Category Archives: RPGs

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.

Sharing The Lottery Winnings on Facebook

I haven’t posted here in almost two months due to life. On top of the busyness of the holidays, December and January are the busiest months when you support payroll and accounting software.

I’m still gaming in the Wednesday night AD&D game on Roll20. We just hit session 91! Soon will celebrate the second anniversary of the campaign.

My other gaming endeavors have ground to a halt, other than jumping on a few Kickstarters after I decided no more Kickstarters until I get other ones fulfilled….

So this morning in the shower, I had an idea for a meme about the billion dollar Monopoly money lottery, but then I recalled how I often mention Quatloos, so then I had it.

Feel free to share, I’ll make good on this, the billion quatloos are in your bank as you read this!

Quatloo Lottery
Quatloo Lottery

UCON – Day 0

+Tim Snider of Savage Afterworld uses the nomenclature of Day 0, Day 1, etc when he writes about his attendance at conventions. So in the spirit of the OSR, I’ll use that idea too!

After only going to UCON on Saturday last year and dealing with a nasty storm trying to get there, when I decided that I would go for the entire con this year, I decided to arrive a day early, just in case. As it happens, the weather and roads were good and Thursday.

I got checked in and got my stuff to my room and somewhat settled in, went out for some supper, and returned to the hotel.

Hotel View
Cool Island in the lake.
Cool Island in the lake.

I soon ran into +Tim Snider, and we caught up on things since last year. He bought me a beer, Bell’s Brown Lager. Nothing like driving nearly two hours away from the local brew pub to have one of their beers. It was good! It was also a tall glass. There were two couches in the carpeted area of the bar/restaurant. The couches faced each other, one back to the bar, the other back to the lobby. I sat across from Tim with my back to the bar. We were talking enjoying our beers when some guy came up and said, “We’re playing a game when I get back”, or words to that effect. Tim and I were speculating, and were right when we decided it must be +Bill Webb. When he got back, we moved to an area in the lobby with a table, a couch, chairs, and ottomans. We rolled 3d6 in order, after that, all we needed where a d20 and a d6. Bill used a big d20 and a big d6, those were the only dice he had. It was a fun little adventure. You can read +Tim Snider’s write up here.

Bill Webb in Action.
Bill Webb in Action.

Joining in the game was +Ryan Thompson of Gamers & Grognards, +Adam Muszkiewicz and his adorable sidekick Stan of Dispatches from Kickassistan. (the next day I met Adam’s collaborator and co-host in the +DSR podcast (Drink Spin Run), +Donn Stroud), +Laura Williams and her husband +Clayton Williams, Bill’s daugher and a few others, whose names I don’t recall. +Pete Schwab and a few others showed up to watch our game. We broke about midnight. I had to get to bed, since I was in a 9am game in Friday.

Near Misses – Thieves

I had an idea for thieves picking pockets from an experience prior to my last game at UCON. The idea coalesced as I was in that dreamy, glad to be sleeping state before I woke up this morning. (I’m off all week; so I got to sleep in today to recover from both low quantity and quality of sleep the last few days.)

As I have mentioned in at least one other article, my Dad was a locksmith and I was drafted to help from the time I was about 13 until I went off to college. Dad gave me my own basic set of lock picks. I thought it would be fun to plop them down at a game, if I ended up running a thief.

I was getting stuff out of my bag, dice, paper, pen, pencil and other things so I wouldn’t have to keep rummaging in my bag during the game and slow things down. I was wearing many layers, including a jacket sort of like a hoody with out the hood. It has packets inside next to each outer pocket.

I put my picks in my pocket, or so I thought. I felt both sides of my hand feel fabric, so I thought it was in my pocket. I had just placed something else in that pocket and realized that I was about to drop it between my jacket and shirt instead of my pocket, so I corrected. I then checked and my picks weren’t there, so just as I was getting ready to bend down to get them, +Laura Rose Williams says, “Here, Larry, you dropped this,” as she hands it to me.

This morning in my dreamlike pre-wake state, this idea hit me, and I can just see a thief picking someone’s pockets and rolling 1 or 2 under what they need. So from now on, I will rule that a thief doing this, gets what they were after, or at least something, and they “pocket” it. Some kind soul will see them drop it and come up and give it to them in full view of all around. The “FUN!” will then ensue.

I did not play a thief as planned, +Laura Rose Williams wanted me to play a wizard along with her, which I did. So I got out my picks after the game to share what I was prepared to use as a prop.

Getting Ready For UCon!

I’m wrapping up things for work so I can eat supper and make final preparations to drive across the state tomorrow and meet up with some fellow OSR folks to get in some pre-con gaming and fellowship.

Adam of Dispatches from Kickassistan & Drink Spin Run and Tim Snider of Savage Afterworld are among them I will see tomorrow. I’m sure others will be in early, the con doesn’t start until Friday AM. I hope to connect with many others I know from the internets.

I set up so I can post here from my phone.

I may not do any posts while at the con, but I wanted the ability. Blippin tiny screens….

Whether you’re at a Con this weekend or not, game on!

