Roleplaying Games


So, I hit the theaters Monday morning to see Mad Max: Fury Road. I was 14 when I saw The Road Warrior in the theater, and I had been entranced. Like many of the kids of this period that would go on to be artists, writers, gamers, I was inevitably influenced in my view of the future by The Road Warrior (much more, I would suggest, than Mad Max) and Blade Runner. Dystopian futures were industrial and rainy, with a noir flavor; the apocalypse were car in the desert.

Recently, I had already been looking at doing a more tradition post-apocalyptic game, I think partly due to my reading Greg Rucka’s Lazarus comic series. Technically, I’m already doing one, with the Battlestar Galactica game, but that campaign is increasingly wrapped into exploratory science fiction and grand mythology. No battered, modded cars in the desert. No guys in leather and PVC, with mohawks.

I could start something new, or I could simply add a side campaign to BSG that followed the survivors on the Twelve Colonies. Surely on 12 nuclear war-devastated worlds there’s some analogue of Australia’s Outback (or Namibia, where they shot a lot of Fury Road….), why not do cars in the desert and tie it to the current campaign. Doable, especially as we are going to be exploring what happened to Pegasus in our campaign. (The ship and Cain are still around, but with the Cylon civil war, it was deemed a good strategy for Pegasus to take the fight to the toasters, and they are returning to the Colonies…)

If I don’t do that, what other choices are there? The classic nuclear war/war for oil/water wars of the mad Max universe are a good start. You can have the survivors struggling to survive or rebuild in whatever setting on the world you want. It’s easy enough to pick a system to use, as well, as it is a modern setting…just pick the level of crunch you want. Do you want the players to have to keep track of every bullet, so they can see their supplies dripping away? Do you want to use fatigue and hunger rules? Or do you want to keep it narrative, as in Fate, and slap scene aspects on them and hand wave a bit?

I’ve been leaning toward a Lazarus-like dystopia where, for most people, it’s the apocalypse. Governments got more and more hollowed-out by their populations’ expectations and finally collapsed. The world is ruled by big families that run multinational corporations…who they sell to, that might be a good thing for Rucka to explore. They, in turn, employ a serf class — those with the skills these families need to keep order in their enclaves, surrounded by the dystopian/apocalyptic setting for the last class — the Waste. People who are not worth the families’ time, and who scrounge and survive in the interstices between the families’ control. I can still get my cars in the desert, then deal with dystopian industrial city-scapes, or pop up to Elysium-like high tech cloisters where the uber-rich live.

Either way, the apocal-itch has hit and must be scratched…

So how to run it? I tend to narrative, character-heavy games, and am increasingly fond of lighter-weight systems. The scrounging for survival quality of the setting, however, almost requires a close resource management by the characters…how many clips for that Beretta do you have? Do you have enough water? Food? How bout gas for that Ford Falcon XB..? And the timing on that V8 is sounding pretty dicey of late…

If I go with the extension of Battlestar Galactica, Cortex is the obvious choice; just stick with the same system and setting we’ve been developing. But Cortex is a nice, character and story-supportive rules set that can be heavy on the crunch, if we wanted. Fate, less so, but the use of scene aspects like “There’s nothing out here!”, or throwing a consequence on one’s car of “Running low on juice” can get around the bean counting while still keeping the flavor of the setting.

Strangely, the handle the crunchy cars in desert trope, James Bond is a good choice of mechanics, as well. Weapons have specific mods, ammo capacities and ranges; cars the same, and can be modified — blow a structure for a Rousch supercharger on that old Mustang you’re cruising the wasteland in.

Got the apocal-itch..? How are you thinking of addressing it? What rules system, what setting?

Over the years, my group has tried to do the distance gaming thing. We had a bunch of our gamers move away to Texas, or their schedules were such that getting to Albuquerque to play was inconvenient. We tried having people Skype, Google Hangouts, or Facetime in so that we could have the gamer on the iPad or computer, the group on the other side. This led to issues of sound quality, trying to arrange the play space so that the missing player could see everyone, and connection quality. In short, it never quite worked out. One option that popped up was Roll20, an online gaming tabletop.

A few nights ago, I was talking with a friend from my high school/college gaming days, who was lamenting his being out of the hobby for almost two decades. He just hadn’t been able to find a group, and finally gave up on it. We were discussing Roll20, and I finally had a good look at it. Previously, it wasn’t really an option. I’m on a Mac, and my old 2010 Air wouldn’t have handled the Flash-based video conferencing without the fan sounding like a jumbo jet taking off; the new 2015 Air, however, handles the site with no issues…so I decided it was time to revisit.

The website requires you to set up an account, and you can set yourself up as GM or player. As GM, you invite your players to a game-specific web address, then you can video conference. I suspect the best way to do this will be with gaming headsets for sound quality. It has a table “space” that you can draw or import maps, player icon/tokens, and annotate. You roll die in the space, as well, and the results are tallied on a running chat panel to the right of the play space. Dice types, combination rolls, Fate dice — they’re all possible. Players can also upload characters sheets (there are already many of these set up on the site), to make things easy.

I’ve only played around a bit with it and haven’t yet tried the conferencing feature, but I suspect this might be a good option for folks looking to play with friends around the world. It looks best set up to handle two-five players, each calling in  individually. I’m going to have a go with it at some point in the near future, and will report back once I have.

The third installment of our Atomic Robo game went off last night, and all of us seem much more comfortable with the rules set.

