Tag Archives: Science Fiction

Down the Rabbit Hole of UAPs/UFOs

With the recent buzz over the release of some videos of various sensor data of Unidentified Aerial Phenomenon, the new term for UFO, I decided to explore “What if….” and apply it to the realm of RPGs. {Companion podcast episode here:]

For the record, I believe in UNIDENTIFIED flying objects. It means you don’t know what it is. So many have conflated UFO = Aliens that a new term is being used. Of course, if there really are extra-terrestrials flying around, I want to live long enough to know about them and their vehicles.

Research

I watched a lot of videos where the host and guests approach the topic as if it is real. They avoided fantastic claims and come down to whatever these UAPs are, we have nothing like them. The science fiction realm offers many potential explanations. It’s when they mention things written about in Roman times that fit some of these descriptions and it reminds me of the Project UFO TV show when I was a kid, and some of the fantastic “documentaries” of that period like Chariot of the Gods, and the History Channel shows. (I haven’t had cable for nearly a decade, but the History Channel had very little history or focus on fact when last I watched.)

I just started making a list of what could be the source of these UAPs. Such a list is easy to add to. There are enough fringe ideas out there that one can find ample material online. I keep adding to the following list as things occur to me or I stumble across them online.

What Might They Be?

  • Lizard People and other fringe beliefs
    • Did V come before or after this idea took hold?
  • Cryptobiological Lifeforms
    • Bigfoot
    • Yeti
    • Nessie
    • Etc.
  • Mad Scientist or other Driven Individual
  • Lost Civilizations
    • Atlantis
    • Lemuria
  • Natural Phenomenon
    • Lifeforms native to Earth.
      • The vehicles are living creatures.
      • Some unknown branch of life evolved and developed technology long before humanity.
      • The Silurian Hypothesis – Advanced Pre-Human Civilizations
  • Other Dimensions
    • These are not aliens but creatures from the Earths of other dimensions.
  • Time Travelers
    • Not aliens but time travelers.
      • Maybe they are “tweaking” the time line to avoid the end of civilization as we know it, and preserver or improve things in their own time.
  • Aliens
    • Lone aliens observing us.
    • Galactic Committee/Council/Federation/Confederation
      • Observing us to evaluate accepting us into the fold.
    • “Creators”
    • We are an experiment.
  • Masters of the Hologram/Program/Machine
    • Reality is a hologram and these incursions are observers on whatever purpose the hologram has for them.

Different Shapes

The different shapes of these vehicles suggests either different functions/purposes like the difference between a car and a truck or a helicopter and a jet. They also suggest the idea that different “factions” have their own style of vehicle.

The shapes reported are cylinders, spheres, saucers, triangles, octohedrons, cubes, etc. One can easily assign various shapes to the above list to come up with one’s own campaign.

RPG/Campaign/Scenario

These ideas could be used in all kinds of table top RPG situations. One could make a new RPG, or use it as the basis for a campaign, or the scenario for a one shot or convention game.

This could fit into any genre and era. Cowboys and Aliens, Gangbusters & Aliens, WWII and Aliens, Apocalypse and Aliens, Post-Apocalypse and Aliens, Science Fiction, Sword and Planet, etc. Substitute Aliens with anything from the above list of possibilities.

A Changing World

Whatever these real world UAPs are, we may learn more following the Congressional hearings in June, 2021.

As a kid once I understood what was meant by UFO I’ve wanted it to be real, who hasn’t. But all the decades of “there are other explanations that cover everything except a miniscule number of sightings for which more evidence is needed.” It makes sense when new, secret planes are spotted, but to hear that evidence supports that these things are real requires a lot of re-thinking.

First, we have to un-learn what we were trained to believe. Then we have to figure out what it means for us. The not knowing what they are or how they function leaves me with the greatest sense of FOMO. I want to live long enough to know the answer.

I wish I could talk to my Dad about this stuff. He was in the Air Force in the late 1950s and was a radar operator on Okinawa. He said that the Chinese would send jets to test the air defenses. That is how long until jets were scrambled to intercept. Dad said they could see them taking off, but waited to scramble jets so they couldn’t figure out they could be seen taking off. I don’t recall him ever mentioning seeing anything weird, so I messaged my siblings to see if they could recall anything. They didn’t recall him mentioning anything like that either. My brother suggested he may have signed an NDA. I’m sure if he had, he’d be telling us all the weird stuff he saw with all the current revelations by the government.

Getting Started With Science Fiction RPGs

Over on the Trilemma Blog, Michael Prescott has a post about the dearth of science fiction games on Roll20. Yesterday’s Five Minute Friday on the Thoughteater podcast by Frothsof touched on the topic. I also called in, so it might get shared on the next Thougheater episode.

Goblin’s Henchman mentioned on the Audio Dungeon Discord channel that with all the science fiction TV series and movies that he wasn’t sure where to begin a science fiction campaign.

This got me to thinking so naturally, I came up with some ideas.

My Science Fiction Background

First, a bit of my science fiction RPG background. Back in the day, as a teenager and even through my college years, I was more into reading science fiction than fantasy. I even considered Science Fiction my “thing.” However, there was just something about AD&D [Affiliate Link] that captured my imagination and we always gravitated back to D&D after taking a break to play something else.

I started in RPGs back when TSR was putting out all kinds of RPGs. We tended to gravitate to all the TSR RPGs. We tried others, but they were either too complicated, or the person trying to run the game loved it, but didn’t explain things well, so we determined the game wasn’t good. That was my experience with Traveller.

Back in the day, I bought Metamorphosis Alpha [Affiliate Link] and was the GM for that. I was not very good as a GM back then, so we’d never play more than a game or two before the others were ready to try something else or go back to AD&D [Affiliate Link]. I also bought Gamma World [Affiliate Link], and we took turns playing that, but never played a lot. Star Frontiers [Affiliate Link] grabbed our imagination for while.