CSIO Kickstarter – October Update

I got the CSIO Kickstarter October update in my email yesterday.

As has become usual, it is good news/bad news.

The good news is that the player maps and minis seem to be on track.

However, the bad news, while not a health crisis involves two complications.

First, their webhost GoDaddy is dropping support for SharePoint and Outlook, and did not warn them it was coming, so they have a short period of time to the new email platform. I did a quick google search, and it appears that the issue is Microsoft dropped support for some features of Sharepoint and Outlook, and are forcing people to Office365, or priced it so that GoDaddy had to force them, is more likely.

That GoDaddy waited until the last minute to tell them, I have no idea, never used GoDaddy. But my experience with Microsoft products in a web environment 15+ years ago convinced me not to use Microsoft products for my personal projects. I have no choice about using them in my day job.

Second, in addition to the unexpected time sink re-doing their website, one of the people working on the CSIO Book [the part I backed], has quit after a month of no progress. Here’s a quote on that, emphasis mine:

CSIO Book

We’re fleshing out the final two chapters of the CSIO portion of the book dealing with Crime, Punishment, Manumission, and other rule variants. This should be completed within the next couple weeks and then we can run over the Thunderhold portion, then start the final layout. End of November may be cutting things close. We want this out before the holiday season madness. On another note, the person responsible for mining all of the stats to put in a spreadsheet for checking has quit after a month or so of no progress (Bob III will probably have to pick up that load).

So it may yet be out this year, only a year late. I suspect that it will slip into early next year since one person strung them along for a month.

I think this is a prime reason not to launch a Kickstarter until the book is ready for layout. That is, the text is written and through all the various drafts, and been proof read and edited. Even a revision of an existing book, especially something as big as a city, can’t just be done quickly.

The other lesson to take away is, don’t let people drag you down. If the people who are supposed to do the work are not doing the work, cut them loose before it drags down the entire project.

Most people were worried about how the miniatures add-on/stretch goals would kill this product, and the thing that is dragging it down is the centerpiece.

Another example of how to do a Kickstarter is the B/X Monster Reference Index, which ends Sunday, October 4th, and I expect to have before the end of October. This is someone who does lots of Kickstarters one after the other, but the product is ready to go. It is more of a pre-order system, and stretch goals/add-ons are done in a way that make sense and don’t interfere with the weight of the project to skew the costs of international shipping. This is an example of finding a niche with a product target that is easy to hit for quality and on-time delivery. By creating satisfied customers and maintaining the quality of responsiveness to questions and suggestions, and delivering ahead of the promised delivery date, +Peter Regan has customers that will back most, if not all of his Kickstarters.

Because of his diligence, if he ever did have a family emergency, he has earned the credibility that we wouldn’t question it. This is a big difference between first time Kickstarters that go crazy with funding and stretch goals and suddenly are delayed by mysterious and uncommunicated illnesses. Many of these have been people with mental illnesses. I am not against people who struggle with their inner demons sharing their efforts with the world. But if you know you have this struggle, do the work and be ready BEFORE launch!

If you are relying on other people, get their part of it before you absolutely have to have it, and cut them loose if they do not keep you in the loop. Be professional about it and hold others to a high standard. One cannot avoid sudden illnesses and accidents, so it makes even more sense to have the work ready to go before launch.

If you have to send something off to printers, make sure to keep up with them and make sure that they will be ready to start once you have the funds to give them the go ahead. Make sure they are a reputable company with references.

Most of all, if it’s your first Kickstarter, make sure to ask others who have done successful ones what it takes.

Except for something else cool by Peter Regan, I’m not backing any more Kickstarters until I start getting my stuff. CSIO [due November, 2014], Grimtooth’s Traps Hardcover [due July, 2015],  Remix Mini [due October, 2015], Marmoreal Tomb [due March, 2016], MA Epsilon City  [due March, 2016], Schlock Mercenary 70 Maxims Book [due May, 2016].

The one Kickstarter for which I have kissed my money goodbye is the stalled in legal limbo D&D Documentary, The Great Kingdom [due July, 2015]. Due to legal mumbo jumbo, no one outside the proceedings gets to know what is doing on until there is an eventual settlement, whether by court decision, or agreement among the parties. I would pay to see both movies, so what’s the problem? Settle your interpersonal crybaby $#!^ and make one movie. I don’t care which. I can live without the $50 coming back. If either side has a GoFunMe for legal bills, they have all the money I am going to give them.

I could never spend another dime on RPG materials or ever order something online and be happy. I’d have more money for other things. I really need to do more to start using all the cool things I’ve bought for RPG’s over the last few years, plus all the accumulated free downloads. There is so much material that I could stop going online and never use it all. I only go online because I like all the cool ideas that others have come up with and how they have used them.

If I spent less time online, I would have more time to make my own ideas bear fruit for sharing with others….

AD&D and Other Editions to 5e Conversion Methodology

A lot of common sense stuff here. If the monster in the module is in the Monster Manual of the rules you are converting to , use that. Other creatures can be substituted for others, or converted by bits and pieces of creatures with similar stats.