This “issue” was “Face of the Enemy” and saw our heroes chase a half-Japanese, half-English femme fatale from Philadelphia, where she had contracted some mobsters to steal the plans for a device the navy was testing that would render a ship invisible (yes, The Philadelphia Experiment.) The device was TeslaTech, recovered by the FBI after the inventor’s shop was destroyed in a fire, and the characters brainstormed that drew power from the Earth’s magnetic field and created an electromagnetic bubble that warped light…it also appeared to slow time. After losing the mobsters in a chase, save one they questioned, they managed to figure out the identity of the agent from her boarding room and ascertained she had hoped a TWA transcontinental flight for San Francisco.

I did a quick bit of research and, of course, they could have had the FBI or someone stop her at one of the points on the way to San Fran…but that wouldn’t make for a good story, now, would it? The characters manage to requisition an aircraft from Mustin Field to Crissy Field on the Presidio. The DC3, even with stops, was looking like a 15 hour flight, while the B-25 they hopped a ride in would get there, with a refuel stop in Kansas City, in 11 or so… With her head start, they arrive in San Fran roughly the same time she does.

There was a quick bit of exposition and scene setting: General DeWitt, the commander of the Western Military District is introduced as the paranoid, racist old man he was…but in this case, he’s right: there are Japanese spies up to no good! The FBI has a man on the case, but they could only spare one man between the clean up associated with Japanese internment and men lost to the war effort. The SFPD is in worse shape, operating mostly with retirees and 4Fs. So it’s no surprise when they get to the airport, that the enemy — Betsy Brant — has managed to escape by using some kind of knockout spray on one of the codgers that tried to arrest her. Fortunately, Agent Clive was able to get the license plate of the ’40 Oldsmobile 60 she hopped into and it is quickly located by a patrolman in the Tenderloin District.

Despite a war on, and a curfew in effect, the Tenderloin is lit up, active, and full of sailors and soldiers, civilian blacks and women. It was a place of swanky hotels and restaurants, surrounded by jazz clubs, strip joints, gambling halls, and they search the place and find Brant, now dressed to the nines, gambling in a hotel casino where she is winning heavily…the casino owner is paying her off, or facilitating her pay.

We had out first action sequence here and I really tried to use aspects on scenes well for this evening’s play. The casino was FILLED WITH HIGH ROLLERS that one PC used his Rhode Island Royalty aspect to help him fit in an not be noticed; while the Working Class Dame of the other PC I compelled against her. They find Brant, there’s a scuffle and foot chase in which Brant nearly escapes, but they capture her.

During her interrogation, the PCs used the COLD INTERROGATION ROOM aspect to their advantage, hit Brant with a WILLING TO COOPERATE aspect. While they were doing that, another PC cracked the code on her notebook, figuring out where the Japanese cell was operating…in the now abandoned Japantown off of Geary. They grab some MPs and hit the place one of a series of rowhomes (that no long exist…)

The house was broken into several “zones” — the living room, kitchen/dining area, hallway and stairs, and the upper bedrooms, each with aspects like DARKENED ROOM, CROWDED WITH FURNITURE, DARK STAIRWELL, etc… A fight sequence against a pair of Japanese agents with the aspects NINJA! and I Would Die For My Emperor ensued and saw all sorts of chop socky goodness: shuriken, katanas, fraternal fire (oops!), through which the characters persevered.

They find a photography lab with the Tesla plans, and figure out the spies made copies. Brant helps them decode the notebooks after their use of the US Army Intelligence Corps faction rolled spectacularly badly and had no Japanese speakers available to help them. They figure out the spies transferred the plans to a submarine, most likely, and that the destination is an island in the Bonin chain — Koro Jima — 1500 miles behind enemy lines!

DeWitt sends them out to the front lines…maybe, somehow, they can get ahead of this. They catch a military-chartered Boeing Clipper out to Hawaii, then from there fly with an old school chum of one of the PCs who is now piloting PBY Catalinas. At one point, the WAVE PC tunes up the Catalina with a new benie — LONG RANGE that allows the craft to have enough range for whatever the story requires. They island hop from Hawaii to Wake, where the Marines are still mopping up from their invasion.

And there ended the third installment.

Having played the game a few nights now, I feel we are starting to get the hang of the system, although we have a tendency to not use aspects and fate points as much as we should. This is most likely due to the nature of plot points in Cortex — the system we’ve been playing for so long. Plot points can be used to mitigate damage in combat and it’s natural that the players tend to hoard their fate points because of this. Also, fate points don’t get doled out as often for playing to your aspects, but also I might be concentrating on using other elements of the rules and could be giving the players short shrift on the fate points.

The game still seems to run fast, even with the longer fight sequence we had this night (A great, very cinematic one it was, too!) and I’m finding I need to slow it down a bit from time to time to allow for more player/character interaction and to fill time. Ordinarily, a game night for us is about three to 3.5 hours; we’re still running about 2.5 using Fate. It also could be I’ve been trying to break the action up more effectively into “issues” as the comic the game emulated does.

After talking with the players, we seem to be unanimous in thinking the mechanics of Fate are working very well for the pulp-style of the game, and also facilitate the multi-decade nature of the campaign I had envisioned. The five aspects, rather than 10, of normal Fate, and the more extensive use of Stunts and Mega-Stunts lends itself very well to multiple genres, we thought, and I suspect the Atomic Robo version of Fate will see more service for our gaming than we initially expected.

