Roleplaying Games


Over the last 30 years (sheesh!) of gaming, I have found that story telling often requires characters to work separately of each other, rather than operating as a single unit to achieve a goal.  For instance, in most dungeon crawls, the characters operate as a “fire team”, if you will, each bring some tactical advantage to the exploration, a fight, etc.  However, in an espionage game, it is not always advantageous to have 4-6 people attended an opera to make contact with an agent, or to sneak into a building to crack a safe…  You have a character or two doing one thing, while others are either waiting, or doing something else.

This can be tricky for a GM.  Some groups are adult enough to realize they aren’t going to get to monopolize time in a game session, or that their character might be a major player in that particular adventure.  As with movies or TV, the trick here is to cut back and forth between the characters, to heighten the drama, and give people play time.

In the case of the above:  the team needs to break into a building to steal something.  The team has one person with safecracking skills (’cause there’s always a thief character, I find), but the rest are mostly special forces types.  The thief, for stealh’s sake, as well as deniability, is operating alone in the high rise in question.  One of the team might be the wheelman, ready to make a getaway.  One might be doing countersurveillance, watching for security or police response so that they can warn the primary.  One might be handling the infil/exfiltration or the building — say with rappelling gear.  they are in charge of the ropes, making sure to belay the primary when they come out of the high rise window to scale down the building.  A common bit here would be the hacker taking over security systems to disguise the thief’s actions.

You cut back and forth between the people.  The thief goes in from the roof, say, rappelling down to the target floor window and cutting through to an unoccupied office.  The belaying man is handling the ropes, making sure the thief doesn’t overshoot, etc.  Maybe he has a close call with a bird; this effects the thief.  Once the thief is in, however, the belaying man is not really necessary.  One trick here is have them on radios to talk to each other, another — if they can’t communicate — is bump up the stress level.  Have the other characters get antsy as time goes on (it’ll play into the players’ desire to do something…)  Maybe someone decides to crash the party and check on the thief, alerting security in the process.

For the guys in the car or doing surveillance, throw them a few red herrings.  A stray guard or police car looks way too interested in the car parked in the alley.  How do they get out of it?  If the thief trips an alarm or is otherwise found out, how do they support the thief?

As with a movie, you cut back and forth between the primary (the thief) and the others.  One of the best ways to do this is bring up a problem.  The thief finds the safe isn’t the right one; they’re going to need more time.  Or a security feature is different than they expected.  If they’re using a hacker, they trip up and alert a sysadmin, so he’s busy disguising himself or fighting for control of the system, rather than protecting the thief.

There is a beat to these scenes in a movie.  The thief finds out there’s a problem or the hacker screws up.  Once they know there’s a problem, go to someone else on the team.  It gives the thief or hacker a moment to think through their problem, while giving the other people time.  Say a cop car stops to harass the wheelman — what does he do?  Cut to the over watch — does he aid the guy in the car, or hold his position?  Cut to: the hacker does what he needs to solve his particular problem.  Cut to: the thief can do their bit.  The safe is open…where’s the McGuffin their after?  The car guy talks his way out/kills the cop/gets pulled out of the car for an interview…does he make the cop suspicious, or pull some smooth talking?  Or does the over watch get his attention?

The trick is at each cut to leave the character in question with a heightened sense of danger. Each problem adds to the others’ problems.  If the thief succeeds but the hacker screws up, they might be identified.  If the getaway driver is arrested or forced to move on, does that mean the guy doing over watch is involved in a holding action when they are bugging out?  What if the belaying guy screws up and the thief, or he, is injured?  Each person’s problem is the team’s problem, but only one or two of them can do anything about it.  This heightens tension and makes everyone an important party of the action.

Another thing when having to split the attention, don’t overengineer the problems for the team.  You need to keep the pace up, so that everyone is interested in the action.

The site seems to be pulling some decent traffic this last month, so thank you to all who are reading the blog and making it worth my time.  I’ve almost out of adventures for the various games I run, so tomorrow is a game writing day.  (Today was bang around on the Triumph too fast day.)

