Roleplaying Games


Berin Kinsman has a short post on the importance of character.  Like him, I’ve been a gamer for three decades — and while I can’t remember every character I’ve played — there are some that stand out, as well as some NPCs that stand out in a barrage of bit background players.  Stats, powers, whatever…none of them defined the characters (but bounded them within the confines of the mechanics).  The one’s I remember were living breathing people — at least in my mind; other players and friends’ characters that stand out do so for the same reason.

You don’t always have to have a fully fleshed out background to have a fully fleshed out character.  Look to TV characters for this:  Captain Kirk was a fully-rendered person, despite the fact we don’t know much about his background other than he was from Iowa, a bookworm at the academy, and had some family that seemed unnecessary, unimportant to him…his family was his crew.  Thomas Magnum…was in the Navy and served in Vietnam.  We don’t really know much more than that, save what was necessary for an episode plot (his wife from the ‘Nam, for instance…)  We know almost nothing about Malcolm Reynolds in Firefly, but his personality is so well fleshed-up, out responses and actions — even when surprising — always make sense in terms of what you’ve seen before.

Watching Caprica, it’s occurred to me that some of the aspects of their retcon universe work well for the role playing game.  While the original idea of the colonies being in one star system was taken from Ronald Moore’s blog posts, there’s no real onscreen stuff to counter the new (and more scientifically sound) idea of the colonies being in a star cluster or multi-star solar system.

I’ve always liked the star cluster idea, myself:  it gives the Colonies a reason to have created FTL systems, for one; it also provides more scientific realism (much as the map of the Firefly ‘Verse from Quantum Mechanix provides a much more believable setting that the original show did.)  There are some benefits, as well, to an RPG setting:

1)  It better explains why some other ships might have avoided contact in the initial Cylon attacks.  They might have been on survey missions, broken down with FTL troubles, or on training missions.

2)  With colonies scattered around a few stars — even if they’re only a few light months apart — there could be weapons caches, fuel depots, and other facilities that the survivors could raid to supply themselves to either run, or attack…

3) It gives surviving ships the chance to skulk about between the stars of the 12 Colonies, collecting intelligence, making hit and run attacks that are hard to track.

Battlestarwiki.org has started to incorporate the information from Serge Graystone’s Twitter account.  It’s worth the look.

UPDATE:  I slapped together a retcon’d “chapter” on the 12 Colonies.

I’ve consolidated the better stuff for Hollow Earth Expedition and Serenity int their own pages in the Role Playing Games section of the site.  Also added links to posts with new cars, guns, rules for James Bond: 007 RPG on that page, as well.

2011 Mercedes SLS AMG

Made to evoke the 300SL Gullwing, the new Mercedes follows the tradition with…gullwing doors.  The cabin ison the tight side, with some impared visibility and the care is big making tight parking spaces a challenge.  But it has a 6.2L AMG V8 pushing 571hp and 479 ft-lbs. of torque and a 0-60mph of 3.8 seconds.  The seven-speed gearbox, with paddle shifters, is a bit slow on the changes, and the automatic setting is a bit twitchy on which gears it selects.  The suspension is very well designed, however, with electronic traction control that is superlative.

The body is lightweight aluminum and carbon fiber and has a curb weight a bit over 3500 lbs.  And it looks incredible.  Did I mention gullwing doors?

PM: +2   RED: 2   CRUS: 90   MAX: 197   RNG: 200   FCE: 2   STR: 7   COST: $500,000

GM Information:  The SLS AMG gains another +1EF on safety maneuver checks.

The web series I Hit It With My Axe

Sasha Grey as Tiefling?  Duh..!

After posting a piece on porting over a rules set from d20 Babylon 5 2nd edition, I read this missive from UncleBear on mechanics vs. style of play.

