Showing posts with label x-plorers. Show all posts
Showing posts with label x-plorers. Show all posts

Friday, May 22, 2015

KLOANE WAR KNIGHTS - Intro

KLOANE WAR KNIGHTS

Created for and compatible with Dave Bezio’s X-Plorers™ under the X-Plorers Trademark License.

INTRODUCTION

Welcome to KLOANE WAR KNIGHTS, a game supplement for use with Dave Bezio’s X-PLORERS™ role-playing game. This supplement is not a “stand alone” game product; you will need a copy of the X-Plorers RPG to play in the setting presented here. You should be able to acquire a copy from your local game shop; you can also purchase it on-line from Brave Halfling Publishing and its distributors.

Like the basic setting found in X-Plorers, Kloane War Knights is designed to help players experience games of interplanetary adventure. Unlike the basic setting of Mr. Bezio’s book, Kloane War Knights (hereafter abbreviated KWN) takes place far away, in a galaxy very different from our own real world solar system. It is heavily influenced by literature of the space opera genre, especially those that feature swashbuckling action, interplanetary conflict, and psychic heroes, like the Lensmen books of E.E. “Doc” Smith. In addition, the author grew up watching the films of George Lucas, and the visual impressions left by them have undoubtedly colored the “look” of space opera in his mind’s eye. The author gratefully acknowledges a debt to both these sources, in addition to the many other authors and filmmakers of the space opera genre, all of which have provided some measure of influence and entertainment over the years.

Experienced gamers may wonder why bother with yet another hyper-warping, space opera RPG when so many other games have been created for the setting over the years. The answer lies in the simple elegance of the X-Plorers game, a system easy enough to pick up and play quickly with very little effort or learning curve, providing the necessary mechanics to facilitate play without “bogging down” in hundreds of pages of rules minutia. Character generation is fast and requires little forethought compared to other “rules light” systems, yet remains open enough to add extra “color” should a player desire. The author’s objective is to maximize actual play with minimal effort; Kloane War Knights simply develops and expands Mr. Bezio’s basic system with a few additional rules based around a fantasy space opera setting in a fictional galaxy filled with weird aliens, dark empires, and strange psychic powers.

Hopefully you’ll enjoy playing as much as the author (me) enjoyed writing it.

KLOANE WAR KNIGHTS: THE SETTING

Another time and another galaxy, a long way from here…

The GALACTIC REPUBLIC has stood for untold millennia, indisputable evidence of the ability of sentient species to coexist despite being spawned from more than a million divergent evolutionary tracks on nearly as many worlds.

That they have managed to do so in relative peace and harmony is an even greater accomplishment and a testament to the STAR KNIGHTS, galactic peacekeepers acting to protect the peoples of the galaxy while upholding order and justice. The Star Knights have served the Republic for more than a thousand generations, and though few in number they are well known throughout the galaxy for their loyalty and dedication. Their psychic training in the use of the STAR FORCE gives them access to powers beyond the ken of ordinary beings.

Now, a new enemy has appeared on the horizon. The KLOANE EMPIRE, a star-faring race from another galaxy, has invaded Republic space bent on conquest. Technologically advanced and utterly ruthless, the Kloane army is vast...far greater in number than the standing forces available to the Galactic Republic. With huge space dreadnoughts and legions of armor-clad troops, the imperials wage war across the galaxy.

And yet the Republic armies are bolstered by the might of the Star Knights, a power against which few foes can dare to stand. To counter the heroic Knights, the Kloanes have made dark alliance with the SHADOW LORDS: corrupt psychics, adept at using the Star Force for selfish and evil ends. The Shadow Lords have long been the bane of the Star Knights; many were once Star Knights themselves, but abandoned the calling in their lust for power. Though fewer in number than the Star Knights, the true danger these sorcerers present is their seductive lure of corruption, hoping to draw more Knights to their banner.  

This is the galactic struggle in which you will heroically take part!

