From The Horror Channel:
12 February, 2015
Extermination: It’s Expensive
Posted by blackcampbell under Science Fiction, Television | Tags: daleks, doctor who |Leave a Comment
12 February, 2015
Heroism Ain’t What It’s Cracked Up To Be.
Posted by blackcampbell under Comic Books, Movies, Science Fiction | Tags: firefly, guardians of the galaxy, legos, star wars |Leave a Comment
11 February, 2015
After Action Report: Battlestar Galactica RPG
Posted by blackcampbell under Roleplaying Games | Tags: battlestar galactica rpg |Leave a Comment
The last two weeks saw the big denouement of our Battlestar Galactica campaign. In it, the fleet was stopped at Argos — site of ancient Kobolian colony, where the civilians were engaged in harvesting food and collecting livestock. After six months of running for their lives, the civilians don’t seem overly enthusiastic about picking up and looking for some mythic planet, Earth.
The humans have set up New Caprica — the new “capital” of the world, centered on one of the ruins of a city and surrounded by spacecraft which are providing housing, production, and protection as the pre-fab houses start to go up. The interim president is overseeing the half dozen or so “temporary” settlements from New Caprica, while their divine prime minister, ATHENA, has set herself up in the resurrection ship to keep an eye on the big production vessels and liners that cannot make planetfall. They are protected by a slice of Basestar 19‘s air group, but the majority of their firepower is off to assault Hades at New Ophiuchi.
The military mission does several jumps a day, using Cylon navigational data, and 48 hours later, launches an ambitious three pronged move on the forces there. A small group, led by a pregnant Six, and including PCs that were responsible for giving them humanoid Cylons (or “Seraph”) free will and ending their reproductive issues, attempt to win over the Seraph there with the gift of free will. It almost doesn’t work, but the skin jobs take the programming upgrade to free themselves of the domination of the Blaze. In turn, Hades — now aware something is wrong — sics the centurions on the humanoids of the “infected” basestar, and the other ships begin firing on it. The team jumps away to report their failure, and the main assault jumps…
…and horribly biffs the roll! “Their” Basestar 19 jumps into one of the two modern basestars and badly damages both so that they take several minutes to get into the fight. A judicious expense of plot points by the commander of Galactica saw her just avoid one of the older Cylon War basestars. Cygnus, their gunship, jumped straight into the middle of the “infected” basestar — destroying both immediately.
One of the player’s PCs, the CAG, lauched her forces right into the middle of a 6:1 dogfight, with the point defense of the nearest basestar and Galactica overlapping right on top of them. It’s a bloodbath for all sides, but they are able to nuke the older basestars out of the fight (and eventually, they’ll fall out of orbit…can you say “extinction event?”) In the midst of massive debris fields, raiders, kinetic kill rounds from Galactica and missiles from the basestars, the air group gets pasted.
On the surface, the other prong of the attack had come in at the same time as the political move to try and win over the Seraph. Landing a Cylon transport packed with centurions, led by the original version of ATHENA, Threes (the lead being NIKE), Fives (led by ARTEMIS), and Sevens (the lead being ARES), Eights (led by POSEIDON), and with a contingent of Nines (these are our Leobens) led by HERMES and a PC who has had visions of this battle, the ground assault attempts to infiltrate HADES’ operation to awaken a shard of the Titan HECATE.
The resulting fight is a classic James Bond underground base style fight — centurions and Seraph on both sides blazing away. In the middle, Hermes (in the body of a Nine) managed to get to a control system and cut power on the massive commandstar on the ground. (The bad guys were using it to try and access the shard.) Athena and Hades have an impressive god on goddess fight that winds up with Athena revealing her angelic nature, buring Hades to a cinder, and many of the nearby combatants. she pulls him into the shard, which goes active.
The Nines, led by the player’s character rush into the shard after them, seeking to answer all their questions about existence. As they do, he can almost see the three faces of Hecate regarding them impassively. In they go, never to be seen again…
The battle in space is finally won at high cost by the players. The first night of this story ended there.
The second night (Tuesday) saw a “talk about our feelings” A story and an intriguing mystic B story. The night revolved around one player’s troupe of characters (the other was away on business…), and saw the CAG trying to come to grips with the loss of half her people, the need to use more Seraph, and her attempts to reorg her air group to be ready for combat. There were scenes with the injured in the infirmary, with the mundanities of moving their assets to be able to use them, as well as a wake for the fallen pilots.
The B story was the push portion of the “episode” — back at Argos, a resurrection tank goes active an pulls together a Nine…but without a download from the “soulstone”, long dead when the Blaze was first bested. The player’s Nine emerges, his memories of what happened when he ran into the shard somewhat muddled, more a dream than memories. He is at peace, calm, determined, and as a prophet, has been given the chance to spread the Truth. He and the copy of Athena on the ship discuss “God” and the rules — the importance of intelligent life, the inevitable evolution of the same toward god-like creatures (like her), and the inviolate nature of causality. He also knows they should continue to Earth, which is “being made ready” for them. He doesn’t remember much more than that.
