Since I’ve swapped over to a Mac there’s been only one thing keeping me from truly enjoying the new computer — the lack of support for WordPerfect.  While the venerable old word processing program is completely overshadowed by Word — which with the 2007 version and later has finally caught up to the functionality of mid and late-1990s WordPerfect — it’s still a go-to program for a lot of writers I know (and strangely is a standard for legal briefs.)  WordPerfect allowed for fast and easy formatting of documents, especially once you could customize the button bars to do all of the most common tasks in your documents.  It handled graphics and table integration much better than Word until the latest iterations, and on par with Pages.

There are a few options for accessing your old .wpd format files on the OSX machines — there’s OpenOffice, an open source legacy program that is fine enough, save for not reading WordPerfect graphics in a file, and the whole re-formatting your layout it tends to do.  Oh…and on a Mac it’s bloatware — 425mb on my Air.  But it’s free…

You can jump through hoops trying to either run it packaged in WineBottle — essentially an emulator, of sorts; or you can set up virtual machines or get emulators to run an older version of the Mac OS on your machine.  I tried a bunch of these options and none worked well.

Then there’s AbiWord, another bit of freeware that takes up 38mb on the Macbook, runs .wpd files with the correct formatting but not — once again — the graphics.  Did I mention it was free?  And that it’s not a bloated pig of a program?  Well, it’s free and not a bloated pig of a program.  It also lets you set up button bars a la WordPerfect.

There’s over a decade of files I have languishing on an external hard drive waiting to be accessed, and now I can.  Merry Christmas to me!

A few weeks ago, I bought a motorcycle I’ve been lusting after since it debuted: the Triumph Street Triple.  I’d bought a Speed Triple a few months before they announced the wee Trip, and after my first ride on one, I knew that eventually I would be trading down from the 1050cc motor.  Initially, I was aiming toward buying the R version with the “improved” suspension and brakes, etc., but got lucky enough to find a killer deal on a Striple at the local shop (PJ’s Triumph Ducati Husquevarna in Albuquerque — best motorcycle shop in town!) and got a great trade in for Dionysus, my old Roulette Green Speed Triple.

The specs on the Street Triple compared to it’s bigger brother don’t tell the whole story.  The 675cc triple motor is well-made, powerful and torquey, but the big difference is the weight:  the Speed Triple weighs in at about 470 lbs. fully fueled, etc.  The Street Triple tips the 400 lbs range fully loaded.  (With my Two Brothers carbon fibre exhaust, I’m under the 400 mark.)  You lose about 25hp (105hp for the Street compared to 130hp for the Speed) and 28 ft/lbs of torque (50 ft/lbs vs. the Speed’s 77.8 ft/lbs.), but this is offset by the svelte Street Triple frame.

The Street Triple is also lower by an inch, and the weight is lower in general in the bike — this makes the little Triple much more maneuverable with dramatically less effort, than the big brother.  Off the mark, there’s little difference in the acceleration, and at highway speeds, the Street Triple is only a bit less capable for a quick passing maneuver than the Speed Triple.  (I could dust off cars with a slight flick of the throttle in sixth gear with the Speed…the Street will do it, as well, it just takes a second or two more.)  The Street Triple, however, does feel the wind a big more than the 1050; side gusts it takes in stride like the Speed, but head up into the wind, you can feel the Street Triple straining a bit at highway or faster speeds.

The instrument cluster is a bit more complex than the Speed Triple, but is quite handy.  Your odometer only displays for a few seconds at start-up.  Since you only normally use the odometer to gauge when the next service is (or at least, I do), this isn’t a real problem.  The instruments default to your triptych  (Trip 1 — there is a Trip 2, as well.)  You can cycle through miles traveled — handy for keeping track of your fuel — the average gas mileage, the current gas mileage, and the time riding.  There’s a clock in the upper corner of the display that can be set to 12 or 24-hour time.  Speed is here, as is your gear indicator (handy!) and temperature gauge.  As with the Speed Triple, this bike uses a series of graphic bars to tell you the temperature.  I hate this particular feature, as I don’t want to try and count bars while moving.  The tachometer has a subtle backlight to the face, and a lit arm that looks great at night.  There is also a programmable set of 6 LED bright blue lights to aid in shifting at the top of the cluster.  A lot of riders just shut that off, but I have it programmed to give me an estimate of how fast I’m going without have to look at the speedometer.  Set to 7000rpm, one light is legal highway speeds in town (65mph), three in highway outside of town (75mph here.)  The lights start flashing at 7000+ rpm, about 85+ on the bike (or “get a ticket” speeds.)

