Showing posts with label Star Trek. Show all posts
Showing posts with label Star Trek. Show all posts

Thursday, August 10, 2017

RPGaDay 2017 #10 Where do you go for RPG reviews?

To be honest, I don't look at reviews that much. Most of my gaming purchases are in two categories: Stuff I was going to buy anyway and impulse buys.

I've been a long time fan of GURPS, so every time there's a new print release, it goes on my shopping list. My wife has us subscribed to Paizo's Pathfinder rulebooks, so those come to us automatically as they are released. The new Star Trek RPG from Modiphius Games is one I will definitely pick up to satisfy my Trekkie soul if nothing else.

Which brings us to the impulse buys. These mostly occur at DunDraCon, when I have budgeted myself to be fairly flush with cash. It's also the closest I come to listening to reviews, as that's when I go to Ken Hite's annual "What's Cool" seminar and build a little bit of a shopping list.

Sunday, August 28, 2016

RPGaDay 2016 #28 What Film Or Novel Would You Be Most Surprised That A Friend Had Not Seen or Read?

I am always surprised to find out that people haven't seen The Wizard of Oz. While I know a lot of people haven't read the book, the film seems like one of those cultural touchstones. "Lions and Tigers and Bears! Oh my!" "We're off to see the Wizard!" "Ding Dong! The Witch is dead!" "I'll get you, my pretty! And your little dog, too!"

Another supposed cultural touchstone that seems to be losing its luster is Star Trek. While the new film franchise might bring some of it back, Benedict Cumberbatch will never be Khan to me. Sorry, but a Sikh from India being presented as a genetic superman is way more interesting than Pasty White Prettyboy #49303238.

Tuesday, August 18, 2015

RPGaDay 2015 #18 Favorite SF RPG

While I do have a number of sci-fi RPGs on my shelf, my heart will likely always belong to Star Trek. I have collected all of the Star Trek RPGs I can. I've got the FASA game from the 80's that used percentile dice. I've got the class and level based game from Decipher. I even have Prime Directive, the RPG spinoff of the Starfleet Battles starship combat game.

But I think my favorite overall Star Trek RPG is the one produced by Last Unicorn Games. While other other games did one thing or another really well, LUG provided a Star Trek RPG that did everything competently. It actually provided 3, with core rulebooks covering the Original Series, The Next Generation, and Deep Space Nine.

Of the three, since we insist on narrowing things down, I find I prefer the Original Series corebook. Not just because I'm planning a campaign in that era. Maybe it's just the fact that it was the second corebook released, but I feel like it has a lot more polish that the TNG game. Or maybe they did TNG as an "all encompassing" game and once they did the other core books, they allowed themselves to be more focused. It just feels like everything from the way the rules are explained to the GM advice is much more finely tuned.

Sunday, May 25, 2014

Shaking some things loose

If you haven't noticed yet, you don't have to be on Google+ to comment on this blog anymore. It will still be posted over on my Google+ feed, but it will also allow people who do not worship the glow cloud that is Google to chime in with their supportive comments.

I seem to have overslept L. Frank Baum's birthday, which was last Thursday. He would have been 158. Jared Davis over at the Royal Blog of Oz, did his annual tribute with a performance of one of the Little Wizard Stories, The Cowardly Lion and the Hungry Tiger. It also marked the 4th anniversary of my initial release of Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road over at Lulu.com.

My regular gaming group sort of fell apart about 2 months ago. I had two players back out, but since they were transportation for a third player, that meant 3 lost players out of 5. So the two that are remaining are typically not brave enough to keep plundering the deeper dungeons under the Castle of the Mad Archmage at their current strength. And one is only an intermittent player, so that party strength waxes and wanes pretty strongly. I've tried recruiting new players, with limited success. The bad news is that I have not run a session since those players left, but the good news is that I still have something of a game night. Mostly Munchkin and Zombie Dice, with a few other games that we convince each other to try out. I've been threatened with Risk a few times, though that has yet to happen.

Even if the whole thing fully implodes and I never run an session of this campaign again, it will still be the longest campaign I've ever run. It started back in May, 2011. Most campaigns I've run prior to this tended to last 3-4 months. We play through a story arc, a single large-ish villainous plot, then pick up another game, and run another campaign with another story arc, rinse and repeat. I've tried to push past that barrier a couple of times, but it has never worked for me. It's easier to kill the campaign in its prime than watch it wither away.


So what will I do now?

1) Try to keep the campaign going? I could. I could find more players, try to get things started up again. and just keep going. But on the other hand, my impressive shelf of games is not getting the try-outs that it did under my previous habits.

Another problem is that I'm realizing a couple of things that I should have done early on in the campaign, like build out the world beyond the dungeon or restock the dungeon behind them. In the early days of the campaign, I wasn't sure how long it would go on. By the time it became an established thing, other pieces of my life were becoming less established and it became harder to find the energy to do that sort of thing (and a lot of other things, like blog regularly).

2) Run something else? This is something that's been gnawing at me for a while. I've been thinking of a sci-fi game, maybe Star Trek or Diaspora, since the last 3 years have been heavy on fantasy for me. I've also been thinking of Monsterhearts, since one of the things I want to get better at as a GM is "going small," establishing character and setting by getting into those quiet moments when they're not having big awesome adventures. And since Monsterhearts is about being very small and petty, it seems like a good training ground. Or the Dresden Files RPG, since I've been a fan of those books for some time and I've been meaning to give Fate a test drive.