I had been discussing my history with roleplaying games with an acquaintance today, and out of curiosity, I looked up what edition of Dungeons & Dragons I had first purchased as boy, and found it was the 5th edition of the “Basic Set” published in late 1978/early 1979 (I’m pretty certain it was purchased with a Christmas gift card to Hess’ department store.)

basic5th

That means that I have been gaming — with a few breaks thanks to life events — 36 years now… It also got me thinking about all the games I’d played over the years. With plenty better to do with my time (like work on prepping a couple of up-coming 400-level classes and working on the new novel), I sat down, busted open Numbers on the MacBook Air, and started filling a spreadsheet with the games that had been played over the years and when. I didn’t get too granular — there were a few years where I might not have gamed for half the year, looking for players, or overtaken by events — but I did keep it to games I had played at least twice, or had some level of a campaign run.

I noticed trends in gaming that wouldn’t have occurred to me — when major life changes are in the offing, I tend to drop down to one particular game, after which there is an explosion of trying new games, before settling (generally) into two to three campaigns running coterminously. In the last few years, the multiple campaigns are more like two, mostly due to only playing one night a week, but for most of my adult life, I’ve been able to sustain two to three regular (weekly) game nights.

Another thing I noticed was what things were interesting me at the time — maybe it was subject matter, maybe it was some new system. My high school years saw the widest array of games played, mostly TSR products, of course, but rapidly dropping Star Frontiers for TravellerGangbusters and Top Secret got overrun by the much better James Bond: 007, and after high school, I never again played Dungeons & Dragons.

College (the first go ’round) saw a contraction to James Bond (me running), and Champions (run by another student in the group.) After college, I tried a few things — FASA Star Trek (The Next Generation would have just hit the air), Marvel Superheroes (FASERIP) as I had discovered comics during that glorious boom of excellent storytelling in the format. Bond remained the mainstay, however, until I moved to Philadelphia, where DC Heroes became the other campaign to hold through that two year period. Toward the end of 1989, however, GDW — whose Twilight: 2000 I had found so disappointing, brought us Space: 1889 — and more than anything launched the “steampunk” subgenre. I tried running it for a few months with some success, then hd a spectacular collapse of my life, requiring me to slink back to live with my mother for about a year.

I went back to college and excelled. I found new friends, and I started gaming. From 1990 until 2008, with a break during my military days, some manner of Victorian science fiction was on the docket, and so was James Bond. There was a period where Star Wars (d6) was our other big campaign, replaced by The Babylon Project…the d20 Babylon 5 campaign in the aughties did not engender that much interest. For the Space: 1889 game, we played with different systems — Castle Falkenstein, Fudge (later Fate), and other small homebrews banging around the not-yet-come-of-age internet.

When I moved back to Albuquerque in 2000, Star Trek (Last Unicorn, then Decipher) joined James Bond and our Space:1889 using Castle Falkenstein rules as our big game, with multiple successful and interlocking campaigns finished by 2005 or so. Grad school and GM fatigue trimmed Trek out of the rotation for Serenity. Then Battlestar Galactica and Hollow Earth Expedition hit. For the first time in almost 18 years, no Victorian game. James Bond as a rules set was still being played, but we were running an alternate Stargate game. Then BSG dropped and since 2008, I’ve had a campaign running — two in all with the first dying along with my marriage and a rather tight-knit gaming group that had been together since 2003.

The aftermath of that event saw about half the group stick together, and new campaigns were booted up — the current, and I think very successful, Battlestar Galactica game, and the excellent Shanghai Hollow Earth Expedition game which did not survive most of the other players having to bow out about a year or so later… BSG, for several years, has been the only real game we’ve played, outside of an abortive Supernatural and Marvel Heroic game. (Partly because it’s been a damned good game, partly due to the responsibilities of new parenthood for two of us…)

Recently, I’d noticed I’m branching out again and trying new things. BSG is on hiatus until we finish this first “volume” of Atomic Robo. We have another GM running Wild Talents for us. I’m starting to look at doing either a dystopian future or post-apocalyptic game…probably using Bond or Cortex as the engine. I’d like to bring back the Victorian sic-fi. It would seem that the ground is stable enough to branch out again.

Looking over the spreadsheet, I’m surprised by the longevity of some of these games, not so much by others. James Bond, by the time Victory Games lost the license in 1987, had been the most popular espionage RPG with about 100,000 copies sold…that’s huge for most roleplaying games. The rules set was innovative, and until Fate and Cortex, was about the best you could find for modern or near future games. I might not have used it for spy games, but I did use it to replace Cyberpunk, to run a game based loosely on John Varley’s Titan series, to run Stargate. The Victorian sci-fi thing was a direct influence on me going into history as a field of study, and it was slightly coincidence that during my doctorate, due partly to the collapse of our European department, partly due to my sudden interest in 1930s America that I switched focus from Victorian-period imperialism to modern American as my focus.

When I was talking to the wife about this piece, I had mentioned it was a bit pathetic that this hobby had taken up so much of my life, and her response was superb: It wasn’t pathetic; it was the thing that helped me evolve while have some sense of firmament. Gaming didn’t just reflect my interests, it helped shape them. My desire for verisimilitude led to my reading widely across fields. It was also the activity that brought me the friends that have lasted the longest, helped me move from being a painful shy youth, to a skilled public speaker, and taught me to think “out of the box” in ways that many do not.

With any luck, I can introduce my daughter to the hobby, and maybe she will be able to use it to help her grow and make friends in the future.