Overall, the bit of raw power you lose stepping down to the 675cc motor is more than compensated for by the lighter, lower frame and high flickability, as well as the ability to flat foot the bike at a stop light.  You get the same great, stripped-down look, as well as that Triple whine harmonizing with the exhaust note: lovely music.  You gain about 5-10mpg on fuel usage, depending on the fuel map, and the 4.6 gallon tank is same size as the Speed Triple — you will get 200 miles or so out of a tank of gas.  (The reserve light cuts in at three gallons — usually around 145-155 miles on the trip meter.)  All things considered, I prefer the Street to the Speed Triple.

Here’s Hecate, my new bike.  The Two Brothers exhaust and mapping for it give her about a 6hp and 8 ft/lb. boost to her performance, while losing 10 lbs. to the overall weight.

For over a decade, one of my favorite settings for a game was a speculative fiction Victorian period (I’m not a big fan of the “steampunk” term.)  From Space: 1889 to Castle Falkenstein to Victoriana, I had some 19th Century campaign running until about 2006 (mostly because i started running Serenity — which is sort of like Victorian sci-fi, but with modern science…)

I tend to use a lot of actual history in these games — it’s actually why I went into history; I tend to heavily research things for games, from big issues and events down to the sorts of advertisements you would see, clothing styles, etc.  There are a few books I’ve found indispensable for a Victorian-period campaign:

“The Big Green Book” as I call it: Chris Cook & Brenden Keith’s encyclopedic British Historical Facts: 1830-1900. New York: St. Martins, 1975.  This covers the major laws, political figures in the various governments, the colonial administrators and ambassadors of HM Government through the Victorian period.

Byron Farwell’s Queen Victoria’s Little Wars.  New York: Norton, 1972.  This covers all of the major and minor wars of the period and is a good beginning source for understanding the personalities and events of the era.

Thomas Packenham’s massive The Scramble for Africa. New York: Random House, 1994.  The Indian subcontinent is always important, but after 1876, Africa is the real hot spot for exploration and adventure (and intrigue!) in the late Victorian period.  His wife, Valerie’s Out in the Noonday Sun is more concerned with the Edwardian period colonial administrators in the Far East, but it still has plenty of good material for a game.

Much of my campaign involves high intrigue and espionage, which means upper middle class and aristocratic characters — for that world, the best source I’ve found is Anita Leslie’s The Marlborough House Set.  New York: Doubleday, 1972.

Wolf von Eckardt, et.al. Oscar Wilde’s London. New York: Doubleday, 1987 covers the more bawdy side of life in the capital.

I’m going to also throw in a shameless plug for my The Smoke — a London sourcebook for the Victoriana game line and the less setting specific London sourcebook for the Imperial Age game line.

For the America of this period — the Wild West — the tremendous Aces & Eights RPG has all manner of intensive research on how cowboys made their money, what the Western society was like, and other than the alternative history aspect, easily lends itself to coopting for your campaign.

 

Scott and Susan Rhymer…

 

I’ve launched myself into a project to distract me, when needed, from the dissertation work.  That project is a revision of some of the rules from the old James Bond: 007 RPG from the 1980s.  The project has been taking on a greater life, however, as I find myself scrapping some of the old rules, rewriting others, and generally turning the venerable old standby for my espionage or modern games and turning into a new game system.

Some of the changes include new rules to emulate the change in action movies — specifically adding martial arts specializations for the hand-to-hand combat, “spray and pray” style gun fu for the fire combat, and a new initiative system that matches the bidding of the chase rules — making the action sequences consistent and ridding us of the d6 that always felt pasted on to the d100 of JB:007.   The effects of your Speed rating are being reworked, as well, to fit the modern action movie style.

Fields of Experience are being reworked to have mechanical impact in gameplay, interacting with the skills — in the original system, they were an ad-on, essentially skills that players didn’t want to spend character points on.  FOE will be more of a specialization that can impact one or more skills.

Skills:  First Aid will become a skill you buy.  Connoisseur will become a Field of Experience, as will Photography.  Skill ratings, and attribute ratings are being tweaked, as well.

Weaknesses had little impact on the character that I saw in game play with the old system.  There are now actual mechanical effects from weaknesses on the ease of tests, etc.

Hero Points — originally, the game had you earn HP for an excellent success, now you will gain HP for playing your strengths and weaknesses, for ideas and actions that help the plot along, as well as excellent results.  This will allow the character more opportunities for Hero Points.

Gear will get a face lift.  Cars are a lot more performance oriented, so the stat will be reworked to match the realities of modern vehicles.  Weapons will see changes to more accurately reflect the real world.