But while I’m plotting and scheming the demise of my players (not their character…just the players), I throw it out to those who care:  what would you like to see here?

Comment away…

Just a reminder…there are more game resources in the links to the right of the posting column.  Or click on the Role Playing Games link at the top.

There seems to be some interest in more stuff for the defunct James Bond:007 RPG.  My Q2 Manual is here for download: cars, guns, motorcycles, gadgets, and basic hacking guidelines.

For the Battlestar Galactica RPG fans, there’s new Colonial ships, revised Cylon ships (including the Resurrection Ship), and a host of other stuff.

For the out of print Star Trek RPG by Decipher, there’s new aliens and android character netbooks I did a few yeas back.

I will be consolidating some campaign-specific stuff for Hollow Earth Expedition in the future and putting it up, as well as house rules and campaign aids for Space:1889 using the Castle Falkenstein rules.  Eventually, I hope to have some system-neutral Victorian stuff, as well.  (You can find my guides to London online — either The Smoke for the Victoriana game, or a more historically accurate version from Adamant Games for their Imperial Age line.)

There will be more as time permits.

The MRAP-All Terrain Vehicle is an armored fighting vehicle designed to replace the agiing HMMWV of the US armed forces.  The heavier of two alternatives, it was a cheaper one at $475,000 a unit and over 5000 have already been ordered.


The V-shaped hull deflects blasts from improvised explosive devices, and the suspension has 16 inches of travel to facilitate operations in the worst of terrain.  The vehicle is Palsan composite armored, protecting the crew of five inside (four plus a gunner.)  The motor can take a direct hit from a 7.62mm round to the oil, coolant, or hydraulics systems and still travel a kilometer.  The tires are run flats that can travel 30 miles at 30 mph.  Traction control and ABS make it incredibly safe.

Taking a page from the operations of the past decade, the M-ATV has air conditioning, and electrical outlets for personal electronic devices.  The turret is wrapped with an armored plexiglass that allows the gunner some protection, but the weapon can also be controlled from inside the vehicle.  The weapons supported are the M240, the Mk 19 grenade launcher, or the BGM-71 TOW missile system.

The M-ATV has a 7.2 liter Caterpillar C7 turbodeisel motor that produces 370hp and 925 ft-lbs of toque.  It is electronically limited to a top speed of 65mph, but is capable of 80mph.  Weighing in at almost 25,000 lbs., the vehicle is brutally powerful.  It has a payload of 4000 lbs.

PM: -1   RED: 5   CRUS: 40   MAX: 65 (80)   RNG: 320   FCE: 5   STR: 25   COST: $476,000

GAME INFORMATION:
The M-ATV ignores off-road modifications, and gains a +1EF to safety rolls.  The hull is armored and reduces weapon DC by four, and absorbs 2WL.

Q Evaluation:
The first of the M-ATVs were delivered to USMC units in Afghanistan in 2009.  The vehicle is proving to be incredibly well designed for the rough terrain.  Cpt. Roberts.

(You can find the stats for the M240 machinegun and Mk 19 grenade launcher in the weapons section of the Q2 Manual in the Role-Playing Games Resources page of this site.)

Ever since the trailer for the live-action Space Battleship Yamato hit the interwebs, I’ve been on a Star Blazers/SBY kick.  I finally found a reasonably priced set of the cartoons and movies (in Japanese with bad English dubbing…but worth it) and have been watching the episodes for the last few weeks when i have time.

It’s an interesting setting, and as I’m watching it, I’m beginning to realize how much American sci-fi in the last two decades was influenced by this 1975 anime.  Yamato (or Argo, for the American audiences) would get her ass handed to her every couple of episodes, and would be damaged at the end of a fight.  This sensibility worked it’s way into shows like Babylon 5, Deep Space Nine, and especially Battlestar Galactica, where the CGI-fueled effects could show the vessels taking a pounding, and the damaged models could be saved for use later.  (Enterprise‘s third season took this to a completely new level!)