This surprisingly filled the second night quite nicely.
Next week, Galactica returns to Argos, there will be big politics trying to get the people to up and move to Earth — several more months away — and trying to integrate the two peoples while retaining the stability of their weakened society.
Oh…and Earth.
24 January, 2015
21 January, 2015
Quick Review: Wild Talents
Posted by blackcampbell under Roleplaying Games | Tags: one roll engine, superhero rpg, wild talents |1 Comment
So, there’s the chance of a second game group and a day of play in the offing for me. After some
blathering at each other, we’ve seem to come to the conclusion a superhero campaign might be the best received. The GM is looking to do a gritty superhero game. The idea seems to be to shoot for a The Dark Knight Returns sort of flavor.
The system he’s suggesting for the action is Wild Talents — a superhero game by Arc Dream Publishing from back around 2006. It was a follow-on game/setting to Godlike, a “gritty superhero game set in WWII” that prided itself on losing the spandex. Wild Talents had some good talent on it. Wild Talents is being pitched on Arc Dream’s page as leaving the characters more vulnerable physically and motivationally. “All too superhuman” is the catch phrase, which implies a game where the character’s are “appropriately” angsty and “realistic.”
I’m reviewing the ebook, as I don’t have a physical copy. The layout and look is good, but the writing is a bit dry. As to the system, it uses the “One Roll Engine” which is, I suspect, an attempt to speed play and make it easier. It might play that way (haven’t actually played yet…), but it reads as paradoxically complex for a single roll mechanic.
It’s a dice pool game. Collect d10s according a skill or power rating. You look for matches. The highest matched dice is the “height” — how well you succeeded, the number of matches is the “width” or how fast you succeeded (or did damage in combat.) There’s a difficulty scale from 0-10, and the situational modifiers pull or give dice. for simplicity sake, you are limited to rolling no more than 10 dice. Sounds easy…;til you get to dice “types”; there’s a litany of them — regular, hard, and wiggle, penalty and gobble, and you can add expert or fixed or squishy dice… Hard dice do a fixed result, wiggle can be modulated in their effect by the player; penalty and gobble dice are tied to difficulty — losing dice due to a situation, or losing their number of matches if they are beaten in a contest.
It could be an easy set of rules to play, but reading the book, it doesn’t come off that way.
Characters have six stats that can have regular, hard, or wiggle dice. There’s skills. The powers are hyperstats (superhuman stats), hyperskills, or “miracles” (powers.) The dice ratings are linked to examples of how much you could lift, how smart or persuasive you are, etc. Powers have flaws, pretty standard for supers games.
Combat is pretty straightforward, if you find the basic mechanic straightforward. There’s also a ‘damage silhouette’ with a certain amount of boxes of shock or lethal damage you can take.
There’s an alternate history for the campaign at the end that isn’t bad, and allows for a universe in which supers haven’t just shown up.
Overall, the basic idea of the “realistic” superhero game is pretty hard to pull off. If you’re going to add in actual powers, instead of just playing Batman, these assumptions won’t play very well with creatures like Superman or Wolverine. Verisimilitude is going to come more from the universe, than how “messed up” the characters are going to get. The One Roll Engine reads as terribly clunky, but I suspect this could be an artifact of the description of the mechanic in the book — I’ll hold judgment until it’s played.
Substance: The setting is well fleshed out without being too restrictive, and the rules cover the necessaries for playing a superhero game: 4 of 5. Style: the layout is good, the art is darkly atmospheric, in keeping with the style of the setting, but is average “game art” quality. The writing is surprisingly stilted and occasionally confusing for the people they had on the book: 3 out of 5.
Is it worth it? I honestly don’t know yet, but based off reading the game, if you want a “realistic” superhero game where the characters will get mashed up instead of riding through a lot of fighting — almost the antithesis of a supers setting — you could find a system for modern settings that accounted for, or could be adapted for, lower level powers. If you’re looking to do four color or even The Avengers cinematic-style supering, I’d suggest looking elsewhere.
Postscript: When I decided to take a crack at a “realistic” superheroes game, one of the things I also did was to make supers a historical artifact — we bent history to include alternate events with supers involved. Instead of going for the “look how real this is; the characters really get hurt!” angle, I went for more social restrictions. Sure you can knock down a building with your bare hands, but can you afford the lawsuit? Do you have a license to use your heat powers as a welder? does you wife know you were out all night fighting the sexy supervillainess? Shame you didn’t bring allies to back you up that nothing happened! This universe assumed the supers were willing to most act inside the law, but there were hints that most the governments of the world were just blustering and hoping these new gods wouldn’t just run roughshod over everything.
Should be interesting to see someone else’s take on supers.
17 January, 2015
New Weird Mode for Atomic Robo RPG
Posted by blackcampbell under Roleplaying Games | Tags: atomic robo rpg |Leave a Comment
Something I’m cooking up for the 1950 and 1970s period of our Atomic Robo game:
WHEELMAN
The wheelman is an expert with a vehicle (usually car, truck, boat…) and is often hired to get people in and out of a mission safely. The thought here is to emulate the bootlegger turned racer or getaway driver.
