Roleplaying Games


One of our players is moving to Texas, another has gotten a job that might impair his attendance…yes, we’re heading into a possible dry spell on gaming here in Albuquerque.

So we decided to pull a long session on Labor Day and finish out the “season” of our Battlestar Galactica campaign. We completed the last adventure we were playing and launched straight into (and finished!) the finale. The first hour saw the crew do a lot of scientific research and speculation on the findings at the archeological dig site under their deep-range observation post near the Armistice Line. The site appears to have been an ancient tylium mine, and they found human skeletons mixed with very tall human skeletons…and two intact corpses in spacesuits.

One corpse was send back to Picon for the intelligence corps to analyse, while the ship’s doctor and the dig’s archeologist did an autopsy on the other. They had only a few hours to do their work before exposure to the atmosphere caused decomposition of the corpse. What they found: DNA had 46 chromosomes but at least another 5000-10000 gene sequences over humans. It’s a different species, but one that most likely could breed with humans. The next move is to extract mitochondrial DNA and see if it matches that of the 12 “base” mitochondrial DNA sequences that make up the Twelve Tribes.

The height, very dense bones, and tightly packed musculature suggest a very strong and resilient creature. they also found what they think were dogtags in pockets of the suits — disks with the odd writing they’d found on signage and computer-like devices, but with a symbol of Athena on the reverse. Isotope dating put the corpse at about 3000 years old — so younger than the old city found on Sagittaron, but older than the founding of the Colonies.

Their speculation: these giants are Lords of Kobol. The discovery has both emboldened some religious types, and caused serious anome in the crew.

After a bit of episode clean-up, we moved onto the next mission — the recon of the Cadmus system, 3.2 light years on the other side of the Armistice Line. They have a clever plan to use a stealth viper (we’re calling them the Mk VI Cobra) to do a flyby of Cylon positions on a few moons of a gas giant in the system. Two other ships that are part of Operation UNDERTOW are Valkyrie (under CDR William Adama), and Mentor. As expected, things do not go as planned. For Valkyrie, it’s a version of the Bulldog episode from third season (I think it’s third…) Mentor pulls off her mission with no issues.

The players, on the other hand, have serious problems. The CAG is flying the mission and both he and the guy checkin his course goof their rolls. He nearly hit a moon of the nearby planet he’s using to slingshot assist his approach to the planet. He has a 10 hour ride in the cockpit to the gas giant and falls asleep and last minute realizes he’s drifted off course and has to risk a correction. He does his flyby and two ballistic drones capture images and ELINT of a new kind of basestar (the one from Razor the hybrid was on) and another on the surface of a moon acting as some kind of base of operations, as well as a massive tylium and metals mining operation. The Cylons are busy

Mr. Murphy is along for the ride, however, and while the raiders doing CAP over the posts don’t pick up his electronic signature or see him on DRADIS, they get eyes on him in front of the gas giant. He runs for it, pulls off a spectacular escape using the planet’s atmosphere, and flees, sending out a krypter to a nearby observation raptor. Good thing those new, strange looking fighters can’t jump, huh?

He runs straight into the radiers that were chasing him; they’ve jumped ahead of his course. The character’s Cobra gets shot to hell and he has to punch out. A heavy raider — they’ve not seen one before — comes for a pickup and he sees a new centurion inside. That’s when Aegis arrives to save his ass. The ship’s fighter squadron does a number on the Cylons, which are being jammed heavily by the ship to prevent their communicating with their basestar. One of the raiders jumps out.

The CAG is rescued and as another raptor is recovering the black box from his plane, the basestar arrives. A short and vicious battle ensues, but they escape.

The adventure ended with the heavy politics that has been central in the campaign. They find out that the mission was approved but no one expected it to be a success. A main point of the rules of engagement was a zero footprint mission — no contact with the Cylons. Both Adama and Pindarus (a PC and the task force commander) had some kind of contact. Adama wasted his pilot before Valkyrie was discovered. Aegis actually fought Cylons. It could start a war!

