Berin Kinsman has a short post on the importance of character.  Like him, I’ve been a gamer for three decades — and while I can’t remember every character I’ve played — there are some that stand out, as well as some NPCs that stand out in a barrage of bit background players.  Stats, powers, whatever…none of them defined the characters (but bounded them within the confines of the mechanics).  The one’s I remember were living breathing people — at least in my mind; other players and friends’ characters that stand out do so for the same reason.

You don’t always have to have a fully fleshed out background to have a fully fleshed out character.  Look to TV characters for this:  Captain Kirk was a fully-rendered person, despite the fact we don’t know much about his background other than he was from Iowa, a bookworm at the academy, and had some family that seemed unnecessary, unimportant to him…his family was his crew.  Thomas Magnum…was in the Navy and served in Vietnam.  We don’t really know much more than that, save what was necessary for an episode plot (his wife from the ‘Nam, for instance…)  We know almost nothing about Malcolm Reynolds in Firefly, but his personality is so well fleshed-up, out responses and actions — even when surprising — always make sense in terms of what you’ve seen before.

Watching Caprica, it’s occurred to me that some of the aspects of their retcon universe work well for the role playing game.  While the original idea of the colonies being in one star system was taken from Ronald Moore’s blog posts, there’s no real onscreen stuff to counter the new (and more scientifically sound) idea of the colonies being in a star cluster or multi-star solar system.

I’ve always liked the star cluster idea, myself:  it gives the Colonies a reason to have created FTL systems, for one; it also provides more scientific realism (much as the map of the Firefly ‘Verse from Quantum Mechanix provides a much more believable setting that the original show did.)  There are some benefits, as well, to an RPG setting:

1)  It better explains why some other ships might have avoided contact in the initial Cylon attacks.  They might have been on survey missions, broken down with FTL troubles, or on training missions.

2)  With colonies scattered around a few stars — even if they’re only a few light months apart — there could be weapons caches, fuel depots, and other facilities that the survivors could raid to supply themselves to either run, or attack…

3) It gives surviving ships the chance to skulk about between the stars of the 12 Colonies, collecting intelligence, making hit and run attacks that are hard to track.

Battlestarwiki.org has started to incorporate the information from Serge Graystone’s Twitter account.  It’s worth the look.

UPDATE:  I slapped together a retcon’d “chapter” on the 12 Colonies.

…here’s 7 Seconds of Love with Love Me Like You Used To…

I’ve consolidated the better stuff for Hollow Earth Expedition and Serenity int their own pages in the Role Playing Games section of the site.  Also added links to posts with new cars, guns, rules for James Bond: 007 RPG on that page, as well.

2011 Mercedes SLS AMG

Made to evoke the 300SL Gullwing, the new Mercedes follows the tradition with…gullwing doors.  The cabin ison the tight side, with some impared visibility and the care is big making tight parking spaces a challenge.  But it has a 6.2L AMG V8 pushing 571hp and 479 ft-lbs. of torque and a 0-60mph of 3.8 seconds.  The seven-speed gearbox, with paddle shifters, is a bit slow on the changes, and the automatic setting is a bit twitchy on which gears it selects.  The suspension is very well designed, however, with electronic traction control that is superlative.

The body is lightweight aluminum and carbon fiber and has a curb weight a bit over 3500 lbs.  And it looks incredible.  Did I mention gullwing doors?

PM: +2   RED: 2   CRUS: 90   MAX: 197   RNG: 200   FCE: 2   STR: 7   COST: $500,000

GM Information:  The SLS AMG gains another +1EF on safety maneuver checks.

The web series I Hit It With My Axe…

Sasha Grey as Tiefling?  Duh..!

After posting a piece on porting over a rules set from d20 Babylon 5 2nd edition, I read this missive from UncleBear on mechanics vs. style of play.

He’s right:  you don’t necessarily need mechanics to make a game fit the genre you’re in, but if they aid the GM and players, or enhance the fun (did my influence test succeed all the way?  Or am I going to get a nasty little surprise later?)  The fleet level combat rules I posted some time ago for Battlestar Galactica (look in the Roleplaying Game Resources section of this blog) were based on fleet rules from the original Babylon 5RPG from Chameleon Eclectic (a strange set of mechanics, but one I actually prefer to the d20.)

If it helps play, or enhances the fun, house rules or borrowed bits from other systems are always a good idea.

