I’ve been pretty lucky to have adult — psychologically, if not physiologically — at my gaming table for the last thirty years or so (Am I really that old!?!), so this hasn’t been much of an issue for my games, but judging from some of the gaming boards and Facef#$% — I mean Facebook — discussions this is not the case for others.

That most cootie-rific of issues: romance!

I’ve covered a lot of the issues connected to romance at the game table in a few posts from the past —

1) This was a response to Dom Mappin’s piece on Gnome Stew in which I discuss the issue of romance between players. While the piece still has some good thought and advice, my opinion on it has matured to a 1) It’s none of your business what the players are doing together, and b) It’s none of your damned business what the players are doing together…but it can still screw up a group’s dynamics.

2) As to romance between characters: Just do it. Especially if you are looking for good motivations for characters, or for a more realistic world for the players to game in. Which naturally leads to sex and romance — where do you draw the line? G? PG? R? NC-17? That depends on the players and the nature of the game.

As with anything, romance in-game means you have to know your audience — who are the players and what do they want or abhor? As to romance between players? It’s going to happen, and it’s none of your damned business.

While I was part of the initial playtesting, I hadn’t read the finished product until I had a little time on planes while running around the country on ‘vacation’ (seeing family.) Evil Hat has the print version in the final works, but the pdf is available through their preorder or Drive Thru. Behold! The dramatic reveal!

Robo-Cover-600px

The system is Fate, tweaked a bit for the universe of Atomic Robo, but the basic mechanics are unchanged. Character creation is fast and “no-math” — the player choses the usual concept descriptor, a couple of their modes (ex. Action, Science, Intrigue) and their skills lump under those. Those odes with the same skills stack, so a character with, say, a vehicles skill in three modes would place it under the highest mode with the +4, then add two more for the synergy with the other modes. It’s easier than it is to describe.

You can have a character slapped together in minutes and be playing, and the rules allow for tweaking your character on the fly, and whenever you hit a particular milestone connected to the adventure or character.

The main additions to the rules are in the area of “brainstorming” science ideas, in which the players get to use their skills to try and figure out a science conundrum, then the one with the best quasi-applicable idea gets to define how the bad guy or mcGuffin for the adventure works (“The giant ants were obviously created by radiation!”) As for the rest of the mechanics, it’s Fate. It you aren’t familiar with the mechanics, you can find them for free on the interwebz. Have a look, if your puny mammaliam brains can conceive it!

On to the book itself — it’s very well laid out, easy to read, and captures the flavor of Atomic Robo and the related Real Science Adventures comics very well. Explanation blurbs with pics of characters from the series help you understand the mechanics, or just amuse you. They have Dr. Dinosaur — that alone was work the price of admission for me. Do not question it!

The book does an excellent job of laying out the timeline of Robo’s adventures, describing the various organizations in competition, and has rules for the kind of support the organizations can provide and how the characters’ adventures affect them.

So is it worth the $35? How can you even ask that? It’s got robots, and science!, and punching…and dinosaurs and stuff. The layout and utility of the e-book is better than most , but I’ve got one of the final pre-release copies and the hyperlinks to jump around the book weren’t enabled yet. I assume they will be in the current or future releases. The substance? The new rules help capture the flavor of the comics, and the book gives a pretty decent introduction into the world of Atomic Robo for those who are uninitiated, but this book has a pretty specific demographic — fans of the comics — so they could always crack open the original material, if need be. The rule book is very good about pointing you and the right series and issue of the comic that ties to the material in the background sections.

It’s a buy, especially if you’re a Tesladyne booster.

UPDATE: I received the physical book today from Evil Hat. The $35 gets you the book and a free e-book download. The look of the pdf is preserved in the softback book, which has a nice satin finish to it, and is slightly smaller than usual for a game book at what looks to be a 6.5″x10.25″ aspect. (I didn’t measure it, but should be close.) Still worth it.

Looks like Matthew Vaugn, who brought us the excellent spy/superhero thriller X-Men: First Class, has delivered another comic-inspired movie. This time it’s the Mark Millar/Dave Gibbons Kingsman: The Secret Service…

 

Two weeks ago, I launched our new Hollow Earth Expedition campaign with an occult summoning gone terribly awry and straight into a fight with black-hooded wushu fighters that led to a high-speed chase through London on “hoopcycles”, as I described them. In reality, they are the Mono Wheel of Swiss inventor named Gerdes who built the contraption in 1935 (so period appropriate!)

HOOPCYCLES

Powered by a 980cc parallel twin motor from a motorcycle, the hoopscycle is a marvel of invention.  The vehicle has a single seat with a stearing wheel that operates a gyroscope, aiding in the maneuvering of the single wheeled craft.  It is incredible fast and maneuverable, and very very loud.

Size: 1   Def: 6   Str: 6   Speed: 110mph   Hand: +2   Crew: 1   Pass: 0   Cost: n/a

Here’s the real thing in action:

Ed. This contraption was originally featured in a post from 2010 during our Gorilla Ace! game.

Here’s the Dutch Euro-dance-crap band ADAM’s video for their song Go to Go. Here’s the ladies attempt to sing their song while using a vibrator. Its not the first time this schtick has been done. There was a series called Hysterical Literature of porn stars reading while doing the same thing.