The admirals are ready to hang him out to dry, but an impassioned plea for the fleet to start getting ready, that the Cylons are mobilizing, manages to get him “promoted” to a bigger ship. It’s actually a penance tour to slow down his fast rise in the ranks…he’s been giving the soon to be decommissioned Galactica. The Cylon threat is used to coaxed the Quorum of 12 back into session — President Adar will classify the Sagittaron dig that has caused much political and religious strife, and the Sagittarons return to the quorum to allow for the defense budget to pass.

As you can see, I’m using the idea of the “all of this has happened before…” motif of the new show to do a new iteration of the story. Hints that were dropped suggest that last campaign (which was set during the RDM show as a second fleet game) happened in the past. Why have Adama as the commander of Galactica? This time, someone else is playing that role… It puts the characters in place to be instrumental in this next iteration of the Wheel of Time.

Here’s a new house rule for BSG:

Player characters can use Plot Points to aid a group, unit, or NPC under their command. The PC may either create a pool for use by those NPCs prior to the action sequence beginning (ex. CPT Muir decides to create a 4PP pool for his vipers during an upcoming battle) or, they must be able to communicate with the NPC to use plot point during an action sequence (ex. Muir has comms with a viper that is about to start a strafing run on a Cylon position. He can aid the roll of the NPC with his own plot points.)

W00t!, as the kids say: Looks like my gaming group has managed to get itself into the Atomic Robo RPG playtest.

SCIENCE!

Oh, and just in case you haven’t had a chance to read any of these excellent pulp comics, here’s the first volume, second volume, third volume, fourth volume, fifth volume at Amazon.com. You can also get them through Comixology on the iPad (and I’m assuming other e-reader doodads.)

And no — I’m not being paid for recommending the books. They’re just that good.

Last night’s Battlestar Galactica RPG game was fantastic. It was one of those nights where all the plyaers were on it, all the characters got to not only do story-specific tasks but were able to have role playing/character development moments that were fun for all. As a GM, I was heartened by the fact that a half-assed plan and a vague idea of where the overall campaign is going combined with some inspired mental tap-dancing to create a spooky and intellectually engaging plot.

Having completed their murder mystery, it’s time for Aegis and her task force to set up for the Armistice Line to set up a forward operating base for their forays over the line into Cylon space. We opened with the master chief leading a bunch of the wrenches down to fix a problem with the magcats in the launch bay. There were comic moments where they are completely thwarted by a single, stubborn bolt holding the access panel closed. The new player/character got to experience the mundanities of service life — 0500 PT, communal showers in the general heads, breakfast on the fly as new NCO she gets the crap supervisor jobs. The CAG has to get the plan of action for their jump to the Polyxena system right.

The commander get s a gift from the chief engineer and master chief — a scanning electron microsope the engineer managed to appropriate from her last assignment at Scorpia Yards. Now they can identify Cylon tissue by the silica fiber optics and molecular machines’ signatures. Additionally, the master chief stole the material for a state-of-the-art holotank for their war room. Think Surface, but in 3-D. Of course, everyone’s first thought…we can get the 3D Pyramid games on this!

They jump to Polyxena, site of their first mission, wher they had been very cursory on their search before bugging out. the observation post is still abandoned, and the ancient tylium mine facility that had been discovered by the miners on the moon, and which the post had been conducting archeological research on, is still accessible.

While damage control teams get the observation post back online, a DC team under the ship’s CAG, Dr. Gio Mellor — an archeologist from the Sagitaron dig (search the site for the appropriate AAR), and the intelligence NCO head into the dig site. They get further than the crew did last time and discover several things in the dark, minute ammonium atmosphere of the old mine:

1) The doors to the mine were blown open by a shaped charge. 2) There is evidence of a fight. Shell casings from two different kinds of rifle — small caliber (.27 cal they later learn) and a mid-caliber (.335 cal.)…nothing they know of in use today. The dispersion of the shells suggest small caliber was used by the facility defenders. 3) Computers with keyboards in an unknown script. Some paper notes that have survive the ages, as well, with the same script. 4) All of the furniture, clothing, etc. is slightly larger than one would expect for humans, but is still recognizably human. 5) Coins with the symbol of Zeus on them… ( ♃ ) 5) They find musical instruments, personal items, and other humanizing trinkets in the labyrinthine living area. 6) The mine was extensive and equipment easily on par with current technology.

