General Ramblings


The group got together tonight for the next installment of our Hollow Earth Expedition game. We had left off with a cliffhanger, three of the characters being ambushed on the way to a secret Terra Arcanum location by a half dozen Indians, who has faked a broekn down car to stop them, then bracketed their car with a pair of motorcycles…

We replayed that sequence, then jumped to a few hours earlier, when Lady Zara received a surprise visit from the Lloyds underwriters in Calcutta that her claim was finalized; the pay was quite generous, and they had even arranged for them to see a new seaplane sitting out at RAF Dum Dum. She quickly grabbed Olga and headed for the airport, while the boys joined Majors Thomilson and King (both Terra Arcanum) for a ride out to a cotton plantation that the organization was gifted by a member whose heirs had died in the Great War.

The Indian driver took the ladies out to the hangar where they inspected a Sikorsky S-38 and a Douglas Dolphin, but it turned out to be a ruse to get Olga away from the group…the Indians were local Comintern agents, and they were led by “the Ghost” — a GPU agent that can “cloud men’s minds”, and Galina Obreva, a powerful telepath and mind controller. This led to a desperate fight between the two women and the commies, some bullets winged their way, and a hair’s breath escape in the 1932 Terraplane that they’d been driven to the field in.

Meanwhile, the rest of the group was surprised when Major Thomilson gunned the Alvis Speed 20 they were in and ran straight at the two gunmen who were by the Wolseley Hornet, spooking them. He cut around the car and ran for it, but the pair of Ariel 500cc motorcycles were right with them. Dr. Gould managed to drop one of the riders and his armed pillion rider, while Gus Hassenfedt — deeply offended by the attack — slid off the back of the car, cold-cocked the pillion from the downed bike, then gathering up his pistol, took up the motorcycle to get in the action.

While the Alvis and second motorcycle roared away up the dry dirt road, throwing dust everywhere, Gus dropped one of the rifle men from the Wolseley who were firing on the rest of his party, then intimidated the other into laying down his arms and waiting for the authorities. Moments later, the Terraplane arrived and Zara ordered him in.

Gould and Hunter, along with the majors, found themselves in a gunfight where they could barely see the enemy behind them for the dust. Bullets were exchanged, the pillion rider on the second bike jumped onto the running board of the Alvis only to get knocked out by Hunter (and run over by the three ton car.) A hard braking maneuver by Thomilson put the Ariel into the back of the car, sent the last or their attackers into the vehicle, after which he was subdued…

However, the downed bike was left in the middle of the road, where moments later, Zara — speeding like a rally racer in the Terraplane — spotted it just a moment too late, clipped the wreck, and promptly rolled the big Hudson off into the jungle. Everyone inside was injured in the roll-over and the car caught fire. They also discovered the real Lloyds adjusters body, thrown from the wreck during the crash.

After, the group joined up and made it to the plantation, where they got fixed up by the kansamah (butler) of the place. King and Thomilson got Hunter to try and get Gould to join the Terra Arcanum(an easy sell, as he wants to return to the Hollow Earth.) They also found out the man they’d captured was an agent connected to “Sonny” Velasco, a COMINTERN agent from Gao, and that the Russians had all disappeared as mysteriously as they had arrived.

Arrangements were made for their gear to be stowed and the sale on the S-38 finalized by the next morning. The characters were safe on the plantation in the middle of the Indian jungle for the moment…or were they?

Had the Russians gotten a hold of Olga, I surmised that the characters would most likely go after her, which would have led to a rescue adventure in the Soviet Union. As it is, there are a few options for the next few adventures, but it looks like the crew is headed back to the Interior World.

 

Remember, kids:

Don’t permit couponing to use upwards your entire period that you just don’t include.

 

But how do you do this, you might as..?

This process essentially employs oil to consider oil out of the skin because, properly, oil is attracted to gas.

Still, if you’re not careful:

All these discounts and in truth the whole approach to coupon shopping, is doomed.