But what really got us was the science fiction game we made from a mish-mash of rules, ideas, and equipment from all the other science fiction games. We called it “Scout” and I don’t recall there being formal rules. We just sort of knew the rules. I think the biggest reason for the success was my brother Robert. He kept wanting to play other games so he didn’t have to DM. But he was our best DM. He ran the games for Scout. He also wrote short stories in study hall and passed them around. Everyone was like, “This is great! We want more!”

Since then I have played and ran science fiction games at conventions. I was in a couple of playtest games for Mutant Crawl Classics [Affiliate Link] at different conventions. I’ve ran Metamorphosis Alpha, Gamma World [Affiliate Link], and Stars Without Number [Affiliate Link] at different conventions and always had a full table, sometimes overflowing.

I backed the Stars Without Number 2nd edition [Affiliate Link] and like a lot of the ideas. I played in a Roll20 campaign that lasted a couple of years.

I’ve also run a couple of Metamorphosis Alpha games on Roll20.

Yet, I still go back to D&D. I wonder if it is the magic, yet Arthur C. Clarke said that “Any sufficiently advanced technology is indistinguishable from magic.”

I’ve even played in D&D that had the occasional high tech item. Or in the case of the Wednesday night Roll20 AD&D [Affiliate Link] campaign I’ve often written about, it had evil space dwarves as the main bad guys. We had all kinds of laser weapons and high tech gizmos, until we destroyed the power source….

Ideas For Launching A Science Fiction Campaign

  • Pick a genre – Hard or Soft SF, Post Apocalyptic, Cyberpunk, etc.
  • Pick the tropes or hooks
    • To me Post Apocalyptic like Metamorphosis Alpha or Gamma World [Affiliate Link] evoke a hex crawl and dungeon crawl vibe.
    • Star Trek is a “planet (or problem) of the week” interstellar exploration & combat focus. It leans a bit towards Hard SF.
    • Star Wars is a mish-mash of rescue mission & defeat the evil space NAZIs with magic tossed in. It is definitely Soft SF.
    • Seek out the leftovers and remnants of ancient civilizations.
    • Humanity’s expansion to the rest of the solar system.
    • Only humans, or just a few, or lots of different intelligent species.
  • Use an existing setting or roll your own.
    • Some systems have a backed in setting, like Stars Without Number [Affiliate Link], but one can easily make your own.
    • Some are daunted by creating their own setting.
      • For me, the trick is to create something manageable. There are tools online for creating planets, systems, and sectors. If you are comfortable with a planet of the week style, go for it. If you are more comfortable with a limited amount of places, go that route.
  • What rules to use?

Why Is It So Rare/Difficult To Have A Science Fiction Campaign?

For me it is the scope of Science Fiction. If you are out among the stars you have to come up with a lot more information than a fantasy setting which typically focuses on a continent on one planet.

I do better with bottom-up worldbuilding than top-down. But for some reason, science fiction world building feels like it MUST be done top-down. Top-down is a LOT more work as you have to make EVERYTHING!

The trick is to come up with a scenario, like a one-shot for a convention, then build off of that.

The two Metamorphosis Alpha [Affiliate Link] campaigns I ran were playtesting my first convention game and the players wanted more.

Pick the type of science fiction game you want to run. It can be different from the one you want to play. It has to be something that sparks your interest. It can be a limited campaign of say ten sessions, or it could be open ended and go until you and the players are ready for something else. It can even be set aside while you play instead of run a game.

Finding players is hard. However, Roll20 and other table top programs allow you to find players from all over. I started with Roll20 as I couldn’t find a local group. If I were to advertise that I was starting a new campaign of a certain game, I’m sure I’d get lots of interest. The trick is to find players that are the right match for you.

So Why Don’t I Run More Science Fiction Games?

Time and energy. I have lots of ideas for games I want to run. I want to run a Western campaign, a science fiction campaign . . . . However, I only have time and energy to run one campaign. I play in another. I have plans to start a Friday night AD&D [Affiliate Link] campaign, but I never have time to put the finishing touches on it. Plus, I want to stay regular with my podcast, my PDFs [Affiliate Link], my YouTube, and publish my card game.

Plus, I have this blog. It took an hour to do the first draft and will take another 20-30 minutes to add all the links and indicate that they are Affiliate Links.

I’m not independently wealthy, so I have a day job that eats up most of my waking hours during the week. So all the other things I need to do, like housecleaning, cooking, mowing or snow removal, laundry, exercising, etc. all take away from my time for games and talking about games.

This is the reason I try to run the other game genres at conventions. That seems to feed the itch others have to play something else. The hard part is the initial idea for a one shot. Once I have that, the rest is easy.

What’s The Solution?

As with most things in RPGs if you really want to play a certain RPG or a certain genre, you have to run it. Often showing others how fun it can be encourages them to think outside the box. The RPG one starts with is probably the one you most identify with and will play and run the most. Sort of like the first Doctor Who episode you watch determines the “real” or “only” Doctor to you – Tom Baker.

You run the risk of being THE GM for that RPG.

If you only want to play, then look on the looking for players on Roll20 or other online table top.

Other Ideas?

If anyone has any other ideas to get more science fiction or other genres being actively played, please comment below.

Stars Without Number Revised Edition Mini Review

Stars Without Number: Revised Edition [Affiliate Link] is the result of a Kickstarter to fund a second/revised edition of the rules that are backwards compatible with the original. Kevin Crawford is the man behind Stars Without Number, and in my opinion, is the best at running RPG Kickstarters. I backed this Kickstarter personally, and am extremely pleased with how well he ran it.

The Right Way To Run An RPG Kickstarter.