But at the same time, the experience of running a long term game has given me some insight into what is needed to make a long term game successful. Which means a lot more thought and effort than I've put into anything I've done prior. Even the current campaign. And with the life-stupid keeping me down, I'm not sure when I'll be able to get out of that rut.

Thursday, June 9, 2011

Marshall the Troupes!

No, that's not a mis-spelling. This post is going to be talking about what is often called "troupe-style" roleplaying.

The most common style of play in RPGs involves a player playing a single character until that character dies or retires. Then they create another character and plays through their adventuring life and so on.

Troupe-style play gives each player multiple characters to choose from for any given adventure. So if you were playing a Star Trek RPG, you would play your Starfleet Marine for a combat mission, but bring your Diplomacy Corps officer for a diplomatic mission. Or maybe your pilot who just happens to speak Romulan, since the diplomatic mission takes place near Romulan space.

For those following Barking Alien's Muppet RPG as he's posting it on his blog, you might notice that each player begins play with multiple characters. While each player participates in every scene/sketch, they do so as different characters.

Old School gamers already did something like this back in the day, pulling out one from a binder of character sheets depending on the difficulty level of the dungeon and the specific roles that need to be filled. MMO gamers do something similar with their "alts," bringing in their "tank", "DPS", or "healer" into play as needed.

It can also be used on a short term basis in a regular game to give all the players something to do. For example, in a recent D&D session (a friend of mine is running the game, not me) 3 of the 6 characters were called on to serve as the prosecution, defense, and judge in a trial. Which left 3 players (including me) with nothing to do as this trial scene played out. So my friend gave us witnesses to play so that we could be part of that dramatic scene, even if our regular characters weren't there.

Troupe-style play is also very Ozzy. While some series maintain a consistent core cast, there is very little consistency in the cast of an Oz story. While everyone remembers the classic adventuring party of Dorothy, The Scarecrow, The Tin Woodman, and the Cowardly Lion, that grouping has never occurred since. In fact, no more than 2 of these characters have ever adventured together again in the Baum canon (typically the Tin Woodman adventures with the Scarecrow, or Dorothy teams up with the Lion).

Baum would even change up the cast in mid-story. In The Patchwork Girl of Oz, he trades out the Woozy and the Glass Cat for Dorothy and the Scarecrow (an odd exception to the pattern noted above). So if you've got a player who is having a hard time settling on one character, you might want to let them create two and let them play in alternate adventures or find points in the story where they can switch off.

And one of the cool things about doing this in AiO is that even if a character isn't present, they can still have an influence if they are on another character's Friends List.

Thursday, May 14, 2009

Boldly Going... to Oz!

After reading Jared's blog, and then this one by Adam Dickstein, I am am now compelled to share this with you.

When my gaming group first consented to try Adventures in Oz, I was ecstatic. The rules would get a thorough playtesting by some of the best players I could muster. However, this meant that I had to come up with stories to put them through. Frantically turning to my Big Shelf O' RPGs (maybe once I get a working camera again, I'll take a picture of how big my collection really is), my eyes light upon my collection of Star Trek RPGs.

To my knowledge, I have every Star Trek RPG ever published. Not every supplement or adventure, but at least the main book for each. I've got the FASA RPG that came in a box. I've got each of the Last Unicorn Games Star Trek books. They did one main rulebook for the Original Series, the Next Generation, and Deep Space Nine. They intended to produce one for Voyager, but the company collapsed before that could happen. I've also got the complete line of Decipher Star Trek hardcovers. There were some books that were published on PDF, but I'm not a fan of PDF in general.

Okay, now that I'm done with the bragging, let's get on with things. The thing that really ties the two franchises together is the idea of exploring the unusual. Star Trek does it intentionally, while Dorothy does it almost accidentally.

The Enterprise's mission is to "explore strange new worlds, seek out new life and civilizations", so it's no surprise that the beloved starship did just that. Each week was a new story with a new planet, a new race of people, or some new phenomena.

Dorothy's exploration was not because she was necessarily looking for it, but because so many things happened to be in her way as she was going somewhere else. In The Wizard of Oz, Dorothy is just looking for a way home and find her way to the Emerald City. It's just that on her way there, she happened to make some friends and have some adventures. In The Emerald City of Oz, Dorothy wanders away from camp briefly and gets captured by the Spoon Brigade of Utensia. Once she is released, she then tried to find the camp again, but wanders into Bunbury and Bunnybury.

The crew of the Enterprise is a bunch of meddlers. Every episode, they try to fix something or solve some mystery or destroy the computer that was running a civilization just fine before they showed up. Dorothy and her friends, however, don't feel the need to meddle much. They will from time to time, but for the most part they are simply passing through on their way somewhere else. Once they get where they're going, however, they feel free to meddle away.

In The Scarecrow of Oz, Trot and Cap'n Bill did not try to reform Ork society, or solve the mystery of why it snowed popcorn in the land of Mo. But once they got to Jinxland, they staged a royal coup, changing the balance of power forever.

This is not always the case, as demonstrated by Dorothy's visit to Bunnybury in The Emerald City of Oz. Her interaction with the King of Bunnybury, though minor, was just enough to help the king be content with his royal lifestyle.

In a gaming scenario, I think the Star Trek model of one new place per adventure would probably work best. It's what I've done in my Oz playtest game. In part because when you introduce something into an RPG, the players are expecting to be able to play with it. Players have been known to spend half an hour on something that the GM has simply intended as a color detail. Putting an interesting person or community in the game and expecting the players to simply ask for directions or spend the night and move on the next morning is simply madness.
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