Hell, the entire premise of the show was cribbed for Crusude, B5’s sequel series.  The similarities — searching for a cure to stop a plague on Earth that would destroy all life mirrors the race to Iscandar to get the “decontaminator” that would reverse the effects of radioactive bombing of the earth.  The American Star Blazers‘ captain was named Gideon; as was the captian of Excalibur.  Both vessels had a super-cannon, built from alien technology, that would kick the crap out of anything up to asteroid size, and both were left to repower for a time after firing it.

Yes, the uniforms are cheesy.  Yes, the idea of a flying battleship build out of the wreckage of Yamato is cheesy…it’s still bloody cool!

So…some suggestions for a Star Blazers setting.  There’s the usual alternate universe idea — you get to play the characters, or analogues, saving the Earth.  You could play after the initial series, where the Earth Defense Force is up and running, on another ship.  Personally, while I like using “canon” when it aids in world-building and establishing background material, I don’t let it constrain the game.

Here’s a setting close to the show premise: It’s 2199 and Earth is reasonably peaceful.  There is a global government with a federal system in which the former countries are states.  (This allows for the national pride of Yamato in the series.)  We’ve settled Mars, maybe a few of the outer planets.  We have a small space fleet primarily for search and rescue, and some defensive capability.

Along come the Gamerasu/Gamilons, looking for habitable real estate as their own world is dying.  Apparently, the pickings are sparse, as they’ve come all the way from the nearby Magellanic Cloud (148,000 light years away.)  They start bombing out world with asteroids — this will destroy habitation, but without radioactive damage to the world; they also carry a pathogen that is changing the Earth’s atmosphere to something more suitable for the Gamilons.

Earth builds a bunch of warships.  Gamilons keep destroying them. We realize the damage to Earth’s ecosphere means we won’t survive.  The Gamilons will, if once the change goes far enough.  The changes will be unstoppable in one year.

We get aid from a mysterious alien leader, Starsha of Iscandar.  She’s got a way to reverse the effects, and plans for how to get there — a new drive system.   To avoid getting a rock dropped on the assembly area, Earth is building a battleship underground — right under the wreck of an old battleship.  To disguise her radar signature, she is build to look similar to the wreck…

Most of the missions would involve troubles with the alien tech we don’t fully understand, avoiding or engaging in battles with the Gamilons, and trying to get to Iscandar and back in time.  i would drop a lot of the bad sci-fi elements of the cartoon (it was 1975, ferchristsake!) but hang onto the elements that made the show good.

What system to use?  There was a board game/wargame in the universe a few years back that looks absolutely atrocious.  I’ve seen suggestions for using Traveler, Star Hero, or Big Eyes, Small Mouth.  The anime style of the latter is appealing, but depending on if you wanted tactical crunch or role-playing as the primary element of play should be the main factor.

For me, Star Blazers was effective more for the realistic characters and their interactions.  The stress of genocide, the youth of the crew, made for heavy angst and interesting strains.  Even friend Shima and Kodai (don’t remember the American character names…one was Wildstar), were competitive and at odds with each other.  (Shades of Galactica…)  I would probably use the Cortex system for the ease of character creation, and for the hazy ship rules allowing for a more free-form combat, but Traveler would be my suggestion for the more tactically oriented guys.

I’m hoping to maybe put together some basic ship concepts in a few days, as well as twist this setting to my own particular brand of sci-fi madness.  We’ll see how it goes…

Wired has a blog post on some ideas for sprucing up board games with technology.

While the idea is very cool, and I’m sure it would appeal to those looking for a crossover between tabletop and video gaming, I can’t help but feel this won’t take off.  There’s a certain visceral feel to have hand-painted miniatures (or the wee plastic ones that Wizards is big on right now), drawing out a map (or building one from 3-D tiles and what have you), that this won’t capture.

Yes, having moving stuff on the board is neat.  Hell, little robotic minis that did what they were instructed would be pisser! but it loses some of the fun of the board game.  My favorite remains Supremacy! — the original version with the highly abstract map with it’s square and ovoid pieces, and of course the mushroom-shaped “clouds” for the nukes.