The reverse can also work, taking new creatures and adventures from 5e back to older editions or even other systems.

 

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

Yes, I Backed Another Kickstarter

I recently wrote that I wouldn’t be backing any other Kickstarters until all the outstanding ones delivered.

That was before I knew that +Peter Regan, of Oubliette Magazine and Square Hex would be offering his latest Kickstarter, the B/X Monster Reference Index.

It is a spiral bound reference with over 500 B/X monsters in a one line format for each. It will come in at 24 pages. For about $6.00 you get one, and less than $5.00 shipping from the UK.

I went in for the pledge level that gets me two of them, with shipping, only about $17.00.

Why two of them? Because I can! Who doesn’t need a backup of one of these?

This is Peter’s 14th Kickstarter! All of them have Funded and been delivered in a timely manner. He obviously has done the work in advance, and is just using Kickstarter to fund. He has a short time frame to get it out the door. He knows his market base and seems to have a laser-like focus to accomplish these projects.

The project already funded today. He keeps any stretch goals within reason, and does good work. This one has a two week time frame to ensure it is delivered before Christmas.

Reading the comments, backers get the PDF and a Spreadsheet, plus the cover will be laminated. Other stretch goals may be a possibility.

Criticizing How “Real” A Comic Book Item Appears

+Stacy Dellorfano
[G+ deleted years before G+ folded.] shared this picture via G+ and on the ConTessa G+.

My first thought was the guitar used by the singing marshal in Evil Roy Slade. It made quite the impression on my 8 year old mind back in 1972. I had to watch it again about a year ago.

Cool picture by a talented artist!

I then started to write the following, but I changed my mind, and only left the above comment. I moved my critique here. It is really a quixotic quest to argue about how realistic items are in comic books, unless they are supposed to be accurate. So here’s my little bit of commentary. A very talented artist. Perhaps no actual experience with firearms. I’m not an expert. I do know a bit about guns, and have fired fully automatic weapons, AKA machine guns and sub-machine guns at a machine gun shoot. (I added a .45 cal Para Arms 1911 since then. I always wanted one since I was a kid. I like how it fits my hand. I shoot it very well.)

This picture looks cool, but I don’t see how you aim it. I also don’t see a label/marking for a select fire switch, so this appears to be a semi-auto (pew) rather than burst (pew pew pew) or full auto (pew pew pew pew pew pew pew pew pew – To the extent of the magazine capacity.) If the magazine is in the back like that, it doesn’t make sense how it works, since the internals of the style of firearm this appears to be based, is in the lower receiver, in front of the pistol grip.

There are rifles with different locations for the magazine, but the configuration is different, such as the P-90 made famous on Stargate SG-1. The magazine for that lays flat on top. The ammunition spins from the magazine to the action. Off the top of my head, I am not recalling other rifles that have a magazine to the rear. I am sure there are more. I am sure that I could find pictures and videos of other configurations online, if I took the time.

Since I mentioned guns, I feel obliged to list the rules of firearm safety:

  • Treat every gun as if it is loaded.
  • Do not let the muzzle cross anything you don’t want to destroy.
  • Be aware of your target and what is beyond it.
  • Do not touch the trigger until you are ready to shoot.
  • Store guns and ammunition separately and inaccessible to others.

Joesky Tax:

Here’s a random table for your modern/near future RPG’s for the effects of a quixotic rant on the public. This is not an all-inclusive list, but gives the general idea. Weight the possibilities appropriately. Total Disagreement would be more likely that Total Agreement.

  • Total Agreement – The world changes their opinion based on your rant. Everyone loves and agrees with you. Children are named after you. People that you find attractive want to sleep with you.
  • Majority Agreement – Most reviews and re-statements of your opinion are positive. A few holdouts to contrary/divergent opinions. The balance of power is shifting.
  • Split Decision – Reviewers and commentators and public opinion are split on this topic. Status quo maintained.
  • Large Numbers Agree – While not a majority, there is still widespread agreement with this opinion.
  • Vocal and Active Disagreement – While there may be large numbers in support, there is a crowd that are strongly opposed to this idea. This crowd can arise with all levels of agreement except Total Agreement.

Sub-Table For Those in Vocal and Active Disagreement:

  • Use logic and reasoning to refute your points, and cite sources.
  • Use ad hominem attacks and only post YouTube links when you ask for sources. This group views their opinion as the only right opinion, contrary to evidence. Most hold this opinion because they saw a contrary opinion before seeing your opinion.
  • Outright and deliberate falsehoods to discredit your position. This group views your opinion as so heinous that any means to exterminate support for it are used. Threats and false claims against you are commonplace.
  • Large Numbers Disagree – While not a majority, there is still widespread agreement with this opinion.
  • Majority Disagreement – Most reviews and re-statements of your opinion are negative. A few holdouts support your opinion. The balance of power is shifting.
  • Total Disagreement – No one on the planet agrees with you. No one can believe you even had that idea. You hang your head in shame and withdraw from social media and have your publicly listed phone number disconnected. You consider moving to a remote area. You change your hair and clothing style and get a different car.