Lastly, they find a last stand with a line of armed remains protecting a group of unarmed remains. Most are skeletal, now, but a few were in space suits and are mostly intact. They look human.

The night ended with no answers, and they were shipping the bodies up to the ship for autopsy and analysis.

For the new player, I’ve been trying to come up with a good character to throw in with the testosterone-heavy Hannibal Drake (Steve McQueen, ferchris’sake) and Jack MacMahon team. We’ve already had a version of Jezebel Jade from Johnny Quest as an NPC (heavily tweaked), and I wanted a good anti-hero to play off of the similarly mercenary Drake, and the dog-loyal and white-hat MacMahon.

One of the choices that went over well just off of the visual was a version of Valkyrie from the old (and the not-as-old ’80s revival of Airboy.) Here’s the thumbnail of our campaign’s version of the classic HIllman character:

Born in summer of 1910, Liselotte von Schellendorf is a relative to the famed German general of the 19th Century, Paul Bonsart von Shellendorf and also composer Fritz Bronsard von Schellendorf. Her father was a nephew to the general and was a colonel during the Great War, where he lost his arm on the Western Front. Both of her older brothers are dead, one in combat in 1918 on the Eastern Front, and the other from influenza in 1920. Her father turned to his daughter as a surrogate for his boys, teaching her to ride, shoot, and fence, and raising her to be not just a fine example of German femininity, but a modern woman.

She was educated at excellent bording schools in Switzerland and Bavaria, and in 1927, had her first airplane ride at a fair. She was hooked. After a year of needling her father, she took flying lessons and in 1928 received her pilot’s license. She was active as a young lady in the German flying community and is friends with aviation war heroes. It was here she came to the attention of Herman Goering. When the Nazis took power in 1933, Goering had the notion of creating a public relations splash with a military unit made up of Nazi women — die Luftjugenfrauen, or “the Air Maidens.” Heading up the group as a captain (hauptmann) was Liselotte, codenamed Valkyrie.

The Air Maidens have been a travelling sideshow, but along the way have developed a reputation with the Luftwaffe for being exception aviatrices. In an exhibition show, the Maidens flew circles around some of the best German men in the service. From 1935-36, they were given less attention and support, as Hitler found the notion of women treading in the masculine forum of combat unseemly. Nevertheless, Valkyrie was able to get Junkers and Arado to allow them to test pilot the latest German warplanes, using Pancho Barnes’ example as a means to impress buyers with their ease of use. When the Spanish Civil War (where she will be introduced) broke out, Valkyrie lobbied for her Maidens to join the Condor Legion’s Versuchsjagdgruppe 88 air assets, and managed to get Goering to agree.

VALKYRIE (aka Liselotte von Schellendorf)

German female, age 26. 5’5″, 130 lbs. Black hair, blue eyes   Archetype: Adventuress/Soldier   Motivation: Fame

ATTRIBUTES: Body 2   Dexterity 3   Strength 2   Charisma 4   Intelligence 2   Willpower 4

SECONDARY ATTRIBUTES: Size 0   Move 5   Perception 6   Initiative 5   Defense 7*   Stun 2   Health 6   Style 5

RESOURCES & TRAITS: Attractive, Iron Will; Finesse Attack (Melee)**, Focused Defense*, Evasive Action (+2 DEF to vehicle); Artifact 2***, Followers 2 (Air Maidens), Rank 1, Status 1 (+2 social tests in Germany & aviation circles; +1 elsewhere)

WEAKNESSES: Danger Magnet, Condescending, Intolerant (You can guess the groups), Overconfident

SKILLS: Acrobatics 1/4, Animal Handling 1/5, Athletics 2/4, Brawl 1/3, Bureaucracy 2/4, Con 1/5, Diplomacy 1/5, Drive 2/5, Firearms 1/4, Gunnery 1/3, Intimidation 1/5, Linguistics 2/5, Melee 2/5**, Pilot (Air) 3/6, Ride 2/5, Stealth 1/4, Streetwise 1/5, Survival 1/3, Warfare 1/3

LANGUAGES: German (native); English, French, Spanish

WEAPON: Luger P07 9mm or Star B 9mm; Rapier or Sabre, Riding Crop

VEHICLE*** (All the Air Maidens are flying these):