Normally, I’m a technophile.  I really want a Surface table with multi touch where the players can all manipulate dice programs, their pdf character sheets, and I can have map overlays for pieces, etc.  (Not too different from this idea, really…) so I don’t know why this particular bit of application doesn’t thrill me.

Caprica is giving us, with it’s first two episodes, some excellent worldbuilding.  And I don’t just mean the excellent CGI of the cityscape — which I love.  In the first two minutes of the first episode (not including the pilot), they established a bunch of background elements that flesh out the world.  Blimps over sports stadiums (and beautiful designs for airships, at that), there’s a hint that cubits have “cents” — I deleted the episode off my DVR, so I didn’t get a chance to catch the word.

Later, we see that group marriage is legal but rare in the colonies (or at least, Caprica.)

UPDATE:  Cubits have “pieces.”

The Smith & Wesson Model 500 is a five-shot, double-action revolver produced using the .500 S&W Magnum cartridge.  It is the most powerful production firearm on the market and has little practical use outside of big game hunting.  The 500 comes with a recoil compensator on all of the variants of the weapon (4″, 8 3/4″, and 10.5″ barrels), and a recoil absorption spring that allows the frame to flex in relation to the grip (made of thick and heavy rubber.

The Model 500 fires a 350 gr bullet at 1975 feet per second for a muzzle energy of around 3,000 ft/lbs.  The muzzle energy is about the same, or slightly higher than a 7.62mm NATO rifle!

PM: +1   S/R: 1/2   AMMO: 5   DC: K   CLOS: 0-10   LONG: 20-40   CON: +1   JAM: 99   DR: -1   COST: $1500+

GM Information:  The .500 is a stout round with incredible recoil.  S/R rises to 1 in the 10.5″ barrel.  The CON jumps to +2 with the 8″, +3 with the 10.5″ barrel.  DR drops to -2 on the 10.5″ barrel.

Q Evaluation:  There is almost no reason for an agent to carry this weapon, unless they are worried about being attack by a water buffalo or a small tank.  The accuracy is solid to 100 yards and farther with a scope; the effective range for big game is about 200 yards. CPT Michael Roberts

(Here’s a little something for the gun bunnies in your game that have to have the biggest, baddest handgun available.)

Because I just watched the Top Gear spot on it, and it is the only Ferrari since the 365GT Daytona to stir my blood — the Ferrari 612 Scaglietti.

Introduced in 2005, the Scaglietti is Ferrari’s latest GT offering.  Powered by a 534 horsepower / 434 ft-lbs torque producing 5.7 liter V12 engine, the car is fast and responsive.  It will sprint from 0-60mph in 3.8 seconds, and reach a top speed of190 mph.  The gearbox is in the rear to aid in balancing the car, and is computer controlled — allowing the driver to select automatic or manual (via paddle shifters.)

It is also comfortable, with dual climate control, power adjust headrests, reverse-sensing warning system, automatic headlights, with most of the controls mounted on the steering wheel.  Steering is lighter than on the 575M and the 559, allowing the driver to throw the 4100 pound auto around with ease.

PM:  +2   RED: 2   CRUS: 120   MAX: 199   RNG: 200   FCE: 2   STR: 8   COST: $325,000

GM Information:  The Scaglietti gains another +1PM to pursue/flee maneuvers.

Q Evaluation:  The Scaglietti is an amazing car.  It is quiet, comfortable; a proper Grand Touring car with four proper seats and a decent-sized boot.  It is also blazingly fast, highly maneuverable, and elegant as anything the prancing horse has put out.  007

1971 Dodge Charger

While other muscle cars were being emasculated, the Charger was being equipped with a V8 ranging from the 312ci and 383ci motors up to the 426 Hemi and 440ci.  This is the 426 Hemi version…

PM: +1   RED: 4   CRUS: 70   MAX: 140   RNG: 230   FCE: 3   STR: 9   COST:  up to $100k at auction

GM Information:  The Charger is a beast in a straight line and gains another +1PM in pursue/flee tests.

Q Evaluation:  There is a former American agent in Miami that drives one of these things.  Beautiful car…  007

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