Still — it’s a fun watch:

Lage Manufacturing builds custom accessories for submachine guns, and here they make the dreams of millions of geeks come true with a function replica of the Colonial Marine’s M4A1 Pulse Rifle called the MAX-41A:

Submachinegun component is a NFA registered SWD M-11/9 with an Anthony Smith style Suomi upper receiver. Magazine used is a Suomi “Coffin” magazine that holds 50 rounds of 9mm. No modifications or alteration of the M-11/9 lower receiver is required. Shotgun component is a NFA registered Remington 870 short barreled shotgun. BATFE letter was obtained confirming this is a legal configuration, prior to manufacturing.

The original Pulse Rifle was built off of a Thompson .45 submachinegun and SPAS-12 shotgun. In the film it was a 10mm caseless rifle with a 100 round magazine, and with a 30mm 4-shot grenade launcher. Considering there is the FRAG12 round out there, you could get darned close to the actual weapon…

The red band trailer of Seth MacFarlane’s A Million Ways to Die in the West.

Last week I finally got my new 1930s pulp game fired up. It’s been a few months coming, but the momentum in the Battlestar Galactica game was such that i wanted to push through to the “season finale” which allowed me to write a major character out as the player was leaving for San Francisco. I chose to use Hollow Earth Expedition again, although I was sorely tempted to use Cortex or the old James Bond: 007 RPG for the rules set.

One of the issues was trying to get the characters to mesh well. I’m the only person with a strong grasp of the period, so I did most of the heavy lifting on character creation for the players, weaving the history of the preceding years into the characters — two served in WWI together, the aristocrat character spent a lot of time in Africa with the “Happy Valley Set” — known for their promiscuous sex life, rampant drug use, and other scandals; and tying how the Great Depression affected them or their families. With the characters well established came the hard part…how to get them together?

There’s a few ways to do this — I like teasers that introduce the players to their characters in little vignettes that showcase their strengths, weaknesses, and basic schtick. (A classic one is the teaser in Raiders of the Lost Ark.) That seemed like it would suck up too much time in this instance, and several initial ideas fell flat. Another good way is to start in media res — where the story is already under way. Open with either an action sequence or some aspect of the story. The basic mission is either revealed during play, or the players were prepped for it before play. Most teasers start in media res, but usually don’t have a direct connection to the main story. I decided for the later, with the characters meeting at the Travellers’ Club in London after the “lead” — a tomb raider named Tom Steele — had already retrieved the item central to the plot.

This brings up the last point…what brings the group together? For a military or espionage setting, you can make that easy: they are assigned to a mission together. For a superhero game, maybe they’re part of the same team. What kind of mission would get an aristocratic occultist/pornographer, his two-fisted manservant, and an slick-dressing and talking American tomb raider who was tossed from Oxford together, then get them out to China? I tried a few different ideas, but they all fell flat. What I needed was what Alfred Hitchcock called ‘a McGuffin.”

What’s a McGuffin? This is the thing that brings everyone together for an adventure, and the characters can have different reasons for engaging with the object. The most famous is probably the Maltese Falcon. In the book and the 1941 film, the Maltese Falcon is supposed to be a gold falcon that has been painted black. All the characters get roped into the action because they want the falcon, or in the case of Sam Spade (Humphrey Bogart in the film), he’s a private dick hired for a case that starts playing all sides off each other. Rosebud, the sled from Citizen Kane, is another: “Rosebud” is the last word spoken by the lead character and a reporter tries to track down what it pertains to. The Death Star plans, the Lost Ark — these are McGuffins. They might be central to the action, a red herring, or something that is, ultimately, unimportant beyond being the impetus for the story (think the briefcase in the trunk in Repo Men, or the diamond from Titanic.)

While doing some reading, I came across an interesting bit of old Chinese culture — the “death jade”, usually a small carving of a cicada, which is supposed to take ones spirit to its final resting place (or close enough.) Some were alleged to be used to store the spirit until resurrection. I took this idea, fused it with another idea concerning the Huangdi, the First Sovereign Emperor, and his quest for the Elixir of Immortality. What if the Huangdi’s death jade held his spirit? What happens if it’s used in a summoning?

And there was the first night. Pull the characters together for a summoning at a common friend’s house in Hampstead Heath. The summoning, rather than being the usual excuse for drink and debauchery turns out to work, with the acquaintance being possessed by the spirit of the emperor. Before people can react to the glowing eyed possessed man, enter the competition — in this case a bunch of black outfitted wushu-fighting types. the resulting fight in the library of the country house was classic Hong Kong chop socky meets Indiana Jones. Of course the bad guys get the death jade, meaning the tomb raider (who has not gotten his full pay yet) has to go after it. The occultist wants it for the obvious power.

The fight led outside to a car chase with a bunch of the bad guys on “hoopcycles” — a one-wheeled “motorcycle” — through the streets of London, and down into the Underground. This long action set piece took most of the night and was a blast.

Who are the bad guys? I had a vague idea. Why do they want it? They can guess. This week, i get to fill out the particulars and get them started on their way to China.