But in the end…

Don’t permit couponing to use upwards your entire period that you just don’t include.

Words to live by…

Recently, Runeslinger (aka Anthony Boyd) — a regular commenter here at Black Campbell did a nice video interview with Jeff Combos, the grand panjandrum at Exile Games and creator of Hollow Earth Expedition and the Ubiquity system. Here’s the interview for those interested…

Some of the comments I found interesting were in regard to the notion of a Ubiquity 2.0. At the time Hollow Earth Expedition released, Fate hadn’t quite taken off, as Spirit of the Century was released about the same time. When it came out, Ubiquity felt very streamlined and unique. Even though it is a dice pool system, it avoids some of the traps of the ’90s dice pool games with the “take the average” mechanic, fitting the goal of less dice, less often. Still, as it has aged, the system feels…old school, and I’ve tried to pinpoint exactly what it is that has been bothering me about the game mechanics.

The first thing is combat. Where the rest of the game has a nice stripped down sort of feel — roll the dice or take the average and beat a target number of successes — combat has a very late ’80s/early ’90s “crunchiness” that is anachronistic, but also overly punitive to the players. Special maneuvers, aimed shots, off-hand use of something, ranges all incur — inevitably — a -2 penalty that stacks. Partly, this is to keep the math looking clean, but it’s also unnecessary for a pulp game.

One of the things that would make combat move faster is to have the GM set the difficult differently, instead of mucking with the number of dice you roll. Longer range? Add a difficulty level. Maybe shooting at a longer range in the rain…add two difficulty. Keep it simple. The rules system is roughly 10 pages long. Combat adds another seventeen. Much of that is dealing with the modifiers discussed above. I would suggest a good house rule is to set the difficulty at an appropriate level, or in the case of beating something’s Defense, maybe add a die or two based on conditions. Keep it simple, instead of having modifiers for every manner of blow, grapple, etc.

The second thing that stood out: Resources and Talents are very expensive, in relation to skills. For a genre where “having a schtick” is important, I think lowering the cost of these from 15 points to something like 7 or 8 would be appropriate. However, I think a reworking of the R&T rules, and a strengthening of the Flaws rules might be in order — maybe something closer to how Fate works with their Aspects. A flat benefit or penalty under certain circumstances, instead of having the player be able to stack multiple levels of, say, Knockout Blow; make them cheaper and the benefits fixed at +1 or +2.

Third, the Size rules are interesting, and designed to make large creatures easy to deal with, but the logarithmic nature, where the Size number doubles within certain ranges makes for some confusion for those who want to make new vehicles and the like. (An issue recently illustrated by our guest post on the Aerial flyers in Space: 1889.) Again, the size rules look to be part of the goal of keeping the die numbers regular, aiding the take the average notion, but it’s always been one of the stickier parts of the rules, in my opinion.

So there were a few quick thoughts on where Ubiquity might need a bit of attention in the event of a second edition. The ideas not fully formed, but those seemed to be the most obvious points of systemic weakness, in my opinion.

CZ SCORPION EVO 3 A1

Česká Zbrojovka Uherský Brod has been around since 1936, making excellent weaponry. Their biggest claims to fame are the superlative CZ-75 pistol and the CZ vz.61 Skorpion machinepistol. Today’s CZ is quickly expanding it’s reach into police and military armories around the world with the new Scorpion.

CZ_Scorpion_EVO_III

The Evo 3 A1 is a short-barreled “personal defense weapon” or submachinegun in the mold of the MP-5. With a barrel length of 11″ and a folding stock, it is easy to store and carry for soldiers or police that are vehicle-mounted. (Without the stock, it is a “pistol” — the Evo 3 S1.) They come with a 20-round translucent magazine allowing the operator to see the amount of ammo left. Light due to the polymer-frame, very portable, and using a 3 round burst or full-auto select fire, it is an excellent choice for urban engagements.