He’s right:  you don’t necessarily need mechanics to make a game fit the genre you’re in, but if they aid the GM and players, or enhance the fun (did my influence test succeed all the way?  Or am I going to get a nasty little surprise later?)  The fleet level combat rules I posted some time ago for Battlestar Galactica (look in the Roleplaying Game Resources section of this blog) were based on fleet rules from the original Babylon 5RPG from Chameleon Eclectic (a strange set of mechanics, but one I actually prefer to the d20.)

If it helps play, or enhances the fun, house rules or borrowed bits from other systems are always a good idea.

In Mongoose’s 2nd edition of the Babylon 5 Role Playing Game, the designers added an interesting mechanic which my players found fun to use:  influence.  Since the B5 universe involves intrigue and politics, the players are assumed to have to wrangle, call in favors, etc. to find out information or influence people they do not have direct contact with.

The character has a certain number of influence points in various fields — military (their own or other), society, media, political organizations, or criminal ones.  This is added to 2d6 and any modifiers to beat a set DC.    You can use influence to gain access to equipment and resources, or to pressure groups to aid you in some way.  This latter bit is particularly fun:  say your an agent from the Earth Intelligence Agencyon assignment in the field and you have to find out who is the Narn agent in charge in your location is, and get him to give you information on a group you’re after.  You tap your Earthgov influence of 12, roll 2d6 (7):  the difficulty to get this information is not hard, but the exerting the influence through the Narn government might be.  The difficulty to get aid from Earthgov is 10 — easily passed.  EIA pressures the Narn government for the contact — DC12, since you are are going a step further from your initial contact, you take a 5 penalty on the original roll…and still pass the test.  The Narn AIC is alerted to your presence and need for aid.  He has the information you need.  Now if say, you had needed the Narn to get information from the group, itself, and the GM had set that difficulty at 10, the cumulative penalties (two steps from your EIA contacts) would have provided a 7:  the Narn does not have what you want, but does have some of the information you need to point you in the right direction.

We liked this mechanic, so I ported it over to my Cortex games:  Battlestar Galactica and Serenity.  Here, your test roll would be Intelligence+Influence (Bureaucracy, Politics, Business, whatever…)  If you have Contacts that are applicable, add that die (this is “Friends in High/Low Places” in Serenity, or “…in Strange Places” in BSG.  Political Pull might also be applicable…  Set the initial difficulty, with a step up the difficulty ladder per faction you must go through (another route to go would be to add a die step difficulty per faction…)  So if your trader in Serenity needs to get hold of a smuggler working for the 14K Triad for get access to his supplier of X, he would tap his own contacts — say the Brotherhood of the White Chrysanthemum.

He rolls his Int d8, Influence d6 and Friends of d4 for a 7+3+3: 13.  Tapping his friend in the BWC is an Easy (3), who talks to a frienemy in the 14K (Average, 7), who talks to the smuggler (Hard, 11), who does give you the name of the purveyor of X…you needed a Formidable, 15 to get his assistance and failed.  What you don’t know — the smuggler does want competition and informed his supplier you were coming…and that he should dispatch you with haste.

This mechanic would be easily replicated in most game systems.  In the Decipher Star Trek game, a Negotiate or Investigate test might start with tapping Starfleet agents on a world, have them talk to Romulans, then to whatever group/faction they needed to talk to.  Set the initial TN, then add +2 for each step the request goes through (with possible additions for interaction stance, etc.)  Or have the degree of success moderate how many groups can be influenced in a chain.

For Hollow Earth Expedition, you would use the Bureaucracy or Streetwise skill (plus whatever bonuses for Ally, Contact, Mentor, or Fame) to make these remote influence tests:  each step away from your Ally/Contact/Mentor would be a step up the difficulty ladder.  (Say your connections to the Council of German Jewry give you a Easy task of asking your friends in the CGJ to contact their people in Berlin about the disposition of a friendly agent.  That Average to get information from Germany.  But say you need them to get a message to the agent, who is currently under surveillance by the Gestapo…that might be Tough, as the CGJ needs to go to a Jewish sympathizer in the polizei to get past the SS.