On the Kickstarter front, Kevin had a plan and worked his plan to his advantage. He had the artists lined up and had a spreadsheet to track each step of each artist’s work on each picture they were contracted. He tracked drafts, revisions, due dates, payments, etc. The end result for the art, thanks to a stretch goal, is that the complete art is available for free for both personal and commercial use, in the Art Pack [Affiliate Link]. He set a goal to raise enough money to buy the complete rights to the art, and he has given it away! He also did that with the original.

When I say Kevin had a plan, I mean it. It is also something he shares with others. He wrote about it in his zine The Sandbox #1 [Affiliate Link]. He directly mentions that he has a process for running a Kickstarter. He also has a total catastrophe plan, and if he does not deliver 100% by the day he said he would, he will refund all the money. This will only happens if he dies. Well we needn’t worry, it completed today, a month and a half before the delivery deadline.

I think everyone who wants to run a Kickstarter should get the first edition of his zine, and use that to build a plan. The big secret is having the writing done, and lining up the artwork, printing, and fulfillment process up front.

What’s In The Kickstarter?

Obviously the revised rules. There is a whole section on the Kickstarter page about what is changing and what is being added. The rules came as a PDF to all backers, and he added ebook formats of mobi and epub. The PDF is in a lightweight format with smaller resolution art, and the full quality art. There is a form fillable PDF character sheet in the rule, and Kevin separated it into its own PDF. Plus there is the GM screen with all the tables pertinent to running a session.

The artwork is gorgeous! Don’t take my word for it, the art is available for free! [Affiliate Link] The first image in the GM screen PDF hit the right spot for me. See the image below. This is the portion of the image I was greeted with when I first opened the PDF for the GM screen. WOW! My monitor is set so I have to look up just a bit, adding to the feeling of awe.

There is a PDF with a picture of all the art with the name of the artist under it. All 28 illustrations come in tif format, meaning full color and ready to print! The only requirement for using this royalty free art is to credit the original artist. Free pictures of star fields, nebula, and other astronomical objects from NASA help add to the awesomeness of this project.

First Page SWN GM Screen by Aaron Lee
First Page SWN GM Screen by Aaron Lee

The book is a hefty 321 pages with a gorgeous cover, good quality paper that is easy to read – the background art sticks to the edges away from the text.

Finally, Kevin offered a code for all backers to get a monster tome with all of his previously published material for SWN. This tome was only available to backers. I wasn’t going to spend the $100 to get this 1009 page beast of a book, but I relented and added it to my collection. This is even bigger than the 609 page 2nd edition Astonishing Swordsmen & Sorcerers of Hyperborea [Affiliate Link] that is bigger than the DCC [Affiliate Link] rule book.

If you want to see an actual play, Adam Koebel ran a game that is on YouTube. He also had episodes just for the GM. I have only watched the session 0/character creation video, and the first GM video on the faction turn. Having the PDF of the rules available for free is a low bar for jumping into the game. The only difference between the free and full rules is the art.

The Mini Review.

Gorgeous art, with a science fiction setting built in, tables for system and session generation. Lots of cool ideas that can be used in any game. The original edition had rules for a faction turn, which remain. I really like the idea of multi-system spanning corporations and other organizations seeking to control things. It has been described as the GM’s turn between sessions. While the ideas are not totally portable to all genres, it has a framework that gives you something to think about.

The system is based on the standard six abilities from D&D. While much is familiar, there are minor differences. Initiative is with a d8, for example. I was really impressed with the original edition, and I bought the PDF a while back. I decided to back the Kickstarter, when I learned of it.

I’ll be running a session of SWN at Gary Con X in March, and I will be digging in to all of the materials I now have in my hands as I polish and tighten the scenario. If you are interested, you can sign up for event #222 Raid on The Space Vikings. I got inspired last year when I read H. Beam Piper’s Space Vikings.

After a more in depth reading of what I have, I can post a more in-depth review. There is a lot here, and if you are a fan of science fiction, or like the ideas in random tables to add to your GM toolkit, you can’t go wrong with the free rules. Although I recommend you buy the full rules to support the creator.

Kevin has done many other games, and game supplements. Check them out at his website, Sine Nomine Publishing, or click the link for his products at OBS and see what else he has done.

Review – Day Trippers Game Masters Guide

This is a follow up post to my review of the Day Tripper’s Core Rules.

I was invited to review the entire system after my review of the Planet Generator guide. There are two other generators for Locations and Lifeforms from the GM Guide that are available on DTRPG/RPGNow. If you have the GM Guide, you don’t need to purchase these stand alone generators. My review of the GM Guide will be much shorter than the review of the Core Rules. I’m sure many will appreciate that.

Setting The Tone:

The GM Guide begins with a discussions of surreal and surrealism, and then goes into a discussion of it in science fiction and then RPGs. This might be eye glazing fodder for some. While a good presentation of the subject, I am not entirely sure it is warranted. We know that dreams and the chao are possible slip types, so many may find it a long winded way to say “weird”.

“Appendix N” Material:

There is a long list of resources for inspiration. The selection deals with “alternate realities, multiple dimensions, subjective worlds, bizarre lifeforms, surreal space adventures, and time travel.

This list is limited to one page and helps give flavor. There are things I’ve never read, some I have heard of. Thanks for making my read/watch list longer. There aren’t enough hours in the day to read all that I want to read, or watch all that I want to watch. (I’m the only with that problem, right?)

Other movies/TV shows I thought of are “The Fly” (original or remake), “Incredible Shrinking Man/Woman”, “InnerSpace”, adn TV shows: “Seven Days”, “Land of the Giants”, “Lost In Space”, and many others. As with other RPGs, almost anything can be an inspiration, even your weird dreams.

Details:

As expected, the GM Guide fleshes out things from the Core Rules. For example, NPCs get a whole page here instead of a paragraph in the Core Rules.

There are examples of how play proceeds, and 16 pages at the end that walk through generating your own adventure using the generators and forms provided.

