Roleplaying Games


Started a new Gorilla Ace! adventure this evening:  Murder on the R.100.  I wanted to do something different after a swath of superscience pulp advnetures, followed by the Chthulu-y one shot for the minor players on Wednesday.  I decided on something period and pulp-appropriate:  a murder mystery.

It started out simply enough as a teaser for an upcoming adventure, but I liked the setting — and found enough info on it — that I wanted to use it.  What to do on an airship..?  R.100, for those not into all things dirigible, was one of the last rigid-hull airships constructed by the British in 1929/1930.  She was constructed by the Vickers Company and the Airship Guarantee Company — designed by Neville Shute of On the Beach fame.  While Vickers was building her, the Air Ministry constructed R.101 — the goal was to prove that government could exploit air travel better than the private sector.

R.100 ran multiple seasons to Canada and back with a flawless service record.  R.101 suffered massive cost overruns, design flaws, construction snafus, and n her maiden flight to India went into the Normandy soil like a flaming lawn dart.  In response to being proven wrong, the Air Ministry canned the whole lighter-than-air project.

But that doesn’t work for my pulp game set in 1936!  In our universe, Vickers convinced the Air Ministry to continue the Imperial Ariship Scheme, but they are the sole operators.  R.101 did burn, but R.102 has been a success, and R.103 is soon to launch and replace the aging R.100.

(The US Navy program saw the loss of USS Akron under mysterious circumstances [it will turn up eventually], and USS Macon didn’t suffer her catastrophic failure.  USS Miami just launched.)

Some Hollow Earth Expedition stats:

Length: 719′   Diameter (largest): 133′  Gas Volume: 5.2 million cubic ft.  Usable Lift: 54 tons   Range: 4500 miles.   Ceiling: 15,000′ (usually flew at 2-5000′)

Size: 16   Def: 2   Struc: 18   Speed: 85   Handling: -2   Crew: 37   Passengers: 50   Cost: $2.5 million or so…

Traits:  Gas Bag — it’s bloody big and bullets go right through it without doing much.  First 2L are simply swallowed to empty space.

(In our version, R.100 has flown for seven years and her engines were upgraded form Rolls-Royce Condor IIIBs to Kestrals — lighter and more powerful for a top speed of 90 and 56 tons of usable lift.)

We set up the environment — the strange tramp steamer-like quality of the passenger area (nowhere as luxurious as Hindenburg), the open, airy quality of the ship, the poker games and communal dining lounge, and the relaxed, romantic atmosphere of the promenade decks with their large windows looking down on the Atlantic.  It’s roughly a 3 day trip from Cardington sheds in England to Montreal’s docking tower.   Most of the passengers are Canadian government and British business types.

Then one of the crewmen goes missing, and the search is on through the cramped catwalks, girders, exposed equipment of the interior of the hull, and even had a walk along the top of the hull during one sequence on a guide wire and harnesses for the riggers (for fixing damage to the canvas.) Eventually the missing man found bludgeoned to death and hidden in the button-up passenger compartment of a Canadian MPs SS100 Jaguar!  Who killed him, and why?

I haven’t finished the adventure and players read the blog so I’ll not spoiler it, but it’s a decent set up for a game…

Here’s more on R.100 and her sister ships.

I did a one-shot adventure for a truncated Wednesday night gaming group.  I put it together very quickly, as I had few players than expected — one cancelling last minute.  I took ran a quick Lovecraftian horror “issue” of Gorilla Ace!…without the gorilla or his wife.  The background players got to step forward and use their talents.

Dr. Stanford — physician and scientist — and Dexter Vincetti, the group mechanic and inventor team up with an MI6 agent.  The two are approached by an old acquaintance of Stanford’s, a physicist with occultist leanings — actually a member of a splinter group of the Hermetic Order of the Golden Dawn.  He hypnotizes them to get information he needs to complete a dastardly machine, the intention of which is unknown to them.  There’s a fight later with zombies — reanimated corpses controlled by strange black slug-like creatures.

This leads them to a meeting with Aleister Crowley — secretly working for HMG whenever there’s a matter like this.  He’s been watching the physicist, who has a houseguest…a strange Egyptian man who is known to the world by various names.  This creature is a vanguard for menaces so ancient and vast as to be incomprehensible.  And he thinks they intend to let them into our world.  The machine he is building will amplify mystic powers to achieve this.  (How does Crowley know?  Does it matter?)