It’s an interesting mechanic, and one that my players seemed to find a lot of fun.

2009 Moto Guzzi V7 Cafe Classic

This is a modern retro version of the original V7 of the 1970s, updated with modern technology.  Using the same 750cc mill as the Nevada or the Breva, the V7 is not exactly a racing bike.  The engine produces between 48 and 50hp, depending on the tuning, gives 41 ft-lbs. of torque to the 410 lbs. dry weight of the bike.  The gearing is steep and the bike will reach speeds of 120 mph if pushed to it’s limit, but it is happiest popping around town.

Where the V7 Cafe shines is reliability, maneuverability, and drop-dead sexy styling.  The 750cc engine has been around a while and all the kinks are worked out.  The shaft drive means less maintenance for the rider, and stable — if not spectacular — power delivery.  The flywheel, the shaft drive all pull the center of gravity low on the V7 Cafe, making it supremely maneuverable and easy to handle.

PM: 0   RED: 3   CRUS: 55   MAX: 120   RNG: 180   FCE: 0   STR: 1   COST: $9500

They cruise the Black in Firefly and drive one of my players nuts for the physics of how they move — the skyscraper-like Tohoku-class cruiser.  They aren’t written up in any of the material for the RPG, so I took a crack at it.

Tohoku was laid down two months before the Unification War.  The vessel was to represent the height of Alliance technology, and was slated to be completed in 2510.  However, the war effort, coupled with cost-overruns, led to a seven-year construction cycle – two years late, the vessel was launched in January 2512 to great fanfare, and became a symbol of the might of the new Alliance government.  However, there were plenty of critics that cite the ship as an example of the bad economic policies and hubris of the Alliance government.

She completed her trial runs in August 2512 and was certified mission ready.  Alliance Space Force records, however, reveal several issues with the vessel: she is slow, un-maneuverable to the point of dangerous, and has strange flight characteristics due to asymmetrical mass balance.  Her offensive capabilities are staggeringly impressive, but she is lightly armored and has several weak spots that could be exploited by a well-armed opponent.  The Parliamentary investigation into the project found the vessel a major boondoggle, but the Ministry of Defense buried and classified the report.  as a result, six more of these monsters were on the slips by 2513 and IAV Dortminder and Magellan began seeing service by 2517.

Her first commander is the famous CPT Kerr, formerly of IAV Hood.  His logs show him to be unimpressed with the ship as a combat vehicle, but she is an excellent force projection platform.  Among the amenities is a state-of-the-art medical center, an artificial intelligence system that allows the vessel to operate with only 10% of her standard crew, construction facilities for repairing vessels or building civilian infrastructure, and is wonderfully comfortable to live on.

A comparison of scale for the various Alliance warships…  (I believe this image was created by Lynn Blackson, but I am not sure where I found itI will gladly remove it or credit the artist.)

Class:  Tohoku     Type: Heavy Cruiser     Length: 1800′     Beam:  2100′     Draught/Height: 2500′     Tonnage: 8.5m mtns.     Crew: 5,000     Passengers: up to 100,000     Fuel:  1 million tons (5000 hours)     Complexity: Very High     Cost: classified (est. 2.5 billion credits/ship)     Maintenance Costs/Year:  classified (est. c. 42 million/year)

ATTRIBUTES:

Agility: d2     Strength: d12+d6     Vitality: d8     Alertness: d8     Intelligence: d8     Willpower: d10

Initiative: d2+d8     Life Points: 28     Speed: 1 (3 full burn)     Armor: 2W, 4S

TRAITS:  Allure [d4], Engineering Construction Facilities [d4], Intimidatin’ Presence [d4], Memorable [d4]

QUIRKS:  Pulls to positive Z-axis

SKILLS:  Athletics [d4], Heavy Weapons [d4], Knowledge [d4], Mechanical Engineering [d4], Medical Expertise [d4], Perception [d4], Pilot [d4]