Chases are an integral part of the pulp genre, which Atomic Robo most certainly inhabits, and our first two sessions of the game have included chase sequences — a delivery van vs. a giant kaiju crab, then a motorcycle vs. car/boat chase in the Philadelphia Naval Yards of the 1940s. Going off of the rules in the game, this can be done one of two ways — if it’s to be a short chase, say you have to get far enough to find a place to hide, or the opponent only has to go a short distance to escape, you can play it as a straight challenge, or you can run it as a contest — where the PCs have to get a certain number of victories in a certain number of rolls (we did the latter…)

But to really give chases character, something they really need to get that pulp flavor, you need something a little extra. One thing you can do is break the chase into a number of zones, each having its own particular stunt or setting to overcome while trying to catch the bad guy. You can also set a victory parameter for when the prey in the chase escapes. Since characters in the same zone are assumed to be able to get into direct conflict, lets assume this is “close” range — if the pursued can gain a victory in a chase over their opponent, they get to be a zone away and can only be attacked by long arms (let’s call this “long”) and also gain a +1 boost to their next chase test. If they can gain a second success, they are two zones ahead and are at extreme range with a +2 boost for the next test. With three victories, they have escaped. If you want to make it more interesting, if the opponent “steals” a victory from their prey during the chase, and close the distance. A success with style — for either side — would count as two victories.

The end point of a chase would be one of two events: the prey either gains 3 victories and escapes, or the pursuer is successful in catching their opponent by gaining a success in while in the same zone — perhaps they’ve tackled the guy, or cut off the fleeing suspect and stopped their car.

You can make the chases more interesting by allowing different skills. Perhaps during the car chase in which your characters are involved, they have managed to gain a zone from the bad guys. Instead of using Vehicles, they might choose Stealth, and try to hide the car in a convenient alley or behind that semi truck; maybe they bailed out of the car and hide (Athletics) — a success would count as another victory, mechanically, but would give the chase more character.

If the pursuer has caught them, there’s always the possibility of fighting. Maybe the pursuer has gotten a victory on a chase contest and has now “caught” them…the characters might decide to fight by using their vehicle to try and force the other off the road — you would use Vehicles or Combat in a direct challenge here with the stakes being the other car is disabled or crashed, or they are caught.

Example time: the opening motorcycle chase in Skyfall is an excellent example of giving zones their own character. The chase starts in a Crowded Bazaar, in the same zone. It progresses through Busy Streets, then onto Angled, Tiled Rooftops, before jumping though a big window into Covered Bazaar, then to Moving Train (where it turns into a foot chase.) There are five zones — each with decent character in their Aspects — and in Skyfall it would seem that the bad guy is never able to gain more than a single victory from Bond, before they are on the train. Bond “catches” the guy on the roof and the action moves from a chase contest to conflict.

Opponents, of course, could also throw aspects on scenes, as per the rules, to give these scenes more character, like Stained Glass Window on the Covered Bazaar scene — you’re going to have to take that bike through the window to follow!

These are just a few ideas to give chases a bit more character in a Fate-based game.

The second installment of our Atomic Robo game went well last night. In it, we jumped from the modern day (see the last play report a bit down the page) to Philadelphia, 1943. This first of several WWII “issues” was titled “The Philadelphia Experiment” — in which the Strategic Science Division and Office of Naval Intelligence tried to cloak a destroyer, USS Eldridge, with some Teslatech they got from the inventor’s destroyed labs (this was established in the comics…) They have no idea how it works, and the players tried to do some brainstorming to figure it out.

One of the players has a “Gearhead” weird mode we made up (see Finch from the She Devils) — a WAVES aviation machinist’s mate that just has a knack of gizmos. She realizes it pulls its power from the Earth’s magnetic field, somehow. During the test, the ship is cloaked or gone for ten minutes, but for the crew — one of the PCs was aboard — it’s a harrowing few seconds of bulkheads dematerializing, strange electric effects, and other weirdness. A later brainstorming session they decide that it might have created some kind of Einstein-Rosen bridge.

Note: the brainstorming sessions are less fun than I suspect they would be for a bigger group — we have two players and a GM, right now, and that cuts down on the back and forth banter I think these sessions are supposed to generate. Still a great set of mechanics, though.

The science is interrupted by imposter FBI agents collecting the plans to take them to the vault on the Philadelphia Naval Yards. A foot chase ensured that led to a throw down with local mobster mooks. While the PC naval officer was fighting and interrogating one of the suspects, the WAVE and an NPC member of the SSD chase down a shore police jeep with the other bad guy on a messenger’s Harley-Davidson. The officer learns the mooks have been hired by a dame — English — and they are taking them to the rendezvous by boat and grabs the a nearby Chrysler Airflow and tried to catch up in the chase.

It’s taking some getting used to throwing aspects on zones and scenes — I’m used to doing that on the fly and narratively — but we’ll get there, I think. The chase wound up on the wharf, where the baddies were transferring to a launch. The Chrysler wrecks into the jeep and takes out a mook, and the harley hits the Chrysler and the whole shee-bang winds up in the Delaware. Now with the bad guys having a big lead, they give chase in another launch that wound up with a wreck and gun fight in the marshes south of the yards.

The bad guys got away — the players got fate points for conceding so we could continue the story — but they find out the English dame is possibly Eurasian and was holed up in a boarding hotel on Carpenter Street that the naval officer knows. Turns out, he’d had a drunken night a few weeks back with the girl and knows what she looks like. He has to talk his way out of being a suspect in the whole issue and vows to catch her, convincing the SSD leader to take him on the mission to stop her.