They raid the mansion of the physicist and confront him while he is performing his ritual, releasing these creatures into the world.  They fend of the evil until Dex reverses the polarity on the spiraling quantum whatsinator and sends them back to the deep beyond.

The adventure ran smoothly, was fast and fun, but I discovered that doing horror is truly hard to do.  You can do creepy fairly easy, but truly scary …tough.

It’s 101 degrees in Albuquerque today.  One of the players had a crappy day at work. Another two are having some personal troubles.  One player forgot his character and had to call up a version from online.  Not the best set up for a night of gaming.

But it was one of the better gaming nights I’ve had…period.

First off, we made shepherd’s pie for dinner — hand mashed potatoes, hamburger fried with onions, garlic, green oni0ns, salt, pepper, paprika and mixed veggies.  Absolutely delicious.  Blue Moon’s honey summer ale with lemon.  A good start.

The adventure was already underway — Gorilla Ace! and his “Flying Circus” have stopped an attack by radium-powered robot men (“Radio Men” for their remote control.)  They are investigating the parts necessary to build the thing and eventually, they find the warehouse the radio signals to control the machines is coming from.

The first fight is right out of the gate this night — two big metal robots with Bren guns on their arms v. Gorilla Ace with his Tommies.  The other characters fight Bulgarian henchmen.  One character gets into a chase through the London Undergound on hoop cycles.  (Stats in another post.)  Pacing is fast and the fight is won.

The chase leads to the underground lair of the Phantom — a Zinovievite communist on the run from Stalin’s purge, and fighting the fight against the British monarchy (which he sees as siding with the fascists in Germany against the proletariat.)  Character, Gorilla Ace’s wife, is captured in the James Bond-esque lair in the catacombs of London.  His plan:  use a mole drill train to dig through the Underground to Parliament, where the king is giving an address to Parliament on the eve of the 1936 Summer Olympics, and blow up the lot.

GA! and his compadres find the lair, thanks to the investigative talents of Dr. Robert Stanford and with the aid of the Special Branch and Scots Guardsmen, raid the lair in a massive fight with black rollneck sweaters Russian and Bulgarian toughs.  Lots of breaking glass, gunfire, fistfights (including one on a darkened catwalk in the catacombs that the hero lost, allowing the villain to escape.)

They stop the train and drive it through the streets into the Thames as it explodes.

Pure pulp.  The pacing was fast, smooth; the players were in their groove and really got into character, playing up their flaws and strengths to the hilt.  Style points were flowing back and forth like a tennis match.   They were challenged, they won out, lost the villain appropriately, and everyone had a fantastic time.

Sometimes, it doesn’t matter how everything else is going, and you have that perfect game night.

I just did.

I’ve been gaming for 30+ years and one thing you can be sure of:  people will not show up.  Sometimes it’s because they’re just not that interested, sometimes it’s a group dynamics thing…and sometimes (often) life just gets in the way.  People graduate from high school or college and get jobs.  Jobs that have weird hours are the worst — if the player’s on a night shift, or works in the filnm industry…  They get or have a boy/girlfriend, or get married and now the significant other/spouse is dictating their time.  They have a kid — the ultimate time sink.

It’s rough for gamemasters to deal with people not showing.  Sometimes it’s just a nuisance, sometimes it feels like rejection.  The more work you put into the game, the more likely you are to be peeved with people dropping out for a week here, two weeks there.  Remember, most of the time, it’s nothing personal.  If it is, dump the player.  It’s better to lose a player than to have personality conflicts at the table.  It’s fine for players to be at each other’s throats…not for the players to be.

There’s a few options you have to deal with no-shows, depending on why they’re happening.  If it’s because a friend or gamer is uninterested or busy with other things they’d rather do, simply back burner their character and press on with the understanding the invitation is always open, but they shouldn’t feel pressure to show up.

This can be difficult in campaigns that are more than a dungeon crawl.  Especially if you’ve worked them into the plot line and have to extricate them from the  main storylines.  It’s annoying when you’ve crafted an action or other scene that plays to their strengths — especially if it’s an important scene and no one else has the skills needed.

Now, say you’ve got that player off the main roster — you can give them the henchman, aide, native guide, character that is often in the background, but not necessary to plotlines to take over when they are present.  Another thing we like to do, if it’s just for a session every once in a while is let another player run the character.  It’s fun for the player, often, to give his/her spin on the character.  Or the GM simply bumps him/her into an NPC position and plays the character (sometimes I have other players roll for the various checks, but I run the character…)

Never just off a character because the player’s not showing up.  They will not appreciate it.  And you might lose a player permanently.