Generators:

56 of the 120 pages are dedicated to 12 generators: Missions, Stars, Planets, Locations, Lifeforms, Societies, Drama, Character, Alternate Earth, Dream World, Multiversal Chao, and Time Travel.

Most, if not all of these generators can be used in other RPGs of any genre. As with all generators used in prepping to play, they are suggestive, and are a means to help you think of things to mix it up so each adventure is different.

You already know what I think about the planet generator.

The cool thing about these generators is how flexible they are. Many of them require two rolls, one using 1 to 3 d6’s to determine the general nature of the particular table, and another d6 for the sub-item in that category on the chart.

The parallel earth generator walks you figuring out what is different and when it happened, and how likely the characters are to figure it out, or how they might figure it out.

Page 88 has a cool flow chart to determine when to use a given generator in the course of developing a mission.

Questions:

From my review of the Core Rules, there are two questions for which I was looking for answers in the GM Guide:

  1. What happens to players that fail to return in 24 hours?
    Here’s a link to a G+ thread where my review is highlighted by the game developer. He mentions that the results of exceeding 24 hours is meant to be determined by each GM. In his game it creates an alternate reality, and they are “gone” from the original. What happens if a player isn’t there that session? The party would be split up.
    Rescue missions are discussed and they involve time travel to go to where the lost people are and insert them into the time stream in this reality a moment before the rescue ship leaves. It also mentions changed time lines/new alternate universes created, etc.
  2. Are the action/combat charts in one handy section of the GM Guide
    The charts are not in one location in the GM guide. I did find on the DayTrippers website that they have a GM screen.

Free PDFs – Follow Up:

All the forms that are available for free on DTRPG/RPGNow that I mentioned in my Core Rules review are in the GM Guide. However, the players hand out is not. I would recommend it be in the PDF so that the GM has everything in one place. The Traveller conversion PDF is not in there either, but that is not critical in my mind, since it is a special case for a single game.

In addition to including the free PDFs there is an Adventure Sketch Sheet to hold the bare facts about an adventure.

What I Like:

All the awesome generators! These generators do a great job of giving ideas, and would be helpful for developing one’s own generators, perhaps with more options.

There are 6 sample missions, examples of NPCs, a walk through of building a mission, all designed to help the GM prepare for game play, or figure it out on the fly.

The sandbox style of play is promoted by suggesting preparing outlines of missions, since the idea is that characters and other NPC’s are in the business of doing missions. Also developing NPC’s ahead of time for use as needed. The nice thing about he majority of NPC’s is that they have stats of 1, so you don’t need to write down all their stats, just the ones that are not one.

In addition to the generators, there are drama templates that guide the GM in preparing the mission/adventure. These templates include what kind of locations, gear, and NPC’s are needed to help you cover all the bases. This would be a handy tool for those new to running games. My only caution is to avoid a railroad, just as these rules do.

The advice in the GM Guide is if the players don’t notice your clues or pick up on them, it is a sign that you are doing it wrong. That is, you need to describe them better, give them an idea of why they should notice them, etc.

What I’d Like to See:

The only thing I can think to add, is that all RPG’s should have a section to clarify what types of dice they require. In the Core Rules 1 or more d6’s are mentioned. However, on page 35 of the GM Guide for node type determination, it mentions the possibility of using 2d4. I am OK with that, but this is the only place in both manuals that I am aware of that mentions anything besides using d6’s. As with most players of RPG’s I have dice to cover almost any situation, and even dice for which I don’t have the particular RPG they go with, but have them anyway. Since it is only in the GM Guide, it won’t impact players, but a heads up before then for this one-time suggestion for a scenario to use d4’s would be helpful.

Conclusion:

I’d buy this just for the generators. $12 for 12 generators is a good price if you are looking for that sort of thing.

I could run this game. I would want to play a game as a player first, or watch it played (see YouTube Video below). I’ll watch these videos later.

The mechanics are interesting and simple. There’s no guess work or fumbling with the manuals to see if you hit/succeeded. Until you get the hang of it, you might want the suggested results when something more than straight up success or failure happens. You’ll need the Core Rules handy for that.

The GM Guide is$12 on DTRGP/RPGNow.

There is also a GM Bundle that includes the GM Guide and the Core Rules for $25.98 (save $5 from purchasing individually) at DTRPG/RPGNow.

So far, there are two modules for DayTrippers available on DTRPG/RPGNow. I have not read them, so don’t know specifics. One of them is refenced in the GM Guide to illustrate the use of the Runsheet.

DayTrippers has its own website with other PDFs and forums.

I found two YouTube videos on topic. One is an interview with Tod Foley at Legends of Tabletop, and the other is actual play GMed by Tod Foley. I plan to watch them later.

 

 

Review – Day Trippers Core Rules

I did a review of the Day Trippers Planet Generator back in May. The author contacted me to review the Core Rules and Game Masters Guide.

I was interested to see what Day Trippers was, and why the name. Before I could get the time to read what I had downloaded, I saw that others had posted their own reviews of Day Trippers, so I made sure to avoid reading them until I had a chance to see it for myself. I read and reviewed the Core Rules before this review. This should help me understand how the players see the game, verses the “inside information” in the GM Guide.

I was concerned about how long it would take me to get through the books, but the Core Rules is only 44 pages. I got through half of it in one sitting. The other half I finished in another sitting.

I went in-depth in this review, far different from how I would review a movie. This should give you an understanding/feel of the game and creating characters and resolving actions.