They track her on a TWA transcontinental flight to San Francisco and give chase, requisitioning a B-25 that was headed to Crissy Field. That was the end of Issue 2. Next week, issue 3: The Face of the Enemy.

The general consensus is that this version of Fate runs very smoothly and quickly. The mechanics are simpler, in some ways than the gigantic list of aspects you have in normal Fate (5 compared to 10.) I’ve noticed we’re plowing through adventures in about a 2.5 hour session, rather than the usual two 3 hour sessions of something like Battlestar Galactica. Partly, that the pulp genre nature of clipping along on a story rather than wallowing in character development, partly the mechanics lend to a faster play (we think.) I’m still not a huge fan of the +/nought/- dice mechanic, but it’s not awful. I rather think the Cortex Plus d4-d12 is a bit more fun, if only because it entertains the classic fun of rolling polyhedral dice.

I’m not won over from classic Cortex for some of the campaigns I’ve got in mind for the future, but this version of Fate and the pulp universe of Atomic Robo lends itself well to doing some of the niche campaigns (a ’40s spy game, a ’70s blaxploitation/James Bond-style action game) and allows me to connect these disperate ideas I’ve had in a single campaign and system of rules.

So far, so good.

So, we finally got the first session/”issue” of our Atomic Robo game up and running. In it, the characters are playing agents of the Office of Scientific Intelligence — a superscience spy agency, ala SHIELD, that likes to think of itself as the stand-up spy agency. They see the antics of Majestic 12 as dangerous and counterproductive…but do a lot of shady stuff, as well.

The characters the players picked were Agent Craig Scott, the smooth-talking ladies man and bureaucrat; the other chose the parkour-action engineer, Agent James Crille. The discarded characters became NPCs — a cryptobiologist and a Silicon Valley roboticist.

The first issue was more of an introduction ti the mechanics, the universe, and the flavor of the game: the team was dispatched to Ōshima, Japan to investigate a possible cover-up of what was going on at the Fukushima nuclear reactor by the company running the place, a division of Big Science! Hojin (Big Science! from the comic.) They slip in, use robots to investigate they are running from a panel van, disguised at power company employees. They biffed a few rolls during their brainstorming as to the strange green fluorescent material and unusually low radiation and temperatures in the reactor room, (Recently reported in real life…) so I had their activities discovered by Big Science!, who dispatch Science Team Super 5 — a Power Rangers-esque team of hero scientists from the comics.

Scott proceeds to hit the Deceive skill hard, playing it up as him being — gaijin and all — a member of the power company thrilled to meet them and asking for autographs. A great roll made better by the player going fanboy in the extreme and speaking in Japanese! They’ve just about made it out without issue when an earthquake strikes. The other player and NPCs witness something moving in the reactor: a giant monstrous thing that eats their robot. Said kaiju monster then busts out of the plant: it’s a giant crab, several stories tall, breathing atomic fire, and rampaging through the city.

Science Team Super 5 makes their attempt to fight the creature with no luck, but dispatches Scott and company, with Guardian Pink to grab their giant “monster stomping robot” (that was one of the aspects) to fight this “folly of man” (one of the crab’s aspects.) Rocket launcher action, giant robot armed with giant sword piloted by our parkour hero and Guardian Pink, and loads of collateral damage later, and they’ve taken the creature down.

This included using the “collateral consequence” rules to keep Scott from getting fried with a 8 shift physical harm when the crab lit up Big Science!’s local HQ with the atomic breath. Later, Scott used a contact-based stunt to create an aspect on the JSDF officer that had come to arrest them; he was a friend of Scott from the ’90s when they “fought the yakuza together.” His team safely free of jail time for espionage or destroying section of Ōshima, they find out the earthquake was some kind of seismic and gravitational event out in the Bonin Islands. An island has mysteriously appeared in the space of three hours, wrecking havoc on the weather and seas around it, and creating tsunamis.

They are contacted by OSI and told to meet up with a carrier group near the event. After a helicopter ride in which they watch the recon flight of an EA-18G Growler that loses power as it nears the island and is lost. The team brainstorms that the island is the creating the weather, oceanic, and gravitational anomalies and might itself be an island sized machine of some sort.

They arrive on the carrier and get briefed by the group’s admiral on a mission by the US Army Corps of Engineers’ Strategic Science Division in November 1943…

That was the cliffhanger for the night.

Overall, the game played swiftly and with almost no need to look in the book at the rules. There were a few issues with using stunts and aspects but those were sorted out quickly. The big thing we missed was using fate points like plot points in Cortex to “get out of death” by buying down damage.

I’ve only quizzed on player so far on the mechanics, but the quick consensus was that the stripped down Atomic Robo version of Fate played much quicker and easier than Fate normally does, and that it well suited the tone of the comics and the style of play it was trying to evoke. I only had to explain bits of the rules for the Fate newbie for 5 minutes or so; the rest was on the fly. I did think that it might be handy to have some Post-It notes for tracking the aspects. Atomic Robo doesn’t have as many crowding up the field as, say, Firefly, so it was much more manageable, but the stickies will make it more convenient. For Fate points, we used spent 5.7mm casings, like we do for Battlestar Galactica…works great, as they are small and a bunch fit in an old Fossil watch box (that has something about Peace and Love on it.)