Heinkel HE112 fighter V6

Size 2   Def 6   Str 6   Spd 300   Han +2   Crew 1

2 × 7.92 mm MG17: Dam 3L   Rng 250′   Cap: 500   Rate A   Spd A

I was looking for a new notebook to do some character and adventure spitballing — I still tend to do my initial ideas on paper, because I can draw relation diagrams, etc. easier with pen and paper than using a computer. This one had been purchased while i was still working as an intelligence analyst, and had some of the historical incidents that I was working on as examples of how we could model rubrics to look for success/failure points in a plan. I could also see the notes for personal stuff — how I was paying down debt, getting the household budget in order. There was a folder with all my final paperwork and lay off letter of recommendation from my boss (tepid, at best.)

Then there were the gaming notes — the various iterations of characters that would not be used for games that would not come off. These would surface again and again, steadily maturing into the characters now being used in the various campaigns. It was an fascinating look into how my mind was working at the time. Each page was cluttered with ideas for various game campaigns, sometimes on the same page. Characters written and rewritten, sometimes for different games than originally intended. Notes on games that were running at the time. House rules cobbled together on the fly (one set of which should hit the blog soon…)

And all through these notes, the long lists of job searches, check-marked for those applied to, Xs for those i was not qualified for for whatever reason, underlined if they called for an interview (almost none of these.) More household finance stuff — what I could get for selling things, numbers to call for the TA position paperwork that went “missing”, notes for my comprehensive exams. How much my wife at the time could expect from life insurance pay outs and notes on locations to stage a spectacular motorcycle crash.

There was increasing desperation in the notes, but the game creation was occasionally inspired! This was the period of the superb Gorilla Ace! setting. The excellent Battlestar Galactica campaign I didn’t want to end, but which would after my divorce. Ideas for mashing Jovian Chronicles with Transhuman Space, resurrecting my old Space: 1889 campaign with the Ubiquity rules (Hollow Earth Expedition) — similar to the Leagues of Adventure game recently out. A new Star Trek campaign set in the old show period, but a new universe (before the release of the Abrams film.)

It was obvious, looking back, that I was desperate to find a job, save my family finances, and my mind was so addled by the pressures of these things, comprehensive exams, freelance writing jobs, and general unhappiness, that my mind could not alight anywhere with certainty. But this was where the core ideas for the current Hannibal Drake Hollow Earth Expedition,  Galactica, and the now on-the-backburner Supernatural campaigns got their start.

Then came the break in 2010. After a trip home to Scotland, I decided to fix my life. The notes become more orderly. Characters and plot ideas are mostly grouped together. There’s none of the frenetic quality of the early section of the notebook. Characters still get written and rewritten; they drifted from one player they were initially designed for to other players, sometimes new. Sometimes these changes made the characters better, as they turn out to be a better fit for the player; sometimes not. (Often the players let me design for them to create more cohesive characters for the campaigns [with their input, of course.]) Campaign notes get more pointed, more coherent, and I could see where the bones of the current, very good, BSG game were coming together. There were notes for new player contacts, a few that didn’t pan out, one that was excellent but is sadly looking to be headed for the past, and another that we are determined to find a way to keep, even though he’s GTT.

Cracking open the notebook gave me a look into my own thought processes — however glancingly — over the period of  2008-2011. It gave me some insight into my thought processes regarding campaign design: the intent of the games from a storytelling standpoint, the metaphors I wanted to use, the character types I wanted to see the players engage, and other ideas used and otherwise. Crack open those old notes every once and a while…you might rediscover something useful.

Monday we finished a short filler episode we started since the player of the ship commander was out at GenCon last week. The mission focused on a new PC, a Tauron marine staff sergeant who had been working as Colonial Fleet Special Investigations Division, Artemesia Largo.

She’s in the middle of getting introduced to her intelligence crew (she’s the intelligence NCOIC), and the other characters are going about their business. The ship’s command master chief, Ajax Giadis, comes across the chief engineer getting together a work gang to find a missing member of their team. Deckhand Reslou was posted to check and replace damaged life support sensors, requiring her to work behind the bulkheads in the tight, dark workspaces. It’s a lot of girders and the occasional catwalk, but it’s a hazardous place. A lot of the young kids don’t use their safety harnesses because it takes too long to clip on and off; people falling several levels is not unheard of.