The layout is clean and it is easy to read on my tablet. It has good art, and no typos or grammar errors that I noticed. The Table of Contents is hyperlinked. The index is not hyperlinked. This is not an issue, I am not aware of any index that is hyperlinked. The Table of Contents does not include the character sheet and ship sheet on the last two pages of the PDF. The rules are Creative Commons 3.0 UNPORTED LICENSE (CC BY 3.0). THEY ARE OWNED BY EVERYONE AND NO ONE. HTTP://CREATIVECOMMONS.ORG/LICENSES/BY/3.0/

It starts with a story to set the history and tone. It’s the campaign world setting. It was interesting and let me in on the origin of this concept in the mind of the game creator. As with any “default” campaign setting, it is up to the user to use it or not. In short, crazy super genius invents method to travel between dimensions. Once he proves it, other individuals, corporations, and governments get involved. There are locations that others find and keep a secret to use to their own advantage, in addition to well-know places, and places as yet undiscovered.

The premise behind the game is slipping between dimensions, different realities, planets, etc. It reminds me of the times older episodes of Dr. Who (AKA Tom Baker) moved sideways to other realities in the TARDIS rather than through normal time and space. I also was reminded of the TV show Sliders, although I think I only ever caught one episode of that show. It also reminds me a bit of the TV show 7 Days where they could only travel back in time seven days.

What I find hilarious in the backstory for how such travel was discovered, the acronym for the first device in my mind is TRAP, although it is referred to as TRA Pod in the text.  I then imagined Admiral Akbar, “It’s a TRAP!” I often come up with weird acronyms others didn’t intend.

There are terms used in the rules, Slip Space for the space/stuff traversed between starting point and destination, and Slip Pods for the devices that carry people through Slip Space.

There are five variations on slip travel, called Slips: Cartesian, Temporal, Para Terran, Subjective, Compound

  • Travel across the universe in this home reality. That is travel to other planets. (Cartesian)
  • Alternate Earths/Parallel Universes (Para Terran)
  • Time Travel, but limited to the time line of Earth 1. (Temporal)
  • Dream Worlds (Subjective)
  • The Multiversal Chao (Compound Slips – Which is a combination of two or more other kinds of slips.)

One Slips into one of 6 Nodes: Known Planets, Unknown Planets, Time Travels, Alternate Earths, Dream Worlds, and The Multiversal Chao. Dreams reminds me of the movie Inception, or places where stories are real. There is more than one story I am aware of about the characters and places in fiction are real. With all of these possibilities, there is no shortage of potential adventures. One can do any genre with these rules: science fiction, steam punk, western, spy, gangsters, fantasy, suspense, horror, sword & planet, etc.

The origin of the title of the game, Day Trippers, is that one is limited to 24 hours for the maximum length of time one can stay in their destination. If one does not return in that time, they cease to exist in the originating point. My question is, if they stay in this dimension/universe/timeline, that would mean they cease to exist, but does that mean they are trapped in different dimensions/realities if they fail to return? This is not clear to me in the Core Rules. As I read it, I would rule they are trapped in that other dimension. I will look to see if this is clarified in the GM Guide.

Character generation is a point buy. Each character begins with 100 CP (Character Points) to spend building characters. An interesting concept is that these CP can be saved and used during play for Progressive Character Building. CP are used to generate the stats for players, buy skill levels, and purchase equipment, just like using money.

There are ten classes: Amateur Explorer, Gonzo Writer, Grad Student, Politican/Nobility, Special Forces, Celebrity/Entertainer, Government Agent, Scientist, Soldier, Tourist.

There are six stats (ability) scores: Brains, Charm, Grace, Health, Might, Psyche.

The interesting thing about ability scores is that they all start with one and then CP can be used to bump them up to a maximum of six. The number one through six represents the number of d6’s to roll for each challenge/impediment one faces in the game. To bump a score from 1 to 2 only costs 5 CP, but adding more increases the cost. To bump the score of a starting stat to 5 costs 100 CP and 6 costs 200 CP.

CP is equal to one unit of currency, called a Mega, which equals one million dollars. One can go into debt to build and equip a starting character. The debt has to be paid at one mega a month. Experience Points, XP, can be used to improve one’s character or pay off debt. The equivalence of each CP/Mega/XP makes it easy to figure out and track.

The Total Character Value (TCV) is the sum of CP and XP spent to develop your character. This would be analogous to level in other games. Similarly, Potential is the sum of unspent CP and XP.

There is a list of skills that have a note of one or two stats that apply to their use. Some skills assume the presence of a kit, for example a doctor has a bag, a technician has a tool kit, etc. New skills can be added with GM agreement, and must specify one or two applicable stats for their use. Skills also go from 1-6.

Classes can also be used to boost stats and skills before adventuring begins. Stats and skills get boosted by one and debt is increased.

Crew is the name for NPCs, they have 1 in all stats and cost one Mega or CP for a year of service. Additional stats, skills, and gear can be purchased for them as with characters. “[T]hey are assumed to have an unglamorous but serviceable place to live.” This same assumption is made for characters.

Rank applies to those from military, political, or secret careers, also from 1-6. My only issue with the rank, is for military, it used army/air force/marine ranks for levels 1-5, and level 6 is admiral, a navy rank. An admiral of the same number of stars is equivalent rank to a general of the same number of stars, so I would change level 5 to colonel and make level 6 general. If you want navy ranks list them. Keep in mind that a navy captain is equal to an army colonel.

Retired rank translates to last rank-1 for resolving actions.

Fame is a stat that indicates how well known a character is and there are benefits from the level of fame from 1-6. One has to make an effort to maintain their level of fame, either by spending megas or doing something to stay in the public eye. It boosts charm rolls.

Debts can be to legitimate sources like banks, or loan sharks. The difference is in how they handle late payments. Such as, legal action vs. broken legs. Not paying debts on time can lower one’s fame.

Life Shaping is done via events that shape the life of a character. These events can be presented before or during play, or even between sessions. LifeShapers can be used to deal with problems, with a reasonable explanation. There are twelve slots available for LifeShapers, so one can only add so many.

Gear ranges from 0-6, with 0 being standard items that add no bonus to actions. Gear with levels 1-6 are increasingly more expensive and add plusses to rolls.