Some examples:  I have a player that works in the film industry — he’s either working all the time for three to ten weeks, or he’s dead broke.  Either way, a bout four months out of the year, he can’t afford to make it to the game, since he commutes an hour to get here.  No problem:  his characters were very important, but not in a position that they couldn’t be the force off stage (like his battlestar commander), or the guy that goes missing in the jungle, only to reappear at a crucial moment in Hollow Earth Expedition.

Another was having trouble at home and needed to get out of the group for a few months.  No problem: we switched to another game until he came back, then picked up where we left off.  (I tend to rotate campaigns to keep things fresh, anyway.)

One player went to Scotland for a year:  her character was badly injured and has been in rehab therapy, only just getting better in the last played adventure.  She’ll be ready to go in a few weeks, when her player returns.

The best advice I can give:  never burn your bridges.  You never know if someone will hove back into your life a couple of decades later (as has happened with a few people), whether your girlfriend or boyfriend will dump them and they’ll be back, or if they get a schedule change.

Foremost, don’t just chose gamers…chose gamers that are friends.  Do things outside of gaming together when you can.  Friends last.   And they usually show up.

I’m not a LARPer.  I’ve never been ashamed of being a gamer, but I never thought going out of my way to let everyone know the levels of my geekiness was a good idea.  Nevertheless...courtesy of Nick Edwards:

No…not the comic book Phantom, but the villain in our latest Gorilla Ace! game.  The Phantom is a shadowy figure, a Russian expatriat and former Bolshevik that escaped the wrath of Stalin.  He’s settled in London, where he controls a nefarious network of criminals/anarchists/communists bent on the destruction of the ruling class that they see (arguably correctly) as sympathetic to the Nazis.

It is known that the Phantom is some kind of mechanical genius, often designing fantastical devices to aid him in his quest for international revolution.  He has attempted robberies of the Bank of England with a mole drill, designed radio-controlled explosive devices, each invention more impressive and advanced than the last.  Most of his work is done personally, but he has contracted, coerced, or threatened specialists to aid him in his work.

The Phantom has a cadre of 50-100 mooks, but has two to three times that number 0f supporters that supply his men with places to hide, weapons caches, money, and other aid.  Most of his support is in the Russian expatriate community, and is strongest in Bayswater and in the East End.

Here are some of the latest incarnations of his incredible inventiveness:

RADIOMEN

The “radiomen”, a term coined by Dex Vincetti — mechanic and inventor for the Gorilla Ace! Flying Circus — are 8′ tall metal humanoid automatons.  They are armor plated monstrosities with the servomotors and strange elastic pulley systems (muscles) protected behind plating capable of stopping most handgun rounds.  The are somewhat vulnerable at the joints.  Their head is a helmet-like object with a single glowing eye that looks much like a miner’s lamp.  The lensing is highly complex and shoots heat rays that can kill with a single shot.  The center of the lens has a camera system that seems to have highly acute short-range vision, but would be somewhat myopic.  There is a speaker grill in the “face” that gives the radiomen a terrifying grimace.  A short antenna stub sticks up out of the back of the head, offset to the right.

The radioman is powered by a strange series of dynamos and electric motors powered by a radium core located in the armored chest cavity.  The brain of the radio man is encased in the head, and is an advanced electromechanical computing device rigged into a wireless transceiver, allowing the machine to be remotely given instructions or controlled.  The range of the wireless transmissions is most likely limited to a quarter mile in the urban environment.

Body: 6   Dexterity: 2   Strength: 5   Charisma: 0   Intellect: 1   Willpower: 2

Size: 1   Move: 7   Perception: 3   Initiative:  3   Defense: 8   Stun: 6   Health: 10

Traits: Giant (+1 Size), Strong (+1 Strength), Tough (+1 Body)

Flaws: Automaton, Conspicuous (-2 Stealth), Maintenance (needs a Mechanics 3 test before each mission)

Skills: Athletics:6 (Jump: 7), Brawling: 8,  Firearms: 4, Gunnery: 4 (Eye Beam: 5)

Weapon:  Eyebeam — Damage: 4L   Attack Rating: 9L   Range: 50′   Speed: M   Rate: A; Punch:  9N

**The Intelligence and Willpower of the Radioman can be exchanged for that of the person remote controlling the device.

HOOPCYCLES

Powered by a 980cc parallel twin motor from a motorcycle, the hoopscycle is a marvel of invention.  The vehicle has a single seat with a stearing wheel that operates a gyroscope, aiding in the maneuvering of the single wheeled craft.  It is incredible fast and maneuverable, and very very loud.