USING THIS BOOK

This supplement provides an alternative setting for the X-Plorers role-playing game, namely the Kloane War conflict in a fictional galaxy “far, far away.” Many of the rules in this book differ from those in the original X-Plorers rulebook; in general, this is done in order to better integrate the original rules with the unique setting presented in KWN. You are free to disregard these changes and use the original rules, but doing so may change game play in a way different from that intended by the author.

Regardless of rule changes, you will still need a copy of Dave Bezio’s X-Plorers to use KWN…in many sections the rules have NOT changed, and this book will not include information that can be found in the original game. Whenever possible, the author will try to keep to the same Chapter organization as found in X-Plorers.

One of the main changes in KWN is with regard to psychic abilities and how they function. If playing KWN, all information in Chapter Y of Mr. Bezio’s book should be completely disregarded; it is fully replaced by the rules presented here. All characters in KWN are presumed to be heroic Star Knights and will thus have some measure of psychic training; however, this will be detailed in Chapter 1: Character Creation.

As with X-Plorers, KWN uses both the D20 and the D6. It also uses the D8 and (sometimes) the D4; however, for the latter you can simply roll an eight-sided die and divide the result by two (round up) to achieve a number from one to four.


[to be continued]


[Kloane War Knights is copyright 2013 by Jonathan Becker and Running Beagle Games. The X-Plorers rpg is copyright 2009, Dave Bezio & Grey Area Games. The X-Plorers trademark is used under the X-Plorers Trademark License]


Friday, November 9, 2012

Blowing Up Space Ships


Damn, poutine. Just…damn. I LOVE you poutine, my friend.

Gary’s was closed for the evening, so we were back at Ye Old Baranof…they of the stiff drinks and the free seafood stew. However, after a (fairly successful!) play-test session we were off to our new debrief location, The Angry Beaver, for some of their fantastic poutine.

“The Beave” (as I’m going to refer to it for the foreseeable future) is also a Greenwood establishment, having moved into the old Pig & Whistle location. A “traditional Canadian bar” (I assume that means they’ll be broadcasting the NHL all season) their food is a damn sight better than the old P&W (from whom my wife received mild bouts of food poisoning on multiple occasions). And they’re poutine has got to be the tastiest I’ve ever sampled.

I’ve been to the Beave three times since it opened. The poutine has been on my plate every time.

Why am I talking about poutine? Well, probably because I’m hungry this morning. But also because the flavor memory (only a few hours ago) is still in my mind…DAMN that was a good plate! With Beecher’s flagship cheese curds? Come on!

But maybe my experience was colored by the game session (and/or the whiskey sours)…I was extremely pleased with how the game session, picking up a lot of valuable feedback (my own notes and those of the players) on one of the trickiest mothers of the space opera RPG genre:

Starship combat.

Ship-to-ship space combat is a hoary staple of the space opera genre (duh) and it poses multiple design challenges to the dude writing a starfaring RPG. These challenges include:

-          Modeling the genre (like Star Trek and Star Wars) in a genre where the definition of space combat can vary across series…and even across episodes within a series. If you want to model “realism” (accounting for “real world” physics, etc…see the BSG re-boot) that poses additional modeling (and research) challenges.
-          Balancing the “realism” or modeling against ease and facility of game play; the more “crunchy” you add to your rule system, the slower and clunkier and uglier it tends to become.
-          Adapting the abilities of a player character(s) to a system that involves driving a big of metal through space (and I don’t ONLY mean “ability scores,” but whatever passes for mechanical effectiveness in your RPG: abilities, skills, class, level, whatever).
-          Accounting (at least somewhat) for player skill or choice. What I mean is: it’s not just enough to say “roll 2D6 and add your ‘spaceship’ adjustment;” for a role-playing game there has to be some operative, non-mechanical room for player error and/or success. This can be the player’s choice of ship type or armament (how do you configure for success?), or how the party wants to assign gunners or engine room mechanics, or actual choices of maneuver and tactic when engaged in a spaceship battle.
-          Finally, the designer has the challenge of accounting for the general RPG premise of a group or “party” of characters and giving them all “something to do” (or not). How do you involve ALL the PCs…and, in addition, how do your rules adapt to LARGE groups of players versus SMALL (1 or 2) groups of players.