There is a list of sample characters provided that can be used to get players started, or be used for one shot adventures, etc.

Action resolution begins with difficulty levels from 1-10, 1 being a no-brainer to a 10 being insane. Any difficulty of 7 or higher is impossible without leveled skills and/or gear, since the max stat is 6. You roll the number of dice equal to the appropriate skill and keep the highest. This just improves your odds of rolling a 6.

After the roll is determined, the appropriate/applicable skill, gear, rank, and fame are added.

Actions can be unopposed or opposed. Unopposed is more direct. With an opposed action the “defender” also rolls.

There are five possibilities for all results:

  • Miss by more than 1       No, AND (something negative happens)
  • Miss by 1                               NO, BUT (something positive happens)
  • Hit Exactly                            YES, BUT (something negative happens)
  • Exceed by 1                          YES (Nailed it precisely)
  • Exceed by more than 1  YES, AND (something positive happens)

This makes it easy to determine the “flavor” of successes and failures. For example, taking out the guard in one strike, but he makes a noise that alerts other guard(s).

Combat works similarly to actions, but level of armor and weapons play into it.

Other players can help the character performing an action, such as opening doors. The helper makes a roll, but helping could be not helping. How many movies, TV shows, or real life situations have you seen where someone says, “Please stop helping!”?

Damage reduces stats by one, and since they are in alphabetical order, you work your way down the list. If there is multiple damage in one action, take one from the first stat, one from the next and so on. When a stat hits 0 you are stunned, when 3 stats hit 0, you are dead.

There are no luck points to burn to avoid a bad situation. It is all up to the player(s) using their wits to make their current mix of stats, skills, and gear work to their advantage. Being able to come up with a plausible reason why a certain stat or skill applies in a given situation is key.

Healing is likewise simple, if only one stat is down a single point, three days of rest. More than that takes longer rest, involves hospitals, doctors, spending Megas, and possible devices found in one’s travels. Healing heals one point in each stat in alphabetical order.

An exception to healing is damage to the Psyche, which requires therapy and/or medication and can take months or years. It requires a level 5 difficulty roll to heal psyche after each month of rest. This is an interesting idea for the horror/Cthulhu type genre where one can regain sanity.

Vehicle actions are resolved similarly to other actions and combat. The appropriate stat,  skill and their levels, plus the level of the vehicle are added to the roll.

The vehicle combat table has the same five levels as other actions, but the results are specific to vehicles, like one hit on a vehicle and a critical strike, or vehicle escapes.

Vector Slipping is the action of using a Slip Ship to Slip into one of the 6 nodes. The action roll for this again has 5 possible outcomes. One knows by the result of the roll how well it succeeded or failed, and possible complications, but the details require looking at the chart. (I hope to find pages of all these charts in one place in the GM guide.)

The stuff between here and there is deadly, not only does it require a Slip Ship, but it also requires a Survival Suit. Both must remain intact to protect the user from the catastrophic and get you back to your origination point.

There is a discussion of the use and consequences of damage to the survival suit.

There is an explanation of the construction of a slip ship, from carrying capacity in crew, to core ship components, to amenities and even weapons. Each piece has a level, higher being more expensive. There is a list of sample ships and their cost to give you an idea. Ships can be owned by a player, in massive debt, a group, or a benefactor/sponsor.

There are six types of missions, seven if a mission mixes two or more types: Exploration, Emergency/Rescue, Sightseeing, Surveying/Fact-Finding, Acquisition/Trade, Politics/Diplomacy.

There is an explanation of how to build a mission and quantify it.

The rules end with a brief discussion and charts for conversion to and from four other systems: PbtA (Powered by the Apocalypse) – [I had to google for that acronym.), d20, 1-20, and 1-100. This makes it easy to port other systems, such as clones like White Box, or specifically White Star to use this game.

After the credits and a one page index, is a one page character sheet, and a one page ship sheet.

This gives players and GM the bare bones to play this game.

I have left out that this is a story style game. I don’t have experience running or playing story style games, so I can’t comment on that other than this impression. It reminds me of what I have read about Fate, and observed in people playing Fate. I can see the appeal of the collaborative effort of building a story together. To me this type of game play being fun would depend on the right mix of people and how narrowly or broadly they adhered to the role playing aspect of it. If the point is to get together and have fun with the rules as a guiding framework, I could have fun. If the point is to adhere to strict interpretations of the rules and strictly stay in character during game play, I might not have fun. I think this is true of any RPG.

In short, with the right mix of people, I might enjoy story style games.

Speaking specifically about Day Trippers, I see many interesting things, like the point buy character generation. One could have a super genius that isn’t much good for the charm or physical, a tough brute short on brains, a beauty/charmer, or an average person. By eliminating rolls for stats, one has flexibility to play the kind of character they want. I think this would appeal to those who feel that scores are more important than how one plays and has fun with it.

One does not have to play the game as a strict story game. I’m all for use the rules you want.

I think there are some interesting ideas here. Personally, I don’t think I’ll find a group that will play this game, but I definitely see some interesting ideas, that like many games, I can use for my own creations in the various genres of RPG that I play and run.

The rules are $5 at DriveThru/RPGNow, so it is inexpensive if you want to have a look for yourself. There are also free PDFs of things that are not in the Core Rules, in addition to the character sheet and ship sheet at the back of the Core Rules.

  • DayTrippers Mission RunSheet – A one page PDF for developing a mission or adventure. Not form fillable.
  • DayTrippers Player Handout – This is a very helpful one page summary to explain to the player how the game works. It is not part of the Core Rules.
  • DayTrippers Lifeform Sheet – This one page PDF has fields to describe various life forms and they use the same six stats as characters. The life form could be anything from a “monster”, or animal, to a sentient being. Not form fillable.
  • DayTrippers Planet Sheet – This one page PDF holds the information on a planet and two locations, and has a world map on the bottom of the page. It is not form fillabe.
  • DayTrippers PC Tracking Sheet – This one page PDF allows a GM to track 4 characters. It is not form fillable.
  • Converting from Traveller – This one page PDF goes into depth about converting characters to DayTrippers from Traveller. This is more involved than the bit in the Core Rules.

