditions, which can affect you when bad things happen.
- Adrenaline - You also start with a single point of Adrenaline, but you can have as many as six points. They can be spent to activate feats or it can be spent to give +1 to a roll.
- Spotlight - Likewise, you start with one spotlight point, an even more powerful resource than Adrenaline, and harder to regenerate. You can have a maximum of 3 Spotlight points.
Helping someone either gives them an extra dice, an automatic success or enables them to make a roll when it otherwise wouldn't be possible.
There are two types of roll; an Action roll or a Reaction roll. Action rolls give you the freedom to choose the skill and attribute involved for your character. Reaction rolls are dictated by the Director; they'll tell you which pair to use, and mean you're trying to avoid something bad.
- Basic - 2 dice combination needed
- Critical - 3 dice combination needed
- Extreme- 4 dice combination needed
- Impossible - 5 dice combination needed
A combination is a set of identical results on the dice you've rolled. The game does have some pretty symbol dice available, but you can just use normal dice. For example, if you rolled 6D6 and got 2,2,2, 4,4,6 then you've a basic success (4,4) and a critical success (2,2,2). The actual numbers on the dice don't matter unless you're taking a gamble on a roll.
If you've scored at least one base success, you can re-roll all the dice that didn't make a combination. Provided your roll is better than your initial roll (say you got another 2 or a 4 on the dice that wasn't part of the combinations rolled on the example earlier), then the new result stands. However, if it isn't better then you lose one of your existing successes (you choose which). A free re-roll granted by a Feat is slightly different; you never lose successes and you can make a re-roll even if you don't have an initial success.
If you still haven't got what you need after re-rolling, you can always go "all in". Once again, you re-roll any dice that aren't in a combination. However, if you don't get a better result, you lose all previous successes. The game gives a strong steer to use re-rolls when needed and not to be afraid of them.
Enemies are split into three types - Goons, Bad Guys and Bosses. Goons are pretty simple to defeat, as they will mostly need basic successes to damage and defend against. Bad Guys tend to need critical successes and Bosses are worse. Outgunned gives you 5 versions of templates for each kind of enemy, each rising in difficulty. Some will need more successes or higher numbers of successes to defeat. They all have variable levels of Grit to overcome. The Grit track for Bad Guys and Bosses have Hot Boxes which give the Director Adrenaline points to activate enemy special actions.
01 June 2024
Books in May 2024
May 2024 - 2,564 pages |