Roleplaying Games


I’m combining two weeks of the game here, partly because I’ve been swamped with work and school, and patly because — while things happened — thematically, I thought these would work well together.

The Pegasus side-plot has been going well, and is racing toward its conclusion. The small, embattled task force under Admiral Cain has been doing hit-and-run and recon missions for a few weeks (actual and game time) and finally had made contact with the more coherent resistance movements on Aquaria and Libran — the planets least destroyed by the Cylon attacks with an eye to establishing a beachhead.

Two operations were envisioned, with the PC — Commander Oscari late of Hecate, and now CO of Aegis, making good changes to their tactical operations, from having raptors launch prior to staging an attack, and jumping in with the capital ships to provide more immediate electronic warfare support, to pushing a series of preemptive strikes on the Cylon’s quickly dwindling capital resources before attempting to free the two Colonies.

His suggestions lead to OPERATION SUCKER PUNCH — where  two pronged attack on Cylon basestars is planned and executed as a lead in to OPERATION RETURN. This mission picked two basestars providing CAP over Sagittaron and Persephone — a dwarf planet on the outskirts of Cyrannus “Helios Alpha” that is home to military bases and tylium mines the Cylons have been using.

The Colonial intelligence shows that the Cylons have half a dozen basestars left in the Colonies, and two battlestars they had taken during the conflict. Everything else is MIA or was confirmed destroyed in the Civil War with the humanoid Cylons (or “Seraph” as the Blaze called them.) Much of their CAPs over the Colonies are composed of hordes of older-style raiders — easier and quicker to make, and specifically created for anti-ship missile use, which makes them less efficacious against the Viper MK VII. There are thousands of these things over most of the planets, but they are also an older design without jump capability. The ultimate strategy is to wipe out their capital ships and then pick off the lighter craft as they can, while coordinating the ground resistance movements into a coherent force.

SUCKER PUNCH goes off with a massive battle over Sagittaron. A couple of lucky first hits by the Cylons were negated with judicious plot point use, and Aegis came away relatively unscathed, while Hecate was hit hard, but remained operational. They were able to kill the basestar, and the fighter groups rolled remarkably well, dropping raiders handily and only losing a dozen or so of their air wing…however, with 8-1 odds, they did not destroy the fighter screen for the planet, and were unable to conduct orbital bombardment on Cylon industrial sites on the planet.

After returning to Ragnar Anchorage, where the task force has been taking refuge, they learn Pegasus and her air group were successful in destroying their basestar and hitting the mines and bases on the surface of Persephone.

SUCKER PUNCH was a massive success and the task force now is balanced against their foes…the Cylons have four basestars and two battlestars; the Colonials have finally repaired Ares, a post-First Cylon War Columbia-class battlestar and Cain impresses the civilians from their support ships to help run it. With Ares and Pegasus as their heavies, Aegis and Hecate as light battlestars, the players and NPCs felt confident enough to queue OPERATION RETURN.

The mission in broad strokes was to have the southern and northern resistance cells — each about batallion to brigade-sized attack Heim and Kyros, the two cites the toasters are based in, after orbital bombardment by the light battlestars (the heavies are providing high orbit overwatch, in case the basestars show up…) After bombing their infrastructure, select squadrons with provide air support for the resistance, which will go in, clean up the Cylon menace, grab any ordinance, fighters, etc. they can and secure any operational manufactories.

Worried that the lower-ranked, inexperienced officers might not be up to the task of coordinating such an operation, Cain assigns Oscari to the ground mission (mostly so we could see some of this action…) He finds the resistance with 6000 fighters at the ready, complete with snowmobiles, tracked trucks, some heavy weapons they’ve recovered from the Aquarian militia and Colonial Marines, as well as home-made anti-personnel mines and mortars. After tightening the plans, the GO order is given and the troops start to move toward their targets…

Off-screen, the liberation of Libran, which is lightly defended with Cylons mostly operating in two cities, is depending on the Libran resistance — which has a large contingent of Colonial Marines, and the Libran Sea Service (their coast guard) in their ranks and is led by one of the higher ranking officers of the LSS. The commander of Hecate had crafted a plan — a Carossian Lure — based on a historical battle. (Sort of our equivalent of the Trojan Horse.)

The Carossian Lure was a strategy from the Battle of Caros, between the forces of King Darius IV of Leonis and the upstart kingdom of Caros, under King Taro Vespar. (A distant ancestor of one of the senior officers, Colonel Vespasian.) Caros was the capital of the island of Cirrus — a famed resort for centuries. Darius launched a massive attack on Cirrus and besieged Caros for weeks, before finally the city was raided. What they didn’t know was Taro had evacuated the city through ancient catacombs over the space of the fighting, and a small force was left behind to draw in the Darian forces. With the town in their hands, they were shocked to find themselves suddenly surrounded by Cirran forces, and key portions of the city near the gates were set alight. At that point (and this was a period in Leonine history where gunpowder and artillery, and explosives were still relatively new) the catacombs were blown by sappers, destroying much the city and Darius’ force.