Registered For UCon

Registration opened yesterday for UCon. It was a crazy busy day at work, so I wasn’t able to finish my registration until later. I was both worried and excited that the games I wanted to play might be sold out.

I am also running one session of Metamorphosis Alpha Saturday morning. I had reviewed my entry and asked for a clarification that it is 1st edition, since someone PM’d me about it. I have run two play tests of it via Roll20 & Google Hangouts. I just need to write up all my notes, and we should be ready for mayhem!

I then noticed that +Tim Snider’s Thundarr scenario for Mutant Future was at the same time as my MA game. (Have you ever felt like Charlie Brown when Lucy pulls the football away? Except this time, Charlie Brown managed to pull it away…. AUGGHH!!)  I messaged Tim since I could not find the time it was set for at Con On The Cob. I realized that I had not yet registered for it, and it’s only a few weeks away. Sad news for me, Tim’s only running it at UCon. My bad for not thinking to check.

Here’s my schedule copied and pasted from my registration email. they have my PayPal payment, so I should be all set. I added a note of who is running which games with their G+ page linked.

I’m looking forward to a good time!

  • FRI 9a – Dungeon Crawl Classics: Skymasters of the Puple Planey (4615, 4615) ($3.00 x1) $3.00 – Jim Wampler (I look forward to meeting Jim.)
  • FRI 1p – Dungeon Crawl Classics: Halls of the Minotaur (4592, 4592) ($3.00 x1) $3.00 – Laura Rose Williams (Her first time to GM at a con! Go Meat Dwarf! Also the first RPG for which I have had a woman GM.)
  • FRI 6p – OSR Discussion Panel: Old School City Scapes Roundtable Panel (4641, 4641) ($0.00 x1) $0.00
  • FRI 8p – Swords & Wizardry : Swords and Wizardry Invades Michigan–The Maze of Eternity (4859, 4859) ($4.50 x1) $4.50 – Bill Webb (My first time to play Swords & Wizardry, but it is so close to the original RPG. I look forward to meeting Bill.)
  • SAT 9a – Metamorphosis Alpha 1st ed. – Red Shirt Metamorphosis (4788) – Yours Truly
  • SAT 2p – Cryptworld: Wasted (4671, 4671) ($3.00 x1) $3.00 – +Tim Snyder (My first time to play Cryptworld.)
  • SAT 8p – Warriors of the Red Planet: Princess Zira & the Jungle Ruins (4469, 4469) ($3.00 x1) $3.00 – Brett Slocum (My first time to play Tekumal. I look forward to meeting  Brett.)
  • SUN 2p – Delving Deeper: In Search of the Unknowable (4445, 4445) ($3.00 x1) $3.00 – Adam Muszkiewicz (My first time to play Delving Deeper, but it is so close to the original OD&D, which I technically never played, the closest was Blue Box Basic.)

They finally sent out surveys about the Epsilon City Kickstarter add-ons. As I read the email explaining it, I take it that they will ship the things already in stock separately. So maybe I will have some of this stuff in time for UCon….

I’m getting the softcover of the MA Collector’s Edition, the poster sized deck plan, and Robots Among Us. Wish I could afford more.

#WardenCrew

Prepping and Running Games Saves Money

I have found that in the last few weeks as I prepare a Metamorphosis Alpha scenario to run at UCon, play test it online with two different groups, and end up with a weekly Saturday game and bi-weekly Sunday game, I don’t have as much time to read and browse forums and find more goodies to spend my money.

This is good. I’m not broke, and I’m not poor, I just prefer to pay cash for things, and I already have multiple game systems to choose from. Both the books and manuals I have, and many different PDFs. While I like collecting lots of different ideas for tables and how others do things, in the end, if all one does is collect bits and bobs and never runs a game, what’s the point? {I’m also going to attend ConOnTheCob in October, UCon in November, the company holiday party is in Orlando, FL in December – I finally get to go to Disney World!, Marmalade Dog in February, GaryCon in March, etc.]

Other than helping out the creators when I buy things, if I’m not running at least one game of one of the rules I already have, I’m not doing the one thing I have written so often that I want to do.

I struggle with having “enough” prepared to be comfortable. the key for me is determining what is the right “enough” to have. It doesn’t matter the game system.

By jumping in and running Metamorphosis Alpha and having a regular commitment to keep running it, my outlook has changed. The task seems much less daunting, and the myriad of excuses of why I’m not ready yet fade away.

My in person AD&D campaign with my oldest son and his girlfriend faded away when they moved in with me in the months before my granddaughter was born. Preparations for parenthood, and figuring out their new family dynamics have put that on the back burner. Thus the desire to move that campaign online and get it going that way. Starting up with a new group of people do not guarantee they would make the same choices and check out the same things as my face to face players. Once I get a bit more done with my MA online game(s), I will do more to get my AD&D game going online.

This doesn’t mean no preparation, and no ideas for suggestions for players, etc. There needs to be enough of a framework that it holds together. What this looks like will change and adapt, or it should, once players start interacting with the world. I have lots of ideas, but it is what the players do with my descriptions and starting conditions that is interesting. Watching players interact with the world I have presented and seeing them debate and struggle over courses of action, or regret actions taken, just makes the whole thing come alive. This is cooperative play/storytelling at its finest!

So I have dug in and started using all the pads, pens, dice, books, and miscellaneous notes I have gathered. The results are encouraging, and I find that I want more! I have enough ideas to keep things rolling, and the players have their own ideas, so I don’t see burnout with roleplaying as an issue. Burnout is only a threat based on how crazy busy work gets in December and January. [Oh the “joys” of being a support analyst for payroll and accounting software at year end/W-2 time, plus a new set of forms this year for the ACA.]