PM: 0   S/R: 2/6   AMMO: 20   DC: G/I   CLOS: 0-9   LONG: 25-50   CON: +4   JAM: 99   DR: -2   RL: 2   COST: $4000

GM Information: The Evo 3 S1 pistol — or the Evo 3 A1 with the stock collapsed — has the following specs:

PM: 0   S/R: 2/6   AMMO: G/I   CLOS: 0-7   LONG: 20-40   CON: +4   JAM: 99   DR: -2   RL: 2   COST: $900 ( for a semi-auto S1, which has a S/R: 2 and DC: G.)

[I think I’m going to have to look into a Class 3 Evo 3 A1…very, very nice… SCR]

The latest “episode” of our Battlestar Galactica campaign was a response to how the game had been progressing with our last big action piece on New Ophiuchi. The characters had a bunch of stuff they wanted to do with their characters that probably could have been glossed over, but we 1) have a new player and I want to give her time to develop her characters, 2) there’s opportunities for good character development around the horn, and 3) it gave me the opportunity to do some development of NPCs.

Following their confirmation that the Cylons hadn’t done anything nefarious with the TITAN shard on the planet, and their recovery of a few of the Seraph from the Seeker ship that they had found in the middle of the dead from a huge battle between Cylons and Seraph.

In the end, they discover that the Seeker ship was the last of her kind, a museum of sorts to the early attempts to force conversion of the scattered human populations to worship of the Blaze. When the centurions revolted, a massive civil war rocked Kobol (prior to Galactica‘s arrival and the destruction of the planet by Athena) and a few thousand Seraph rescued their Kobol-human charges and fled to the stars.

The original intent of the episode (named “Eros and Angst”) was to give some small character vignettes and look for the Seeker ship. What we wound up with was a “talking abut our feelings” episode, where we had veered sharply away from the plot to focus on the characters. For some GMs and players, this can be frustrating. You set up a mission/adventure and suddenly the characters are…talking. This, however, is a good thing. The players are getting comfortable with their characters and the setting, and are interacting with both. This — to my mind — is the entire purpose of role playing games; this is an activity not just for killing monster and taking their stuff (although there is certainly a play for that), but for escaping your life to be someone else…even if it’s just in your head.

The evening started with the characters visiting those NPCs that had been gored pretty badly in the last two evenings. One was a young viper pilot who lost his hand in the fight with the Cylons, another was a Three from the Seeker fleet they had rescued after she had interposed herself between Hermes and a horde of rampaging Cylons.

I’m very pleased I got to use the phrase “horde of rampaging…”

This gave us a chance to see the new PC, Alala — a Seraph that had been involved in the scene where the pilot, “Spaz”, lost his hand to a centurion — start to really form a connection with her human counterparts. The CAG, “Boss”, showed a snese of responsibility and guilt for Spaz’s injuries, but also extended her kindness to the Three she hadn’t even met. She’s the face of this “alliance” between the humans and Seraph, and how the walls are breaking down between them. We got to see Hermes, the Kobolian, have a moment with the Three he’s dubbed “Soteria” (savior)…it’s rare that they’ve had people throw themselves in front of bullets, much less a creature that sees them as false gods and frightening. It’s had a real impact on the “god’s” psyche.

The admiral, Pindarus, had his time in the spotlight. He’s attempting to maintain a relationship with Athena, who is ever less human and more herself. She has been thrust into a role as leader, but is trying to keep the pretense she is here to advise…while dispensing justice to the miscreants in the fleet.

There was a meeting after a few days time between all the ship captains to cover the raft of stuff the characters thought they should do. They wanted to salvage what they could from the battlefield over New Ophiuchi, so the captains talked about the swag they found, the repairs, the dead recovered, but also talked about the search for the Seeker (not yet successful.) Nike (now a PC) sat in to represent Athena, and made her suggestions plain to the folks there. It was a nice “champing at the bit” moment where this superior being was becoming annoyed at an (unnecessarily?) subordinate position.