In this version, the Colonials are using their armed tender Demosthenes and a lightly armed exploration vessel, Striker, both under skeleton crews, to lure in the Cylons, get as many of their raiders as close as possible (and inside their jump effect bubble) and let them board the vessels, then jump the whole show right on top of the main Cylon bases on the surface of the world. Hopefully, they kill tens to hundreds of raiders, destroy their bases and infrastructure, and decimate (or worse) the Cylon forces, leaving the Librans to wipe out the remaining toasters at their leisure.

If they can pull this off — they’ve got two beachheads in one day, and lose two ships they had marginal use for. With the loss of the two basestars from SUCKER PUNCH, they are hoping to shift the initiative and balance of power to the Colonials.

Next week — the battle of Aquaria.

In the world of supercars, there’s super…then there is superlative. The Italian-made Pagani is the latter. Constructed of a carbon-fiber/aluminum sandwich, the car is under 1500 pounds in weight, then powered by a 730hp V-12 engine by AMG, with a seven-speed sequential gearbox that can be operated by paddle shifters or a traditional gearshift. This throws the car from 0-60mph in 3.2 seconds, and it tops out at 230mph.

01-pagani-huarya-review-1

The interior has had-stitched leather, carbon fiber, and aluminum, with a suite of electronics, including the ability to change the color of the dashboard lighting to suit your mood. You get into the sumptuous cabin through gullwing doors. The mirrors look like leaves on stalks growing out of the front of the vehicle. Pirelli designed tires specifically for the car to allow an astonishing 1.66g lateral acceleration.

But let someone else do a better job of describing this masterpiece of automotive artistry…Top Gear‘s Richard Hammond:

Game specs…

PM: +2   RED: 2   CRUS: 100   MAX: 230   RNG: 250 FCE: 1   STR: 4   COST: $1.5m US

GM Information: The Huayra gains an additional +1EF to Pursue/Flee.

There are four different versions of the Scrambler, but they are — outside of cosmetic differences — essentially the same motorcycle. The Icon is the base model, and at $2000 more there is the Full Throttle and the more retro-looking Classic. Ducati used a version of the 798cc motor from the Monster, opened to 803cc but with half the valves, and created a perfect beginner bike, or quasi-off road bike for more experienced riders. Balance is amazing, and the large lock-to-lock radius on the steering allows for very tight turning. The engine gives 70hp or so, and 50 ft./lbs. of torque — about on par with a Triumph Thruxton, but has a sixth gear.

The Scrambler Classic

The Scrambler Classic

 

The Icon

The Icon

 

PM: +2   RED: 4   CRUS: 60   MAX: 120   RNG: 150   FCE: 0   STR: 1   COST: $8500US

GM Information: The Scrambler is very easy to control and handles well on or off road. It gains a +1EF to Safety tests.

I got hired as an intelligence analyst based, I think, on that one connection between me and the company owner. I had a lot of the skills they needed as an analyst, but I wasn’t a programmer. But we connected on gaming and it got me a job as a contractor for a while.

It also has made me a good lecturer at the university, because I know how to tell a story, do it extemporaneously and with energy. I have no issues with people cutting in to ask questions or make observations; it’s part of the game. I think it helped make me very good at what I do. To a lesser extent, it helped me be a good writer (which circuitously, got me my first RPG writing gig with Heresy in 2001, after John Tuckey had read my novel, Cawnpore.)

I really, really don’t give a crap about celebrities. I’ve met a bunch — the Rock, who wasn’t the Rock, yet, but was having a birthday party at the Avona Fire Station I somehow got invited to — so I didn’t realize I’d met him ’til he started using his real name — was a great, friendly guy, even to a nerd that got invited to his party third hand; James Doohan was a great guy to talk about WWII with and as a historian, I wish I’d had another chance to talk with him; Claudia Christian was funny and dropped a lot of dirt about a recent convention here in Albuquerque (I suspect she’s someone that after some time you either really like, or really hate); John Travolta was chatting me up about my bike a few years ago and seemed a likable guy; Claire Danes seemed aloof and a bit bitchy; and I’ll admit, I really like a bunch of the Marvel guys for their actions off camera.

But I don’t know them, so I don’t really care about what they do.

Honestly, if there were any gamer “celebrities” that I would like to game with, it would be a few of the girls from I Hit It With My Axe — a few of them were funny and smart. Otherwise, outside of Vin Diesel, I really don’t know anything about gamer celebs.

Who are these celeb gamers, anyway? (And if any are reading, say hi!)

I tend to like system-agnostic sites, although I don’t mind those that address the genres or systems I play. That said, I think I hit Gnome Stew more than any other site. I came to it partly fro having worked with the ever-gentlemanly Walt Ciechanowski at Adamant, then at Cubicle 7.

Without further ado:

P220_NitronElite_10mmSIG-Sauer P220 Elite 10mm

The P220 has been around since the 1970s, and was always chambered in .45ACP until this year, when a fully-redesigned version for 10mm was released. There are four variants of this new weapon, all differences in finish, save a special version of the stainless Elite that has a single-action only trigger; otherwise, they are operationally the same as a normal P220 — DA/SA triggers, a light rail on the front, the decocker, slide release, and takedown lever all on the left side of the gun. This P220 is heavy at 44oz. unloaded, but the weight keeps the recoil of the most powerful 10mm ammunition on par with .45+P.