Size: 1   Def: 6   Struc: 6   Speed: 110mph   Hand: +2   Crew: 1   Pass: 0   Cost: n/a

Raiders of the Lost Ark had one, Sky Captain and the World of Tomorrow had ornithoper verions…the flying wing is one of those retro-cool vehicles that can help instantly set the mood for a Hollow Earth Expedition game.

I based this one on the Northrup N-9MB, a single seater flying wing from 1942.

VINCETTI SPECIAL (VS-2)

The Vincetti Special is a radical new design for an airplane — a flying wing.  The vehicle uses a pair of pusher propellers, powered by the Menasco C6 Buccaneer motor and supercharged to a total of 600hp.  The wingspan is a dramatic 60′, the fuselage 18′ long, with a total height of 7′ .  The craft is made out of lightweight aluminum and weights a total of 6600 lbs.  It seats one, although a second observer jump seat can be installed in place of one of the fuel bladders.

SIZE: 4   DEF: 6   STR: 8   SPEED: 300   RNG: 500 mi   CEILING: 21,500′   HAND: +2   CREW: 1   PASS: 1*   COST: $15,000

FLAW:  The craft is finicky and needs a MECHANIC 2 test before all flights.  If the jump seat is installed, the range is only 400 miles.

The speed is a bit high; the actual speed of the N-9MB was 260ish.  We also tricky ours out with a pair of M2 Brownings (for a pair, I make the linked damage 6L, instead of 5L.)

Battlestar Galactica and Caprica allow us a few hints for the time reference system over the course of a few episodes.  The units of measurement are about the same as today:  60 seconds to a minute, 60 minutes to an hour, 24 hours to the day.  There’s 7 days in the week and 52 weeks in a year, giving us a 365 day year. (This is pulled from Baltar’s monologue/whine-fest about the number of DNA tests he has to do in the first season.)  There are months mentioned, but never how many.

Days are named as they are in English — Sunday, Monday, and Wednesday are mentioned, so it would be safe, if you want to be a canon-thumper to use the days of the week as is.

Month names are gleaned mostly from set dressing — paperwork, newspapers, etc. Generally, they use the name of months with an “-ius” added to them.  Ianuarius, Februarius, Martius, Aprilus, Maius, Junius, Julius, Sextilis, Septembrius, Octobrius, Novembrius, Decembrius.  (Bolded names are seen in set dressing, others are taken from The Caprican website.)

The years seem to be based on the arrival of Galleon at the Twelve Colonies — 2000 years before the Exodus.  This is based on dating in Caprica which is frequently shown as xx:xx:xx (year, month day.)  There are other systems in the BSG series, but they appear to be, like stardates, a complete and total mess.  I would suggest using the YR01 (Year 1) system from Caprica, rather than trying to make sense of Galactica‘s dating.

To make it a bit more exotic, yet familiar enough to be grasped by the players you could use the Greek weekday names: (Monday to Sunday): Selenes, Areos, Hermiou, Dios, Aphrodytes, Kronou, Heliou.

A few modern weapons for HEX (who knows?  Maybe you’ve got time travel in your game…):

Colt AR-15/M-16/M-4 5.56mm

Developed during the 1950s, the Stoner-designed M-16 platform is the longest serving assault rifle in the US Army arsenal.  The 5.56mm round is arguably underpowered, but the yawing action of the bullet on impact makes up for the .223 caliber, 55-grain projectile.

Damage: 3W   Str: 1   Rng: 100′   Cap: 30 [m]   Rate: A   Speed: A   Wt: 7 lbs

(Other battle rifles fielded by NATO have comparable stats — the Steyr AUG, Enfield SA-80 and variants, the MAS of the French, etc.)  Semi-auto versions liket he AR-15 have a Rate of M.)

Kalashnikov AK-47 7.62x39mm

The Russian and Warsaw Pact answer to the modern battlefield, the AK-47 and its cousins are highly robust, powerful, and accurate enough for the ranges intended.

Damage: 3W   Str: 2   Range: 100′   Cap: 30 [m]   Rate: A   Speed: A   Wt: 10 lbs.