These are all the issues a designer will generally be grappling with…or at least considering…when writing a space opera RPG.

I mean in general…the designers can always just punt as did the Star Frontiers writers (sorry, but making me buy the Knight Hawks “expansion” in order to have rules for starship combat is deferring an essential part of the genre…either out of laziness or a blatant grab at more cash, IMO). But this, I hope you agree, is less than desirable. Tempting, given the enormity of the challenge, but less than desirable.

At least, I think it’s a pretty rough haul, tackled in various ways by various games/designers. I’ll give you a couple examples:

X-Plorers divides space combat into several phases (in addition to “roll for initiative”): Navigation, Engineering, Piloting, and Gunnery. Each phase requires a player to occupy the named role (involving players), requires a skill roll depending on action (related to character’s class and level), and offers several CHOICE of action (accounting for player skill)…for example, the pilot can choose to escape, evade, or move to attack position. All that is a nice, tidy way of involving both the players and their characters; though if there aren’t enough PCs to fill the required roles…or too many PCs for the ship’s crew/gunners… the system is less than optimal.

On the other hand, combat is reduced to “deplete hull points and inflict critical damage” which, like D&D combat itself, is fairly simplistic (and, I should note, is similar to my own “first pass” at a B/X space opera game based on the Expert set naval combat rules). “Simplistic” isn’t a bad thing, but when combat is mainly about attrition with each ship having scores of HPs and only using D6s for damage (and with the normal chances of hitting/missing) there’s the potential for the engagement to be long, drawn out, and boring…especially when you have few tactical options.

[the gripe here is two-fold: 1) you don’t want to spend extended amounts of time on a single system that is not the main portion of the role-playing game, 2) you don’t want a (traditionally exciting) part of a fast-paced space opera game to resemble the word “boring” in the slightest]

Ashen Stars (a game whose review I’m still putting together….sorry, I’m easily distracted!) is quite different in the way it incorporates similar elements. First, each player takes on a different ship-board role from the following choices: pilot, gunner, communications, “stratco” (think Captain Kirk’s job), medic, or “wrench” (engineer). At the outset of an engagement, each ship decides what they want as the goal or outcome of the engagement, things like escape, or scan, or disable and board, or utterly destroy. The goal that is chosen sets the number of successes that must be accumulated over a series of rounds (like your traditional RPG “extended skill test”) in order to accomplish the objective; for example, escape requires six successes while disable & board requires 18 and total destruction requires 21 or thereabouts.

Throughout an engagement the ship is presumed to be doing all sorts of things all the time: maneuvering, shooting, jamming transmissions, etc. However, each round the crew chooses one of four tactics to focus: shooting, maneuvering, comm, or “trickbag.” The choice of tactic determines which player gets to roll to accumulate successes towards the crew’s objective/goal. Since skills in the GUMSHOE system are a degrading resource (and since ship’s take a penalty from simply performing the same tactic over-and-over) the system ensures that the action will pass around the table, giving each PC their “spotlight time.” Meanwhile, the medic runs around patching up the injured while the wrench patches up combat damage that might occur (every time one side gets 3+ successes in a round from a single tactic, the defending ship is “rocked,” degrading the ship’s stat line and having a chance of injuring crew members).

Ashen Stars takes a different approach to meeting the challenge and isn’t especially complex in execution…except that it IS skill based, and so opponent PCs have their own degrading skill pools that need to be tracked and yadda-yadda-yadda. Not to mention, PCs need to nurse their degrading skill resources somewhat for later (unless this is the last big battle of the game session), while the NPCs can simply “go for broke.” I mean, while the PCs are generally more competent than the opposition, it still requires at least some careful handling by the GM not to accidentally over-whelm the players…but maybe that’s just my “gamist” bias.

Oh, yeah…and from reading the example ship combat (in the appendix) it sure seems like even a simple small combat is fairly looooong (13 pages?) to resolve. Like the number of successes to achieve objectives might be set a little too high…although this seems to be the trade-off to balance “everyone gets a chance in the spotlight.”