Skills: Contacts, Mechanic, Notice, Vehicles
Improvements: Specialize two trained skills.
Sample Stunts:
Duck in That Alley!: For a Fate Point, use Vehicle instead of Stealth to hide from a pursuer.
Just a Good Ol’ Boy: +2 with Vehicle skill to create an advantage when attempting a fancy stunt.
Peddle to the Metal: +1 to vehicle test when overcoming in a chase.
Rev’ It: Use Vehicle instead of Provoke when in a vehicle.
She’ll Hold Together: The vehicle driven has an Armor: 2.
17 January, 2015
Fox Responds to Success of Guardians of the Galaxy
Posted by blackcampbell under Movies, Science Fiction, Television | Tags: firefly, fox tv, guardians of the galaxy |Leave a Comment
15 January, 2015
A New Year, New Games
Posted by blackcampbell under Life Unconstructed, Roleplaying GamesLeave a Comment
With the new year now kicked off and our Battlestar Galactica game in the final stretch, I’ve been hardening my choices for running a game after the end of Galactica and the main contenders are:
Atomic Robo — It’s Fate, but I like the ability to do a variety of genres under the banner of pulp adventure. The idea is to have a modern team whose adventures spur a flashback period adventure that will ultimately affect what the modern team is doing. I can do ’30s pulp, WWII action in the Captain America vein, 1950s-80s Cold War spy-fi, with some ’70s blacksploitation and ’80s Miami Vice vibe, 1990s computers and rogue states spy-fi, and 2000s terrorism stuff with a science backdrop.
Space: 1889 — Having pretty much given up on seeing the Revelations of Mars book for Hollow Earth Expedition anytime in the near future, I’m looking at this old classic. I haven’t run this setting in over a decade and I kinda miss it. Now the question is if I use the Ubiquity rules from Chronicle City, or Cortex, which the group likes and is used to from Battlestar Galactica.
Playtesting of a certain new version of a certain spy game named for a certain British superspy — I’m looking at getting to playtesting of Double Aught this year. The campaign might revolve around a private intelligence and security agency that gets hired by governments to do the stuff they can afford to get caught doing.
On top of these choice, one of our number is supposed to be running a supernatural horror game.
On to the next adventure!
15 January, 2015
After Action Report: Battlestar Galactica RPG
Posted by blackcampbell under Roleplaying Games | Tags: battlestar galactica rpg |[2] Comments
Tonight was one of those nights where it seems nothing and way too much happened in the game. We continued on from the last session where the fleet had found an old colony world of the Kobolians, Argos. They investigated, retrieved some DNA-based data storage, including the DNA and mind-states of six Lords of Kobol. Their resident lord, Athena, is unsure they should reconstitute them. She doesn’t think that waking thousands of years later to their culture destroyed will make these “gods” each to manage.
But they also have two other big problems: Argos is a habitable world for a tired fleet. The civilians are ready to give it a go on this uninhabited, but habitable world. The civilians want to stop. The second: they have found out the Blaze — Hades — escaped the destruction of Kobol and is regrouping with the remnants of his Cylon followers at a nearby world the humanoid Cylons (Seraph, as they are now known) “recovered” 200 years ago by force. A recon mission shows four basestars, and on the surface, Hades’ commandstar (a super-basestar, if you will.) He is conducting some kind of operation at the ruins of a large city centered on a huge skyscraper. Athena thinks he might have a shard of a Titan (a Ship of Lights) hidden there.
There was a lot of character interaction, including a dream sequence for the Leoben-ish character, who dreams of a great battle under the three faces of Hecate between centurions and Seraph on both sides, and Athena and Hades. In the end, Athena reveals herself to be an angelic creature — wings and all — who burns away Hades (and everyone else.)
A plan of attack is formed. They had established that the Cylons can imprint new memories and consciousness on those Seraph bodies still in storage on the resurrection ship. Also, their recon vessels are not being identified by the Cylons at the Blaze’s rally point; the centurions cannot tell the humanoids apart. Athena is going to implant new Seraph with the memories of her fellow lords, slip into Hades area of operations on the ground, and stop him before he can recover the shard and either become a real threat again, or worse…if it’s from Hecate’s body, possibly attempt to break causality (the only real immutable law of existence) which could go so far as to unmake everything.
Meanwhile, the fleet — Galactica leading Cygnus, their pocket escort, and Basestar 19 — will hit the Cylons in orbit and when the time is right, nuke the grounded commandstar. If they pull this off, they destroy the Blaze forever, and end the Sacred Cycle once and for all.
To do this, they are taking the massive risk of leaving the civilians at Argos, with only a few squadrons of rebel raiders and heavy raiders for protection.
Monday: the denouement of a four year long campaign.
15 January, 2015
Need a Name?
Posted by blackcampbell under Roleplaying Games | Tags: gamemaster tips, player tips, Roleplaying Games |Leave a Comment
Here’s a site with a nice random name generator for RPGs. Pick the gender and the general nationality and hit generate.