During the meeting, it became obvious to Nike that there was something wrong with the basestar commander, Tana, another Three. We’d established that the Kobolians are, essentially, as good a biological “human” as can be engineered, and one of their traits is a sort of ability to just know the probabilities of genetics with a look at, or a whiff of scent from, people. She knows immediately the Seraph is pregnant. Pindarus, who she’s been sleeping with, is the obvious father. This is a great set up for drama between Pindarus and Athena, as well as between Tana and Pindarus, and their respective people — there are still plenty that are not happy with the alliance on both sides and they might view this union as problematic. Pindarus, however, sees opportunity in this to create a strong symbol of unity. I suspect the seeds of a dynasty are in the offing…

Where the evening when “off track” was when Nike took a trip through the Hall of Remembrance with Boss. The sight of the thousands upon thousands of pictures of loved ones and places, the votives, the little notes, hits her very hard. The player did a great job here as the “goddess” realizes that these people have lost everything, and that their wee ships and few tens of thousands of people are it; all the eggs are in one basket. (It also is a good moment for her to realize that her own people are similarly placed — a few dozen on a lonely, cold outpost world from thousands of years ago [Argos], and the Seraph, too, are in the same boat…all these versions of humanity scrambling to find safe harbor somewhere…)

Nike drags Boss to the” off-the-books, but everyone knows where it is” speakeasy on Galactica to get roaring drunk — difficult with her physiology — and it wound up with a very drunk Nike decrying their situation and grousing about Athena in a lovely moment of “resentment for the smarter/better sister” that twined with her frustration at the Cycle of Time and her not knowing all the ins and outs that Athena might know. It was good roleplaying and made Nike seem a real creature.

This is all the more admirable when you research Nike and realize that in the old myths she had the depth of a greeting card. She is obviously an older iteration of Athena, not fleshed out. The player took this shadow of the Goddess of War and made her real in a half hour of drunken tirade that took the game off the main course, but into a thicket of great character development.

This is when “talking about our feelings” sessions get good. I would suggest when they happen, don’t fight it, don’t try to pull them back on track, but let the players explore their characters for a while, instead of the world.

[Ed. I know the player in question reads the blog, so if you want to comment on what processes you were using to develop Nike, please do. SCR]

The totalitarian mind does not observe and verify its impressions of reality; it dictates to reality how it shall behave, it compels reality to conform to its fantasies.

Joost A M Meerloo, Rape of the Mind: The Psychology of Thought Control
This statement explains much about the current thinking of academics and millennials — divorced from reality, credulous to the point of stupidity, and desperate to mold reality to their “world of ideas”, they are the perfect audience for the would-be aristocrats around the world.

“There’s nothing new under the sun”, the Bible says, but I think God was paraphrasing. Everyone steals, borrows, or repurposes stories — that’s just part and parcel of cultural capital. A good story is retold, revisited, rebooted, reskinned, or otherwise reprocessed. Some do it really well — Shakespeare’s whole damned catalogue, The Magnificent Seven’s Western-izing of The Seven Samurai, or the Nolan Batman movies take on Frank Miller’s work with the Dark Knight.

Don’t be afraid to borrow, tweak, file the serial numbers off, and repurpose. Yes, sometimes or often, the gamers will realize where you got the idea, but this can work to your advantage. If they expect that this plot, that seems ripped straight from [movie] will lead to a certain place, and you change it up, they will be surprised.

Borrowing from yourself is always a good idea, as well. If you’re like me, you’ve got years of plots and stories and characters on your hard drive, thumb drive, or in notebooks in your closet your wife and the fire marshal want you to get rid of. A few weeks ago, one of the gamers in my group left for a three week trip to the Orient, leaving the ret of us with either three weeks of no gaming, or the need to do something else. (His characters are kinda pivotal in the Battlestar Galactica game.)

So I thought about trying the new player out on Hollow Earth Expedition. I’ve wanted to fire up a new campaign since the end of the Shanghai Campaign, which had been delightfully fun and creative until half the gaming group moved away or had their work schedules change in dramatic and infuriating ways in the space of two weeks. Six gamers one week, a fortnight later, two players and a GM. Campaign: dead.