The only real issue was balancing the opposition to the characters. The crab was a bit over powerful, so I stepped it down a bit to fit better. We thought that having another player would aid in the banter that the game seems to want to create with the brainstorming rules — again, mimicking the style of the comics.

Overall, I was very pleased with the first run of the game, even though it was a short intro session, and I’m looking forward to next week, when we flashback to 1943.

For those who are interested…the Fukushima Crab Monster!

FUKUSHIMA CRAB CREATURE

Modes & Skills: Superb +5 Kaiju: Atomic Breath, Physique, Provoke, Tooth and Claw +6 (Epic); Aspect: City-Stomping Monster. Great +4 Mutant; The Folly of Man. Good +3 Crab: Combat +3; Claw!

Stresses — Physical: 5 Mental: 2

Stunts: 10 stories high! Bulletproof and fearproof. Physique to defend against other attacks. Weapon 4 for strength attacks; Wake of Destruction: Success w/ Style & FP to cause lowest collateral damage consequence in addition to any other harm; Atomic Breath: Weapon 4

…and on the other side…

GUARDIAN MECHA

Modes & Skills: Great (+4) Mecha: Athletics, Combat, Physique, Provoke +4; Aspect: Monster-Stomping Mecha.

Stunts: Walking Tank: Use Physique vs. combat, Armor 2; Advanced Sensor Suite: +1 to Notice; Giant Melee Weapons: Weapon 4

Stresses: Physical 4 Mental (use character’s)

We’ll be starting out first Atomic Robo game — something I’ve been looking forward to doing for months, now. Our first volume The Perils of Science! will start in modern day, but several of the middle issues will take place in 1943, during World War II.

One of the “special guests” in one of the issues, taking place at the Philadelphia Naval Yards will be…

ROBERT A. HEINLEIN

Concept Aspect: Science-Fiction Engineer, Omega Aspect: Pulmonary Tuburculosis

Modes and Skills:  Good (+3) Banter: Provoke, Will +4, Contacts, Deceive, Empathy, Rapport +3; Aspect: Failed Politician. Fair (+2) Science!: Aeronautical Engineering +4, Naval Engineering, Notice, Physics +3; Aspect: Thin line between science-fiction & science fact. Average (+1) Action: Combat +2, Athletics, Physique, Vehicles +1; Aspect: Best swordsman in the navy!

Stunts: Do the Math!: 1 fate point to use Will for one Science! skill for a scene; Forceful Personality: Use Will for Rapport when attempting seduction or initial attempts to befriend; Mind Over Matter: 1/scene, can check a mental stress box to absorb a physical hit; Storyteller: If talking to people for a few minutes, gains a free boost on them in Deceive or Rapport tests; Will Over Illness: 1/issue, can take a complication and add the value to a single test.

Stresses:   Physical 2, Mental 4

At the time, Heinlein was a naval reserve officer (lieutenant) working as an aerospace engineer at the Philadelphia Naval Yard, where he met his true love, the amazingly intelligent and redheaded “Ginny” Gerstenfeld., a lieutenant in the WAVES.

He will be working the the Strategic Science Division to try and create a device to cloak ships from radar and sight using confiscated Teslatech after the explosion at that famed inventor’s home/laboratory.

It’s been a while since I’ve thrown up an AAR for our Battlestar Galactica game, mostly due to a series of missed nights here and there, and a plotline that didn’t finish ’til last week. When last I wrote an update on the campaign, we had once again faced down The Blaze, or Hades, who was attempting to regain control over the Cylons and the humanoid “Cylons” or Seraph using an old shard of a TITAN. The ensuing battle was brutal and a lot of people and Seraph from a rogue basestar that the fleet had allied with wound up dead, and one of their vessels, Cygnus, destroyed.

The two surviving ships limped back to Argos, an ancient Kobolian outpost that had been left, more or less, unprotected during the mission. Among the survivors were the Lords of Kobol ATHENA, HERMES, and HEPHAESTUS. The last began directing repairs and refit to the two warships with an estimated time of about two months to finish. This gave us the choice of jump the game two months and get on with it, or delve into the politics and personal responses to battles with gods, three different races trying to coexist in an uneasy alliance, and some sci-fi exploration of the giant city and citadel the Kobolians had been driven out of by the Blaze 3000-4000 years ago. We went for the latter…

One of the main plotline that dominated the next weeks involved the settling on Argos to harvest food and collect food animals, as well as to do archeological work at the citadel. Earlier, the DNA and DNA-storage of memories for the Kobolians had been found, and the bodies of these lords resurrected. POSEIDON is the main antagonist in this mix — he’s trying to get the Citadel up and running, and is generally fixated on trying to recover the Olympian archives from their DNA storage…but the machines of the place are millennia old, and one of the PCs — a computer engineer turned policeman in the fleet — and Dr. Baltar have to cobble together patches to get their machines to read the data. Other Kobolians include the violent, frat boy-ish ARES, Athena’s major domo NIKE, and ARTEMIS, who is mostly gathering women into her own little cult and hunting animals with abandon. Over the course of the adventures, they were finally able to crack the database and find out that 90% or so of the DNA was still legible. Massive amounts of history, technical achievement, and the DNA and memories of 256 Kobolians were recoverable. More on that in a moment.

Meanwhile, one of the PCs, a veterinarian-turned-medic who had been working on the issue of Seraph reproduction (and with Baltar cracked it) has stirred up some animosity between the Seraph of the vessel Resurrection 3 and ATHENA, the prime minister to the interim president. (We’ve already had a coup attempt that killed many of the government officials.) Tensions are high, so that when a strange virus that eats the silica-based circuitry of Seraph turns up — giving encephalitis-like effects and causing data disruption during direct communications between models — things quickly spin out of control.