PM: +1   S/R: 2   AMMO: 8   DC: H   CLOS: 0-8   LONG: 13-20   CON: -1   JAM: 99+   DRAW: 0   RL: 1   COST: $1400

I am the king of the defunct system. My go-to mechanics for modern and near sci-fi, like cyberpunk, was — for the longest time — James Bond:007. The last time it was trotted out was for a Stargate campaign, and the rules worked admirably, easily as well as they had when my group first tried them in 1983, and never went back to Top Secret. Similarly, I was playing Space: 1889 or some variant for a decade and a half; long after it and Castle Falkenstein were gone. We were playing LUG Trek and Decipher Trek for years after they folded. (The latter’s still on my shelf.) Cortex, at least the classic (and I’d say, better) version, hasn’t been supported by Margaret Weis since 2010, but its my favored set of game mechanics.

The nice thing about games is you don’t have to stop playing them when the new hotness hits. Some you come back to, some you don’t… I haven’t played any of the above, save Cortex, for five to six years, but my favorite is indisputable:

James Bond: 007 by Victory Games. This was the game that blasted me out of Dungeons & Dragons when Traveler couldn’t. It allowed me to play in settings I much preferred — I was a big mystery and spy novel fan in my high school years, steadily moving away from fantasy. My taste for fantasy was quickly being destroyed by the slew of half-assed fantasy movies in the early ’80s — from Krull to Beastmaster  (but the ferrets!), to the much better Conan franchise.

The rules were innovative — with characters you built to an idea, not created by a set of random die rolls. There were skills, as well as attributes, and they worked together. Tasks had difficulty ratings, and you could succeed at different levels. Combat damage was cinematic, but still more realistic than the armor class of D&D. Guns, cars, gadgets — everything had that name-brand, product-placement flavor of Bond and other action movies — and it ported well into different settings. It could stretch to do cyberpunk and Stargate. It worked with modern action movies, as much as the older Bond fare. It even did Space:1889 alright, if not great.

So there it is. And I hope to be playing it again, in the future.

This one is simple — I threw Space: 1889 and Castle Falkenstein together, borrowing from each for the setting, but mostly it was mating the setting of the former to the rules of the latter. I might be doing it again with Space: 1889 and Revelations of Mars for the Hollow Earth Expedition game.

To do this, I think I’m going to set it in the 1930s, but use some of the Martian races from both books, make Mars more the world of 1889, but with the great machine idea of RoM as the central conceit. It gives me rockets, Nazis, commies, and all the stuff I like from Space: 1889, but with the more Barsoomian feel of Revelations. Now the question is what rules set? Ubiquity is the obvious choice, but I think Atomic Robo’s stripped down Fate will work, as well.

It really depends on the genre, they’re so different.

For modern espionage games, it’s easily the more serious James Bond movies, The Sandbaggers, and action films of the 1980s. It’s what I was watching while cutting my teeth as a GM. It taught me the three act style of storytelling, but also gave me the “action movie” style of plotting an adventure — pick three exotic locales, put together an action set piece unique to them, string the story through. These differing styles — the over-the-top Moore era Bonds and the more realistic Sandbaggers and mystery/spy novels gave my espionage games a high-level of verisimilitude, but we still had big chases, fights, and the product-placement Bond lifestyle.

For science fiction, it was Blade Runner and Road Warrior, more than anything else until Babylon 5 taught me how to do story arcs well. There’s also been a heavy transhuman influence since I read Kurzweil’s The Age of Spiritual Machines in the 1990s. In the aughties, the more “realistic” sci-fi of Battlestar Galactica dovetailed well with my attempts to make Star Trek less clumsy and utopian (read, boring.) It was about that time I went back and watched the best of the Trek series, Deep Space 9. I also learned that big battles are often less important than the human impact (although the simulation-heavy gamers would disagree.) A good example of this would be The Man From U.N.C.L.E. currently on screen. There’s a big chase piece that we see in reflections on a windscreen as the lead character relaxes and reflects on his situation. It’s funny, but it also is subversive for an action movie. They do it again with the big secret base invasion, which is told in a series of split screen cuts that give you what you need, but don’t bog down the story.

In Victorian science fiction, funnily, none of the speculative fiction of the period! Mostly, my inspiration came from the actual history of the time and westerns. Every time I do historical games, i find I tend to weave the characters into real events and let them play. My main inspiration for that style of storytelling was the Flashman series of novels by the late George MacDonald Fraser.

Pulp games set in the ’30s have a lot to thank from Raiders of the Lost Ark and similar movies, especially once I started to mash them up with James Bond and other “pulp” movies and books.

Supers games owe a lot to WatchmenThe Dark Knight Returns, and some of the angsty X-Men stuff of John Byrne and early Chris Claremont, but now also the influence of Marvel cinematic universe.

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