A few abortive attempts with the new group didn’t catch fire. The characters and the players just weren’t connecting. So, even though I thought it a longshot, I put together a “backdoor pilot” using the bones of a one-shot I ran for a Meetup RPG group. The basic plot remained — the characters were looking for an academic that is lost in Equatorial Guinea, and claims to have found the mythic white apes of the Congo. Evil corporate interests with the backing of the local peninsulares are looking to stop word of the apes from getting out because…what does it really matter? They’re the bad guys. Little hints, in this case in the form of one character’s fascination with American pulp novels, allowed me to do a bit of foreshadowing. The lost city and white apes sounded a lot like Opar of the Tarzan books (which the character is reading during the downtimes — Tarzan and the Ant-Men — according to the player) and the Lovecraft short story Facts Concerning the Late Arthur Jermyn and His Family.

In the original one shot, the players were the crew of a small smuggling steamer, and one player was the father of the man missing. In this reimagining, the missing fellow is Dr. Trevor Ansom — Oxford Classics lecturer who runs about the world looking for mythic stuff. He’s a WWI vet, a bit addled thanks to serious PTSD, but just because he’s a bit weird doesn’t mean he’s not often right… The plot hinged on someone that would have the emotional connection to want to rescue him. Our latest player got that role, making her the lead for the story — Margaret Ansom-Bose, recent divorcee and one-time companion of her uncle, who took her in after the death of her father in the War, and her mother from Spanish Influenza. She’s a “modern woman” who came of age as a flapper and an aviatrix in the ’20s, but after the Crash got married to an American oil tycoon to keep the family afloat.

The player leapt on this, but due to a series of crappy rolls over the course of two nights, this super competent woman kept coming up the damsel in distress for the other character to aid. Instead of decrying the situation, she’s added it to the flavor of Bose — she’s hyper-capable and useful until she needs to be a plot device. i would point out, this makes her exactly the sort of heroine that was standard for 1930s/40s pulp.

The next character was the problem one. The player in question just didn’t quite seem to jive with the pulp setting the two times we tried it. He had a big game hunter from Texas the first time around that just didn’t drop in well and the player didn’t connect with him. The second time he played a British occultist aristocrat…he liked the character but the notion didn’t sit well with me. I’ve found that unless magic or mind powers are common or ubiquitous, having a player with them sharply removes the feeling of danger and mystery from having powers loose in the game…it’s something bad guys have. The heroes have to overcome that. Look at almost every good horror/suspense piece — the good guys are usually outmatched and have to find some weakness that allows success. They don’t just hire a bigger sorcerer to take out the baddie.

The piece I was stealing from is set in Africa — big game territory. I took his original character of Gustav Hassenfeldt, and went to work with the editor’s scalpel. Background shifted from Texan of German descent to German who grew up in German East Africa until the British authorities tossed the family out in 1922. Didn’t connect with his dysfunctional homeland (and their actual family home is now in France and confiscated.) His parents moved to Texas to give me American adventure hooks, but he returned to hunting and being an  adventure guide for hire. There was my in to get the characters together. But the big reworking was to make him less arrogant and superb at his job (which he undeniably is — we’re talking Quigley Down Under levels of long shot goodness), less brash and impulsive, and made him a meticulous planner. Sensible and honest; a good man. This culminated nicely in a scene where he had the chance to take out a bunch of Spaniards at range and protect folks toward the end of night two, but quipped “This feels like murder…” This led to a non-violent solution to the scene — set up by the team’s combat bad-ass. It’s a great overturning of tropes. (He was also the guy referencing Tarzan.)