The characters manage to quarantine the diseased Seraph — the humans are immune, save those with “puppetry” implants — but the Health Minister, Dr. Michael Robert, sees his opportunity to destroy the Seraph once and for all. He infects the vet and clears her to go back to her research on Resurrection 3, where she immediately spreads the infection to several dozen Seraph. After the fleet isolates the ship and shuts down the various Cylon ship networks, they are able to contain the outbreak. However, it becomes quickly apparent this was no accident, and the marshal’s service that handles the civilian policing figures out that Robert was at fault. Under questioning by police, aided by Hermes, Robert admits he tried to commit genocide.

Athena has to take this to the Seraph, who want blood and are ready to spill it for satisfaction. She and the vet are able to talk the Seraph down, but the Fours — who suffered the brunt of the infection — are not pleased with the prime minister’s solution: Robert will stand trial for his actions with a tribunal of Kobolian (Poseidon), human (ADM Pindarus), and Seraph (a Nine — our version of Leoben) presiding. They are expediting the trial, but this is not enough for the Fours, who conspire in their model, and with some help from the Fives (a vicious female model in our campaign) and some Sevens (Ares-like warrior) launch an attack on the prime minister and the Kobolian who had set themselves up on Resurrection 3 to control the impressive biological labs and other medical equipment.

They use cyanobacteria to make tetradotoxin and manage to nearly kill NIKE, but only injure Athena. In a brutal bit of combat, the goddess of war takes down about three dozen Seraph, in our first real look at what she can do when fully armored, armed, and angry. The commander of the basestar, a Three that’s not fully trusted by her people as she was suggested by the Colonials, is trying to hold everything together before they find themselves in a fight with the mostly repaired Galactica; their basestar, on the other hand, is surrounded by flattops and foundry ships working on her…they are in a terrible tactical position.

There was a lot of politicking and trying to convince both sides to stop making the same damned mistakes over and over…allowing their hatred and past to drive them into retributive actions. In the end, they manage to keep their shaky alliance together, especially after the Robert trial finds him — almost by necessity — guilty. This angers a lot of the Colonials who saw him not as a prospective mass murderer, but as a hero to the people. In the end, the efforts to keep the fleet together to continue to Earth have mostly failed, with 40,000 or so remaining on Argos, while 17,000 travel with Galactica and Basestar 19 to that mythic world.

One of the things was saw was the different Seraph, now avoiding the dangerous use of direct electronic communication between their units, starting to take on different characters. Just among the Threes, one self-hating sleeper agent that had helped destroy a major base is now firmly on the side of the Colonials and is even in a love affair; the commander of the basestar is increasingly interested in military camaraderie and a developing friendship with the admiral that started more out of necessity and is now about how alike they are; another is trying to develop a sense of humor and is terrible at jokes… The Seraph are becoming people.

The rump fleet left for Earth at the end of the last adventure, leaving the people under the care of Poseidon’s citadel. The sea god had a number of his fellow Kobolians resurrected using fancy flesh 3D printing, etc…onyl to find out that Athena had convinced one of the techs to bring back one particular DNA signature. Instead of ruling as king here on Argos, Poseidon found himself facing a new ZEUS.

We’re now taking a break to do some Atomic Robo, but the last “season” of our now four year long campaign will focus on the weird posthuman/transhumans of the worlds near Earth, as well as checking in on what happened to Pegasus, which – realizing the Seraph/Cylon war put them in an advantageous position, returned to the Colonies to try and destroy toasters and save more survivors on the 12 Worlds.

We should be getting back to Galactica later in the summer, I suspect.

The April 2015 RPG Blog Carnival is being hosted by RPG Alchemy with the subject of “The Combat Experience.” I was mulling over what to do for this particular subject and found I had two or three different things that came to mind, so I’m going to do a series of posts regarding the “combat experience” in role playing games. Let’s roll…

Other than the obvious issues of matching the tone and expectations of the genre your are gaming in, another thing that can affect and mold the players’ experience of combat in a role playing game is the set of rules mechanics being used. The mechanics can easily affect tone, verisimilitude, and player expectations for battling the forces of evil.

When I first started gaming, Dungeons & Dragons and Traveler were pretty much it, but soon TSR had GangbustersTop Secret, and Gamma World — all using the early d20 mechanics. Those were created for use with high fantasy wargaming with role playing bolted on as an after-thought. The rules promoted a tactical mentality, and a tendency — if not need — to use battle maps, design adventures that were fairly detailed. For the spy genre, which was already near and dear to me, d20 Top Secret  had some serious issues, and it was delight for me to read the James Bond: 007 game that hit the shelves around 1983.

The rules push more roleplaying, with attention to weaknesses and skills, the quirks of specific gear, cars, and guns. It had a bunch of specific rules for things like gambling or seduction that, today, seem unnecessary, but combat…combat and chase rules were the shining spot of the rules. The game used a single d100 role, and based on the difficulty, your result had a “quality” to it. Ten percent of the needed number (so 9 or lower on a 90, for instance) allowed you to do much higher damage than an acceptable (46-90, in this case…) Damage was based on your hand to hand damage, which was based on your strength (plus a modifier), and for guns the damage was based on the muzzle energy of the weapon. Novel, and good for making the game feel realistic. But it was also a James Bond game — the heroes couldn’t just bite it without some chance of success, so it had the “hero point” mechanic, now common in a lot of games, that allowed you to buy down damage, improve a roll, etc. The game, for all its quirks, was wonderfully suited to the tone and expectations of the James Bond subgenre of espionage films — more pulp than reality.