The goal is a modernized system that still keeps all the things that made JB:007 great, while making it a bit more robust and also backward compatible.

In honor of the holidays — here’s the Kinks:

Evening in Albuquerque…

 

All taken within three minutes of each other.

 

Started my new Hollow Earth Expedition series “Thrilling Action Stories” last week with the new characters involved in tomb robbing and espionage in “the Pearl of the Orient”, Shanghai.  (I found some fantastic resources online, like Tales of Old Shanghai.)

The characters are a Steve mcQueen-esque tomb raiding scoundrel archeologist, a handsome, action oriented brick…with about that much in the brain trust adventurer, an 11 year old street urchin (think a female Short Round), and a half-Chinese Kuomintang-connected member of the Green Gang and nightclub owner.

The first issue of the series brought Dr. Hannibal Drake and Jack McMahon to Shanghai by way of Hong Kong.  Drake has discovered the body of the famed admiral Zheng He — not buried at sea, but instead on the Malabar coast.  He and Jack link up in Hong Kong, where a deal to sell the cadaver and his casket goes badly, so they take it to Shanghai to try and get the nationalist government to buy it.

Meanwhile, Roland Kessik — half-Chinese son of a Jardine, Matheson & Co. lawyer — has found a mole in the KMT structure that was getting his gun shipments intercepted by the Japanese squad of the Shanghai Municipal Police. Through the street urchin Shanghai Sally, Kessik stops Wen Wo — an archivist in the KMT offices in Nanjing — from selling more secrets, and an ancient book and court papers, to Japanese agents.

After Kessik has turned over the Japanese archeologist they nabbed and Wo to Du Yeushang, the Green Gang head and a KMT general, Kessik is back in the nationalist good graces.  But he keeps the book and papers, intrigued by what the Japs wanted.

Enter Drake and McMahon — they have Kessik’s name as a contact to try and move the admiral’s remains to the KMT.  He agrees to broker it, but aks Drake to have a look at the book.  It is an original copy of the Bencao Gangmu — a famed medical treatise from the 1500s.  More importantly, the court papers reveal that the Kangxi Emperor had used the techniques in the BG to punish a court official (or so they currently think) guilty of treason to the “Arabic process in the Bencao Gangmu“.  Drake realizes that this is the holy grail for his gradute advisor back at Columbia, for this can only mean that the Kangxi Emperor made this felon into a mellified man!

I’ve started working on tweaking the James Bond: 007 rules set, starting with trying to make fields of experience and weaknesses more interesting mechanically (search the site, there’s a couple of posts but it’s Sunday morning and I’m to lazy to link to it this moment) and now turning my attention toward the combat system.

One of the more interesting and fun mechanics (but also a hard one for new gamers to grasp) is bidding on initiative in chases.  It allows the players to craft more intense and dangerous chase sequences for their (and your) entertainment. I propose that bidding be streamlined (we’ve had bidding wars go from Ease Factor 8 all the way down to EF1/2…it gets a bit slow.)  Here’s the idea:  the GM sets a base bid for the NPCs, then the players respond (if there are multiple vehicles involved they may either agree to bid the same, or each bid themselves.  The NPCs get a chance to stay on their original bid or try to best the players.  The players get one last chance to underbid the NPCs.

Example:  James and John are on motorcycles, trying to catch the villain in his Jaguar XK8.  The villain has a fast car with good acceleration and decent cornering (PM: +1)  He bids a 6 (with the PM he’ll test against EF7…almost certain make the test successfully.)  James and John are on a Triumph Speed Triple and Yamaha R6 respectively — both get PM: +2 for the test — and John has a better skill in Driving (but has terrible luck rolling on tests like these.)  James bids an EF4 — he’s gunning the Speed Triple for all she’s worth and dodging traffic to get in close.  John decides to redline the R6 and wheelies the Yamaha through the traffic with an EF3.  James doesn’t really want to go that low on a two-wheeled vehicle.  The villain counters with an EF2 — he’s weaving through traffic and even goes into oncoming lanes, taking a hard left at the first light they approach.  Bikes…they don’t turn so well at high speed…

John really wants this guy — he punches it and bids EF1, but James decides to back off and let the villain go first.  John rolls his Driving with a PC18 at EF3 (thanks to the R6’s PM) and needs a 54.  He rolls a 67 — he’s going to fail.  He tests his safety roll since he failed (and would have since he was under the bike’s REDline.)  He needs a 54 and true to form rolls 78.  He weaves through traffic, guns the bike into a wheelie — and looks great! — then had to break hard for the turn as he gets alongside the Jaguar…and locks the breaks.  The R6 throws him for a medium wound to him and bike!