The first night started with getting the characters together through a mutual friend in Tangier. The necessary action scene to establish villains, get the characters to show their expertise and develop a connection, and set the stakes followed: goons hired by the Equatorial Lumber Company to get back the letter from Ansom, the map to his find, and (exposed) film wound up with a punch up and shootout on the harbor wall. Hassenfeldt character established himself as a guy that tried to talk his way out of big troubles, but is willing to throw a punch to be a gentleman and protect his employer (Bose.)

They travel by Bose’s old Sikorsky S-36 (stats are about the same as the S-38, here) over various points to Fernando Po, where they link up with the crew of Sylvia — the boat from the one shot, but now relegated to NPC status — who had been hired by the aforementioned contact in Tangier to get them upriver. The location they are going to will be inaccessible by airplane.

Here I was now back in the framework of the original one shot: a nighttime run past Spanish patrol boats, upriver until they are trapped by the Spanish in a tight section of the Benito River, rescue from the Spanish by the “lost” Professor Ansom and a platoon of gorillas led by a few white apes — gigantic, intelligent creatures that Ansom has befriended. They return to the city of the apes, called Mangani by the locals, and it is a place of strangeness: the color is all wrong, everything ooks like it is viewed through a funhouse mirror — geometry is peculiar, and the architecture looks almost Minoan. Ansom thinks it is an Atlantean outpost…and the piece de resistance is the temple, coplete with a strange metal eye (with the iris being an open space big enough for a few people to go through.)

They try to figure out some of the mysteries of the place, but the cameras down work — everything must be drawn and annotated. The apes can communicate, and Hassenfeldt helps Ansom train the apes to use the rifles they’ve taken from the Spanish. When Spaniards from the company show up, including a highly educated Jewish doctor, they manage to defuse the situation. While showing the Spaniards the importance of the place and why they should cease their attempts to destroy the apes, they discover the doctor — when in proximity to the Eye — causes it to light up with a strange blue energy field. (Yeah — it’s a Stargate. Steal, people, steal!) While investigating, Hassenfeldt trips through the gate, and knocks Bose with him.

On the other side, it almost looks like they are in the Yucatan. The ground curves away for some distance…a massive valley? and they spot some kind of huge creature circling them in the air. A single shot from Hassenfeldt’s .375 magnum brings the creature down: it’s a pterodactyl!

Realizing how alone and possibly endangered they are, Bose convinces him to go back through to the ape city and the gate shuts down.

That was where we left, with two possible PCs for the vacationing player — Ansom or the Jewish doctor with Atlantean blood that allows the gate to work. The play was swift and the players quickly learned that sometimes “taking the average” was much more efficacious than rolling dice, and it was decided by the players there that the system was one that “did not get in the way” (about the best you can usually hope for with RPGs; they rarely enhance play, I find.) So now we have a great opportunity for ’30s pulp that seems to appeal to the entire group…

All because I needed to slap together a quick two-night adventure and chose to steal from an old piece none had played through.

Yes, there’s only ten of them, and yes, they were built just for the movie…what Aston called  “bespoke sports car.” (Interesting idea — in the past, there were hordes of coachworks firms that would take a base vehicle and trick it out to the customer’s specifications…could this be a new area of opportunity for the pricey supercar industry?)

aston-martin-db10--front-three-quarter-carousel-final

The DB10 sits on the Victor Hotel (VH) platform and is driven by the same engine 4.7 litre motor as the V8 Vantage and the same 6-speed manual transmission. With similar weight, horsepower (400hp or so), tires, etc., that would give the DB10 the following stats:

PM: +2   RED: 3   CRUS: 90   MAX: 175   RNG: 220   FCE: 2   STR: 6   COST: bespoke

GM Information: The DB10 receives a +1 to Safety tests.

Here she is…

Stay tuned tomorrow for Hinx’s ride — the Jaguar C-X75.

Fortunately, I knocked out all of the #RPGaDay posts a few weeks ago, as I am away in Telluride for motorcycling and relaxing. It’s my first vacation since the wife and I took our daughter to meet family last year….and that was hardly a restful vacation.

  
(That’s not me in the picture…)

« Previous PageNext Page »