GURPS was already out, and the intense mathematics of the character generation made it uninteresting to me, but one thing I noted was that its attempt to be everything to everyone meant it did everything acceptably, but nothing particularly well (Your mileage may vary.) Traveler handled quasi-realistic sci-fi well, and the system was simple, but the random character generation — like that of D&D, and other games was off-putting after the ability to craft your character to your concept, like you could in James Bond: 007. JB:007 would be my go-to rules set for the next 20 years or so, for modern and even some sci-fi settings. It had enough “crunch” to feel real, but enough wiggle room for storytelling to trump pure tactical simulation.

I dabbled with superhero games through the late ’80s, the height of the comic resurgence that is now informing most of the superhero movies these days. There was Champions, which really allowed you to dial in on character creation, but was so detailed and math oriented that you needed to buy time of a Cray supercomputer to build a character in less than a week. There was Marvel Superheroes (FASRIP) which had a very informal and unstructured feel to the rules that I found I didn’t like. I was looking for more crunch, more realism in my superhero games at the time (a holdover, no doubt, from cutting my teeth on JB:007.) I wanted to know how far I threw my villain, or how many walls he punched through from knockback, and I found that in the wonderfully metric and mathematical DC Heroes that Mayfair released. WE played the hell out of DCH for two years, until Space:1889 caught my eye, but looking back at it, there was a lot to like about the bare bones of Marvel, and I suspect that it would well match the tone of a four-color supers setting.

Later, I found Marvel Heroic from Margaret Weiss to be one of the best RPG rules sets to come out in years. It was perfectly suited to its subject — a Cortex-version of Fate, really — that was freeform enough to let you do what you wanted, and allowed for dramatically different power levels to work together. Hawkeye like characters might not be able to injure the Hulk, but he could distract, set up complications that would slow the opposition down, while Iron Man could blast the bejeezus out of him. Death was a possibility, but in the comics, no one stays dead (unless you want to lose the rights to that character down the line!), so the Fate complications that injure or impede the character, rather than killing them, is completely appropriate to the genre. The initiative system was superb — the guy with the best reflexes goes first, and then choses the next player or GM, leading to a very nice flow in combat, and allows for character to do their schtick. Example: maybe Captain America can’t hurt the robots from the trailer for Avengers 2 much, but he can throw his shield at Thor (essentially giving him dice for the attack), who then knocks the shield through baddies with his hammer like he was looking to set the Hall of Fame record for longest hit.

Space: 1889 is another excellent example of how mechanics affected play. The setting was superb, and the mechanics lent themselves well to traditional wargaming style RPGing. This was obviously the point when one looks at the extensive line of miniature and the cloudship war game that accompanied the release. But the rules weren’t great for dealing with role playing, and while it handled mass combat well, personal combat was unremarkable — the rules didn’t necessarily hinder play, but they lent nothing to the Victorian speculative fiction setting the game was placed in. I spent the middle of the ’90s trying to find a rules set that would better emulate the Space: 1889 setting. I liked the Castle Falkenstein mechanics, but they were kludged in many places.

With one of our players of the time, I kitbashed a combat system that would fit the playing card as randomizer main mechanic (which was light, swift, and excellent.) I tweaked the rules so that every player had a deck of cards of their own, and drew a number of cards for a hand. This allowed them options; they could plan their actions because they had a sense of what they could do — have a strong heart in the hand? Maybe talking your way out of a situation was better than trying to fight or slip away. Our combat system replaced the fencing-based action/pauses they had and created a more pulpy mechanic where the cards in your hand matched lines of attack — head, body, lower, or defense only. It played swiftly and was tremendous fun, and allowed for swordfights and fisticuffs that were much more fun than blasting the opposition with guns — and after all, Victorian sci-fi is more about two-fisted adventure than running guns on the fuzzies (although there is certainly a place for that.)

The next set of mechanics to come along that suited the setting were the Cortex rules set by Margaret Weiss. They used it for their SerenityBattlestar Galactica, and Supernatural lines. It was a rules-lite system that allowed you to build your characters with a number of assets and flaws that helped or hampered them mechanically, and allowed for the accumulation of plot points (see the hero points above) and by doing so pushed storytelling over tactical simulation. It’s an excellent set of rules, and combat is well simulated with your damage being based on how much you surpassed your target number (plus the weapon’s damage die.) It is eminently, easily tweakable to fit a genre — as is obvious by the various iterations of Cortex Plus. It’s pretty much my go-to system –as evidenced by the heavy support for the old Cortex this website gives.

There are other games that had been well-suited to what they were trying to accomplish, but were very focused, s a result. Twilight:2000 was well designed to model military survival after a nuclear war, but the rules could be clunky, hard to manage, and did not really push role playing (I found; you may love it, and that is okay!) The Morrow Project was an mess of a role playing gam, but simulated gunshot injuries well — no surprise that many of the rules evolved out of a dissertation on ballistics and gunshot injuries. If you’re looking for realism in your violence, that’s the place to go.

In addition to addressing the expectations of your players, and the tropes of the genre you are playing in, choosing the right system can aid or hinder the sort of experience you want the players to have when addressing combat. Choose wisely, as a really old knight once said…

 

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