I don’t plan on participating in NaNoWriMo this year. I still need to write the last few chapters of my novel, so I can start on the second draft/revisions. I know I can do it, since I have over 60,000 words that I wrote last year in November. It’s just a matter of sitting down and doing the work. Like most things in life, the ad slogan, “Just Do It.” fits so well.

I have a lot of different irons in the fire, and without the distraction of all the different TV shows I watched last Fall, Winter, and Spring, I have gotten more done. It’s all about priorities, and making a decision to act on them, and following through.

Well, that’s enough stream of consciousness for now. I think I’ve convinced myself that I can do the running of games online, and that I can handle as much as I want to handle, with all the irons I have elected to have in so many fires. I can save up shows to binge watch on long weekends, or not worry about them at all. I can put as much effort into game preparation as I want, but choose to focus only on preparation that makes the most sense and has the best chance of being used in play. I can also deal with various projects around my 95 year old house, as well as down-sizing a bunch of non-gaming stuff. I like the idea of a simple life and being able to live out of a van. But I’d need most of a semi-trailer right now. My goal is to go through all my stuff and pare it down now, so in X years, when I’m gone, my sons won’t have to deal with it. I like my stuff, but gadgets and things become obsolete or lose their appeal.

NOTE: I wrote this late at night, and made one pass at it, and it shows in all my rambling and additional topics. I’m not going to go back and fix it. My point is in here. Find it if you can. LOL!

P.S. Don’t forget to talk like a pirate today, ye scurvy dogs!

White Star Came Yesterday

My hardcover and softcover copies of White Star came in the mail yesterday. I had time to take the pictures, but not time to write this blog post until today.

CAM00956

For some reason, I imagined that the books were bigger from the other pictures. Then I realized they did not show scale.

Here are some pictures for scale with Delving Deeper, the White Box Omnibus, and the 1st edition Monster Manual II. My White Box Omnibus softcover is about 1/8″ taller than my White Star soft cover.

CAM00957
A better representation of scale.
CAM00958
At this angle the WBO is hiding the hard cover.
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Metamorphosis Alpha at UCon

I just submitted an event to run a session of Metamorphosis Alpha at UCon in November.

If you don’t plan to attend UCon, I am trying to get some play testers to make sure my planned content flows and that there is enough to fill four hours. I have a game scheduled for Friday, September 11, from 7:00 PM – Midnight Eastern. I use Roll20 and Google Hangouts. If possible, I would like to set a time to get characters created before then.

If you are interested in playing Friday, let me know, and I will send you an invite to the Hangout and the Roll20 campaign. I have one player lined up for Friday, and others who previously indicated interest. I need 5 more players, and can run it with two or more, but more is better.

With sufficient interest, I can run it again on Saturday. I will have room for six players.

My plan is to make this a regular campaign, but the more immediate need is to play test this scenario. I haven’t ran Metamorphosis Alpha or played it in over 30 years, so I need just a bit of a refresher before attempting this at a con.

The Graveyard At Lus – Review

+Jason Paul McCartan, AKA The Badger, and editor/layout guru for White Star, has a new supplement for it – The Graveyard at Lus, just $4.99.

This interesting supplement is a way to generate an area of space that is a spaceship graveyard due to combat.

Developing the graveyard can be as simple as rolling up opposing forces and determining winners, etc. and which ships were left behind, due to being disabled or destroyed.

Degrees of damage and destruction can be determined and potential survivors or the presence of other scavengers, or the arrival of various others.

This booklet reads like the combat ended not long ago, and looters, rescue teams and others are just now showing up. It is a trivial matter to come up with an age of the graveyard, resent or years, decades, centuries, millenia, or eons old.

What I liked:

  • If you buy the PDF and want the POD, when it is available, the cost of the PDF is knocked off the top!
  • I like this idea. It is a simple plug and play add on that the GM can use in whole or in part. Ideas and options are presented that I had not thought of, and I like that!
    • I like things that get me to coming up with my own ideas.
  • He presents two options for combat, cinematic and realistic, depending on how much time you have or how much crunch you want in it. This idea of a mini game is quite interesting. (For example, I could get out my copy of Imperium and use the chits for ships to keep track of it all.)
  • I assume by app he means something for a cellphone or tablet, and not a webapp, but that isn’t clear. An app to do all this generation is in the works.
  • New races, new creatures, and some tweaks to existing races from White Star.
  • This idea of a ship graveyard could easily be applied to an aquatic navy, or even a battlefield. This would cross genres from ancient to modern, from steam punk to fantasy.
  • The final section is running the scenario to build the Graveyard at Lus for your own use. The reader is walked through how to do it.

What I didn’t like:

  • A few typos, grammar, spelling errors and an awkward sentence that slowed me down while I figured it out. I am sure if I put something like this together I would have the same issue. A reminder for us all to get another set of eyes on these things. I probably didn’t catch all of them in this post.
  • I can’t think of anything else I didn’t like, other than, I wish I’d thought of this!
  • I don’t have time to step through this right now.

What I’d like to see:

  • A few pages of the collected tables in one place with reference back to the page numbers of details. There are several steps involved in this method, and having all the tables in one location would speed things up.
    • It is easy enough withe the PDF to make your own collected tables.
  • A page or two in the PDF with chits with his proposed ship outlines that we could print out. I’d be good with just outlines that I could color in by hand, since I don’t use a color printer. Those who can afford colored ink may want them in full color.
  • Why is there a graveyard here? War, border skirmish, race to control a resource, such as a strategic planet, alien artifact, natural jump gate, etc.
  • Other reasons for there to be a graveyard besides combat. Ancient technology, mysterious space anomaly, etc.

I can see using this at my table for more than just White Star.