In Mongoose’s 2nd edition of the Babylon 5 Role Playing Game, the designers added an interesting mechanic which my players found fun to use:  influence.  Since the B5 universe involves intrigue and politics, the players are assumed to have to wrangle, call in favors, etc. to find out information or influence people they do not have direct contact with.

The character has a certain number of influence points in various fields — military (their own or other), society, media, political organizations, or criminal ones.  This is added to 2d6 and any modifiers to beat a set DC.    You can use influence to gain access to equipment and resources, or to pressure groups to aid you in some way.  This latter bit is particularly fun:  say your an agent from the Earth Intelligence Agencyon assignment in the field and you have to find out who is the Narn agent in charge in your location is, and get him to give you information on a group you’re after.  You tap your Earthgov influence of 12, roll 2d6 (7):  the difficulty to get this information is not hard, but the exerting the influence through the Narn government might be.  The difficulty to get aid from Earthgov is 10 — easily passed.  EIA pressures the Narn government for the contact — DC12, since you are are going a step further from your initial contact, you take a 5 penalty on the original roll…and still pass the test.  The Narn AIC is alerted to your presence and need for aid.  He has the information you need.  Now if say, you had needed the Narn to get information from the group, itself, and the GM had set that difficulty at 10, the cumulative penalties (two steps from your EIA contacts) would have provided a 7:  the Narn does not have what you want, but does have some of the information you need to point you in the right direction.

We liked this mechanic, so I ported it over to my Cortex games:  Battlestar Galactica and Serenity.  Here, your test roll would be Intelligence+Influence (Bureaucracy, Politics, Business, whatever…)  If you have Contacts that are applicable, add that die (this is “Friends in High/Low Places” in Serenity, or “…in Strange Places” in BSG.  Political Pull might also be applicable…  Set the initial difficulty, with a step up the difficulty ladder per faction you must go through (another route to go would be to add a die step difficulty per faction…)  So if your trader in Serenity needs to get hold of a smuggler working for the 14K Triad for get access to his supplier of X, he would tap his own contacts — say the Brotherhood of the White Chrysanthemum.

He rolls his Int d8, Influence d6 and Friends of d4 for a 7+3+3: 13.  Tapping his friend in the BWC is an Easy (3), who talks to a frienemy in the 14K (Average, 7), who talks to the smuggler (Hard, 11), who does give you the name of the purveyor of X…you needed a Formidable, 15 to get his assistance and failed.  What you don’t know — the smuggler does want competition and informed his supplier you were coming…and that he should dispatch you with haste.

This mechanic would be easily replicated in most game systems.  In the Decipher Star Trek game, a Negotiate or Investigate test might start with tapping Starfleet agents on a world, have them talk to Romulans, then to whatever group/faction they needed to talk to.  Set the initial TN, then add +2 for each step the request goes through (with possible additions for interaction stance, etc.)  Or have the degree of success moderate how many groups can be influenced in a chain.

For Hollow Earth Expedition, you would use the Bureaucracy or Streetwise skill (plus whatever bonuses for Ally, Contact, Mentor, or Fame) to make these remote influence tests:  each step away from your Ally/Contact/Mentor would be a step up the difficulty ladder.  (Say your connections to the Council of German Jewry give you a Easy task of asking your friends in the CGJ to contact their people in Berlin about the disposition of a friendly agent.  That Average to get information from Germany.  But say you need them to get a message to the agent, who is currently under surveillance by the Gestapo…that might be Tough, as the CGJ needs to go to a Jewish sympathizer in the polizei to get past the SS.

It’s an interesting mechanic, and one that my players seemed to find a lot of fun.

2009 Moto Guzzi V7 Cafe Classic

This is a modern retro version of the original V7 of the 1970s, updated with modern technology.  Using the same 750cc mill as the Nevada or the Breva, the V7 is not exactly a racing bike.  The engine produces between 48 and 50hp, depending on the tuning, gives 41 ft-lbs. of torque to the 410 lbs. dry weight of the bike.  The gearing is steep and the bike will reach speeds of 120 mph if pushed to it’s limit, but it is happiest popping around town.

Where the V7 Cafe shines is reliability, maneuverability, and drop-dead sexy styling.  The 750cc engine has been around a while and all the kinks are worked out.  The shaft drive means less maintenance for the rider, and stable — if not spectacular — power delivery.  The flywheel, the shaft drive all pull the center of gravity low on the V7 Cafe, making it supremely maneuverable and easy to handle.

PM: 0   RED: 3   CRUS: 55   MAX: 120   RNG: 180   FCE: 0   STR: 1   COST: $9500

Airborne Bears to Find bin Laden…