The Jaguar takes the turn, the bad guy gets an acceptable success and slews the car around the turn in a screech of tires and plume of smoke as he burns rubber.  James needs a total of EF6 to stay with him.  His patience, backing off a bit, letting the others get stupid, allows him to hook the turn on the Speed Triple at EF8 on his Driving of 15 (90 to succeed) and gets a 32 — a good result!  He’s closed the distance from long to close….

Now let’s extend this bidding system to initiative…there’s an old saying in the gun community: Better to be accurate than fast.  In this case, the bidding is applied to your combat tests and allows us to ditch the pesky d6 that has always been (to my eye) out of character with the percentile nature of the system.

In this case, the villain decided to do the classic jump out from behind cover, snap off a few shots and jump back to cover.  The GM decides this is an EF5 bid for the villain.  He has a Speed of 2 — if he wins, it’s an EF7 to try and hit the boys — James and John — before applying dodging mods, etc.

James is going to do the knee slide behind the nearest cover — say, a 55 gallon drum (yeah, we’re in an abandoned warehouse for the denouement) — and bids EF4 (with his Speed, it’s EF6 if he succeeds).  John on the other hand is going to haul ass into the fray, using a convenient set of pallets to leap into the air, double-guns blazing, screaming “aaah!”  That’s an EF3 John decides.  The villain isn’t going for it.

John goes first and with his Fire Combat PC18 rolls a 68 and 44 on his pair of 1911 .45s.  One shot bangs off of the big industrial-looking circuit breaker box the baddie is hiding behind, the other clips him in the slightly exposed shoulder.  James goes next — sliding across the floor to cover and rolls 90 and 81 on his Fire Combat PC17:  with the cover knocking his EF to 4, he misses.  It looked good, but was wholly ineffective.

The bad guy goes for it, jumping out from cover and snapping a few shots at the most obvious target — John sailing through the air and screaming “aaaah!”  He has an EF7 before we apply dodging mods for John — EF5.  He has a PC14 for his Fire Combat:  75 and 51.  The first shot goes high and blows out a window on the second floor of the abandoned warehouse/steel mill/whereverthehell we’re shooting this movie and the second clips John with an acceptable success.  On the DC: F of the baddie’s Glock 17, that’s a light wound.  After the bike accident earlier in the session, John’s character is getting seriously tashed up…

This is a preliminary version of the combat bidding I’ve been working on, but a more mature version of it might be coming to a blog — or possibly a game book — near you.

Ordinarily, i don’t tend to bring a lot of my personal life to the blog beyond the most basic bits.  I’m a “don’t air your dirty laundry in public” sort — very Scottish.  But tonight was a good night at the gaming table and represented a closure of sorts for me.

For 19 years, I’m had one constant at the gaming table — my ex-wife.  Even after our divorce, she was back at the table for a few months before she finally wrote me off after the announcement of my impending fatherhood.  Completely understandable, and completely expected.  She took with her one of my friends of 17 years.  He had been increasingly erratic in his behavior for a while before our divorce, and while I’m sure he would find a way to blame me, it was simply that he was a miserable bugger that wouldn’t shift himself to fix his life.  It seeped into every aspect of his life, including gaming.  He stopped being fun to hang out with years ago (but then again, so had I…)  A few others picked sides, as well, which is also understandable and in one case expected.

This happens from time to time.  You’re gaming group might collapse.  It might not.  In my case, three of the core players and friends — and that’s usually where the strength of a group lies…you have to be friends first — stuck it out.  Tonight was our first gaming session without two people they’d played with for seven or so years, another that was with us for, on and off, three.  Half the group gone.  It could be sad, or we could move on.

We did the latter.  My fiancee joined us as well, her third or fourth time playing.  I crafted a new universe, a new campaign — in this case a Hollow Earth Expedition game set in Shanghai and revolving around a search for a mythical mellified man (google it, it’s a good McGuffin!)  Characters included the unscrupulous archeologist/tomb raider, the vain and slightly stupid playboy adventurer, a mid-level lieutenant in the Green Gang with ties to the Kuomingtang and an 11 year old street urchin thief working for the gangster.

We had dinner (I made a killer pot roast), we chatted about things, then got down to play.  My girl dropped into the group well and they treated her like she had always been there, and the rest of us continued to mess like nothing had happened.  For me, it was a bittersweet to not have the usual gang around, but life changed you, your life, and your group.

This is shaping up to be an excellent campaign and group.  Game on!