ARMAMENT:

Missile Systems — 210 long-range 200 lb missiles (d8W spacecraft-scale, x1.5 range), 200 long-range 500 lb. missiles (d10W spacecraft-scale), 200 2000lb. bombs (d12W spacecraft-scale), 12 nuclear missile/bomb (d12+d8W capital-scale)

Kinetic Weapons Systems — 8 12″ Cannons [1000 lb. warhead]: d12W (Capital Scale, x1.5 range); 24 8″ Cannons [200 lb. Warhead]:  d8W, (spacecraft-scale); 200 40mm Autocannon Point Defense systems: d6W, spacecraft-scale

AUXILIARY CRAFT:  50 ALST, 250 ASREV, 120 Warhammer-class Interceptors, 250 Arrowhead-class couriers, 20 St. Bernard-class SAR vessels, 50 Short-range shuttles.

Berin Kinsman has an excellent piece on the importance of writing and acting skills for good roleplaying here.  His last paragraph ties into some of the pieces I have posted here, in my “Setting the Scene” posts (search function!)

In those posts, I often suggest watching movies to get an idea of how to handle pacing and atmosphere for the GM.  Understanding how to frame the story in ways that address the genre you are playing in is an important technique for GMs and players, alike.  Designing a character for a Chthulu game that is the wise-cracking sidekick (mostly likely, nearly inevitably, played by the latest hip black comedian, were this a movie) might work, if the feel of the game is to be light-hearted, comedic horror (say in the vein of Shaun of the Dead), but it doesn’t work if you’re going for a more action-oriented campaign (say, the Resident Evil style of horror/thriller.)  It really doesn’t work with something that might evoke real terror…comedy in the midst of terror might be realistic, but a jokey sidekick that is unphased by what’s happening around him will destroy the beat and flavor of the game.

Acting skill isn’t necessarily essential for a roleplayer, but it is to good roleplay — if only to provide your character with realistic, and consistent, motivations and responses to the story unfolding.  For instance, my wife is playing a politician and lawyer in our Battlestar Galactica RPG.  Her character is interested in the well-being of the survivors under her care, but she is just as interested in her own power and standing amongst the remaining humans.  This leads her into conflict on a regular basis with the commanding officers of the military vessels protecting them.  As a GM, it helps me plot events because I have a fairly good idea of how she will react to situations — I can throw things at the character that test her mettle, that make her choose actions that can drive the story one way or another.

Good roleplay doesn’t necessarily mean your players need to be able to do accents, or throw out clever quips or windy soliloquies — it is enough to give a quick description of what they are trying to impart (this is especially the case with romantic scenes, I find…)   They can give a general idea of what they are doing and roll a test off of their skills or attributes, but a good speech, a good plan — these things improve the experience.

One of my suggestions in an early post was to really flesh out characters:  give them families and friends — things they care about and use them.  People rarely exist in a vacuum — they have friends and family, they have places they frequent, items that define them, from the books or videos on their shelves, to the kind of art they hang on their walls (if at all), to how they dress.

An example of how minutiae can define character is Berin Kinsman’s character of Carlos Milian in my James Bond campaign:  he is Cuban-American, and that defines some of his tastes in music and food, but he has a collection of family and friends (including a criminal cousin that will be providing me a plot line soonish.)  He doesn’t wear ties, but he wears fancy shirts with real cuff-links.  He drives a nice Chrysler 300 as his “business car”, yet bangs around in a pickup for trips t the bodega…what does that say about him?  He’s careful about planning and comes at missions with an analyst’s eye, rather than an operative — how does that effect the way he conducts himself in the field?  And how does that lead to success or failure in a mission?

Little things can give a character a realism that no only helps the player get into characters (how many actors in commentaries talk about how getting into costume aids their perfromance?), but allows the other players and the GM to latch onto character aspects they can play off of.

This is, in essence, a long-winded way of saying “Damn!  You beat me to it!”

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