Heckler & Koch MP-5

The H&K submachinegun is chambered for the 9mm pistol round.  It is reliable, accurate, small, and light.

Damage: 3W   Str: 2   Range: 50′   Cap: 15 or 30 [m]   Rate: A   Speed: A   Wt: 6 lbs

FN P-90 5.7x28mm

The P-90 is an attempt to create a light, easy-to-use service weapon for personnel not needed a full-sized rifle (drivers, cooks, etc.)  The highly accurate weapon turned out to be an excellent platform for special operations work and operations in urban environments.

Damage: 3W  Str: 1   Range: 75′   Cap: 50 [m]   Rate: A   Speed: A   Wt: 5.5 lbs.

(The SS190 military round for the P-90 is designed to penetrate soft body armor.  Armor ratings from soft armor [leather, kevlar, etc.] lose 1W in effectiveness.)

FN FiveSeven 5.7x28mm Pistol

The FiveSeven is a companion sidearm to the P-90.  The round fired is similar to the 5.56mm projectile, but light and moving at a third less the speed.  The handgun is very accurate.

Damage: 3W   Str: 1   Range: 50′   Cap: 20 [m]   Rate: M   Speed: A   Wt: 1.5lb

Beretta 92SF (M9) 9mm

The US sidearm standard after 1985.  It uses a 9mm round.

Damage: 3W   Str: 2   Range: 50′   Cap: 15 [m]   Rate: M   Speed: A   Wt: 2.5 lbs.

(Similar handguns like the CZ-75, Glock 17, and other 9mm service arms will vary only in Cap and Wt.)

S&W Model 29 .44 magnum

This revolver was the most powerful handgun in the world from the 1970s to 1990s.

Damage: 4W   Str: 2   Range: 50′   Cap: 6 [r]  Rate: M   Speed: A   Wt: 4 lbs.

Desert Eagle .357 Magnum

This semi-auto handgun is made for hunting (or impressing your friends.)  If is chambered in .357 magnum, .44 magnum, and .50AE.  Ballistically, they are similar enough to have similar stats in HEX, but have different Capacity (.44 mag and .50 have 7 [m].)

Damage: 4W   Str: 2   Range: 50′   Cap: 9 [m]   Rate: M   Speed: A   Wt: 6 lbs.

Barrett M92 .50BMG Rifle

The bolt-action .50 rifle is a popular sniper rifle with the US and other militaries.

Damage: 5W   Str: 3   Range: 250′   Cap: 5 [m]   Rate: M   Speed: A   Wt: 12 lbs.

(Similar platforms like Accuracy International’s .338 Lapua sniper rifle would have about the same stats.)

Looking over the weapons chapter in Secrets of the Surface World, I realized there were a few things in the weapons listed that didn’t feel quite right.  Granted, the Damage rating is a combination of power, but also accuracy…but there is still a great deal of error on the damage ratings of some of the guns vis-a-vis each other and archaic weapons.

I would suggest that the average flintlock pistol is far too highly rated.  The average muzzle energy of a flintlock is on part with a .380 revolver or automatic, and they are terribly inaccurate.  Instead of a 3W, a 2W is much more realistic.  I’m a bit torn on the 3W for .22 target pistols.   Yes, they’re accurate, but I find myself thinking the damage should be 2W with a better range (to better simulate the speed of the round) or a 3W with a shorter range to model the tendency of the lightweight round to be blown off target.

The most egregious error is the .357 magnum pistol and rifle listed:  5W?  Seriously?  The .357 magnum round is powerful and effective, but it’s certainly no moreso than a .30-06 round.  The 5W listed is ridiculously high — a 4W is reasonable in the rifle, but questionable in the S&W Model 27 or Registered Magnum.  The damage for the Webley MK VI and Fosbury is too high — the short-box cartridge fires a heavy bullet (266 gr to the .45ACP 230gr), but it is slower by several hundred feet a second than the .45acp.  Both should be 3W.  The Colt Single Action  .45 Long Colt  was the most powerful handgun round until the .357 magnum; it should be 4W.

Rifles are worse in SOTSW:  Nearly all are .30-06 or some comparable round like the .303.  Damage for all the 3W “game rifles” should be 4W, 5W for the more accurate rifles like the Webley #3062.  In military weapons like the Enfield #2, etc. with the .303, 7.5mm, etc.  — all comparable weapons — should be 4W.

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