The chief spots the FNG, Largo, and “hey-you”s her into aiding in the search. They find her body after half an hour of climbing around in the guts of the ship. (Of course, they find her; they’re in the credits!) She has been beaten sharply on the back of the head with a c-spanner, and fell several levels. She had then been dragged and deposited in an overhead air vent over a general storage locker. She is taken for forensics to the infirmary while the deck gang — the only people in the area — are held for questioning. The commander, in temporary NPC mode, assigns the CAG (a PC) to oversee the investigation, as he has uncanny instincts and they are in orbit around Picon with other ships and they aren’t running CAP.

The rest of the adventure is classic murder investigation. They don’t immediately interrogate  the 11 other members of the work gang. MAJ Muir, the CAG, is also ship’s chaplain and he chooses an unorthodox approach of doing “grief counseling” to get an initial read on the people. Only six have the right foot size for the boot marks in the oil and crud at the murder scene, only one transferred with the girl (she was only aboard for a week) from Scorpia’s Argenutm Bay Military Reservation. None are covered in blood (head wounds bleed copiously) and the perpetrator had obviously carried the murdered girl to her resting place. Two are Tauron and their tattoos suggest top her Ha’la’tha involvement, one is a massive “East German female weightlifter” type welder from Caprica, and the other is a bitchy Virgonian. Largo gets locked onto Deckhand Heraklea — a name taken by a lot of the Heraclitus regime after they were deposed following the Cylon War. Muir uses his Intuition to ask “is it Armov?” (the other Tauron.) The answer is yes…now they need proof.

The master chief heads up the search for the missing work jumpsuit that the murderer must have ditched in a relatively small distance from crime scene to their billets. They also turn over the victim and suspects’ lockers and foot lockers. In the victim’s footlocker, they find evidence that someone had taped a large amount of canaba inside for transit up to the ship. Drug smuggling — but was she a willing mule or no? They find the blood-soaked workvest in an access hatch behind one of the toilets in a general head not far from the scene, along with the c-spanner. The work clothes are Armov’s

With the evidence in hand, they go to arrest Armov — portrayed as a creepy, coiled spring sort of bad guy (think classic Russian mobster) — but he twigs they’re onto him, takes one of the other work gang hostage and tries to get to the launch bays, demanding a raptor. The characters give chase, bullets fly, and they manage to surround him. Largo puts a bullet through him, clearing the hostage, and Muir puts him down with a tight double tap.

Eventually, they find out from his Tauron buddy Heraklea that she was used unwittingly as a mule, but she discovered and flushed the canaba. Armov killed her for it.

 

When a gaming group gets a new player you have a few challenges to confront: do you just throw them in the deep end and bring them into the play in media res? Do you can an ongoing adventure to start a new one with the person involved? Do you craft an entirely new game, perhaps, to introduce them to the group, then bring them in on other ongoing campaigns?

We had a new player join us for out Battlestar Galactica game — the game they were most interested in playing — so I decided to go with a combination of the first two choices: There was already an ongoing adventure, but we were a a spot where I could do a “teaser” just for that character, to introduce the player to the world and the character to the other players. There’s a lot going on in the game, as anyone who has read the after-action reports can see. The character was brought in as a Colonial Fleet SID (sort of their NCIS) investigator that is aiding in the hunt for Cylon infiltration, but also to keep an eye on the commander (a player character) as the admiralty is suspicious of the constant coincidental links between him and the Cylons.

It was a pretty clean intro, but sometimes you just aren’t quite set up for an intro like that. Say you are in the standard dungeon crawl — how did the character get to be there? Did you “promote” an NPC (give the player an existing NPC?) Or are they mysteriously in the depths of a dungeon without having encountered all the monsters, etc. your party did? If so, how did they get there? IF they are traveling to a location, it’s a bit easier. There’s the traditional tavern meet and greet, but I prefer some kind of short side adventure — the players encounter some kind of evil or shenanigans the new player is involved with. They get convinced to go on this side mission with the new character. Easy peasy.

If you are very near the end of an ongoing mission — say right at the denouement — you could always shelve that last play session for a week or so, play something different to get the players comfortable with each other (I did this with the BSG adventure, as we were to the final fight in a Marvel mission), then come back to it if the new player is absent or there is another play time available without them. Another way to handle it to jump the characters to just after their last mission and assume success or failure. “Whew — that was a tough fight, but we slew the dragon and got the treasure…” or “I was sure we had that bootlegging gangster dead to rights, but somehow he got away…fortunately, we’ll get a lead through [new character]…”

When we’ve had a large number of players change hands I find I favor the create a new campaign strategy.

What’s your strategy for handling new folks?

This character is unique to our campaign, which is an “original” setting (or as much a one as supers campaigns get.)

I’ve been told our Liberty City campaign is a bit dark. The recent adventure, which featured the suicide of a security guard with the unfortunate power to release a power noxious gas from his nethers, aided in stopping a robery on a casino in the LC. Since the gas also affects dies, it ruined the carpets, paint, and fouled the air of the place badly enough the lobby will need to be refurbished…for that they fired him. It was a poignant scene and continued a theme I’ve been pushing — powers don’t make you smart, talented, or competent. The villains are still mostly idiots who can’t do much other than crime (and that rarely well), and the heroes don’t necessarily embace their gifts, or have them make their lives marvelous.

Here’s an upcoming villain that keeps that darkness going. The campaign is essentially a police procedural show with superpowers. In an upcoming episode, they’ll have a series of child abduction/murders that link into an FBI serial killer manhunt. They know very little, other than the suspect uses some kind of hypnotic weapon to draw in the kids. Only once has someone identified the perpetrator, and that agnet was killed with some kind of sonic weapon — possibly the same thing used to lure the kids. The FBI has dubbed him the Pied Piper:

THE PIED PIPER (real identity unknown)

Affiliations: Solo d10, Buddy d8, Team d6

Distinctions: Pedophile, Takes a Lot of Planning, Centuries of Experience

POWERS SETS:

Psychic Vampire

Lifeforce Drain: d10     Superhuman Durability: d10   Superhuman Stamina: d10

SFX, Psychic Vampire: On a successful life force drain test, shift the effect dice from the Pied Piper’s stress to the target. With an opportunity, can shift trauma from the Pied Piper to the target.

SFX, Memories!: With a successful life force drain, can trade 1PP for  the highest die from the opponent’s next action pool for his action or reaction.

SFX, Unleashed: Step up or double a Psychic Vampire power for a turn. If the action fails, the effect die goes to the doom pool.

Limit, Love of Innocence: When lifeforce drain is used on an adult, takes the targets reaction die in mental stress.

The Flute

Sonic Blast d8     Mind Control: d10

SFX, Come Hither: +d6 for each extra target and keep an extra die for effect.

Limit, Made for Children: 1PP and step the Mind Control effect down to d6 on adults.

Limit, Gear: 1PP and shutdown Flute. Needs to make a test vs. the doom poo or use an opportunity  to recover.

Specialities: Covert Master d10, Crime Master d10, Menace Master d10, Psych Expert d10

There’s the usual “You’re on a desert island, what 10 RPG books do you bring with you?” meme running through the interwebz. I decided to play along. Unless my desert island has power outlets and wifi connections for my iPad so I don’t have to choose, here would be the ones I “need”:

1. Victory Games’ James Bond: 007 RPG. Or at the very least, the GM screen, which is almost all you need to run the thing.

2. Margaret Weis’ Cortex corebookYou can pretty much run anything with it.

3. Margaret Weis’ Marvel Heroic RPG. My new go-to supers system.

4. R Talsoran’s Castle Falkenstein. With our house rules for combat, it’s a pretty solid game engine.

5. GDW’s Space: 1889. Combine it with the above and you’ve got a good setting and decent rules.

6 & 7: Exile Games’ Hollow Earth Expedition and Secrets of the Surface World (the period sourcebook with lots of nice rules addendums and gear updates.

8 & 9: Decipher’s Star Trek Narrator and Players Guides.

10: Margaret Weis’ Serenity. Used in tandem with the core Cortex book, you add some good, but very abstract, rules for spacecraft.

Notice the glaring omission of fantasy stuff..?

What’s yours..?

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