So anyway…designing starship combat is tricky (and that’s even without worrying about different classes of ship and armament and whatnot). For me, it’s probably the second biggest hurdle in designing a space opera game (the biggest hurdle, of course, is creating an advancement system that does not revolve around counting stormtrooper helmets or spiraling “skill use” or participation ribbons). Add to this challenge the fact that I’ve recently (well, in the last year) changed over my “BX-based” system to the DMI system and I found myself wondering how the hell can I do this without being completely disconnected from the card counting part of the game?

And after wracking my brain a bit, I found some ideas to test and they worked well!

Last night’s session revolved around Will (“space prince”) and Josh (“wealthy space Sinbad”) wanted fugitives of the Imperial Family of the Golden Empire (said Empire being founded centuries ago when the Chinese achieved space travel and left the nuked Earth behind, establishing a new Galactic Dynasty in the stars). Their small craft picked up a distress signal from a damaged and drifting colony ship and executed a boarding action to pick up survivors. Turned out they’d been ravaged by Lathiter, lizardman-like humanoids with multi-faceted eyes and a penchant for slavery for fun and profit (they’re also meat-eaters but I decided not to include cannibalism in the space opera game at this time).

The PCs had already decided to track the pirates to see if they could rescue the colonists when the Lathiters showed up themselves, trying to cripple the heroes’ craft. Fortunately, some deft maneuvering and active card play allowed the PCs to come out on top in a most satisfying fashion (the lizards surrendered and were disarmed, the colonists were all rescued and towed back to civilization in their damaged ship, and the PCs didn’t take any critical damage to their own vessel). They also were awarded with 5 “victory bennies” (I have yet to rename or reinterpret the reward mechanic for the game…all I know is that this was a pretty good success!).

[remember me saying how reward mechanics were tough for a space opera game? Duh]

So a good evening of play, with lots of good stuff to work on and tighten down (screw-wise). I really did have a good time, especially with my own card playing part of the DMI equation. The combat felt a bit more fast and furious (and I suspect it will become moreso as I tweek it) and the expenditure of cards tied well both to the in-game action and the feeling of being diminished through effort (both visually and tactilely more satisfying...to me...than keeping track of diminished hull points or "degraded stat lines").
 
Anyhoo, looking forward to next week's session, when I hope to do some more dog-fighting type stuff. And poutine...gotta' get my fix of that particular num-num.
; )

Wednesday, October 31, 2012

Dave Bezio's X-Plorers

 

A couple weeks back I managed to pick up a copy of Dave Bezio’s X-Plorers down at Gary’s Games in Greenwood. A lot of people over the last couple years have suggested I pick this one up due to my A) dissatisfaction with most space opera RPGs on the market and B) my love of things “old school” and somewhat “rules light.” However, until recently the thing wasn’t available in a print form that I could pick up and hold and flip-through and read…at least not that I’d seen down at my FLGS.

See, I’m a weird dude. I read email and comments (here and on certain forums) fairly regularly from folks complaining that I don’t offer my books in an electronic or PDF format (though, yes, I do offer my B/XCompanion in such a format these days)…but for me, it is extremely rare that I will EVER fork out hard-earned cash for anything less than a solid, tangible product. I can’t be sure, but I think the only time I’ve made such a purchase (at least in recent memory) was Raggi’s Death Frost Doom, and I was terribly disappointed (not because it was a bad adventure, but because I ended up blowing a bunch of ink and paper to print the damn thing…I just don’t like reading books off a screen!).

[oh, wait…I also purchased a copy of 3:16 in electronic format, too]

So anyhoo…I’m an anachronistic kind of guy and unless something is readily available for me to buy in a physical format I generally won’t…such was the case with X-Plorers. I had previously browsed the free version on-line, but truth-be-told I didn’t pay all that much attention to it, being put off by the large swatches of blank space (compared to, say, the downloadable Terminal Space)…it gave the whole text a feeling of…well, a fairly amateur effort I guess.

[to understand my bias, you have to grok that I’ll write up 30 pages of game rules and charts myself that, save for the nifty spaceship diagrams, look about as good and yet are nothing I’d consider publishing…]

So fast forward to me shelling out hard currency and holding the glossy soft-cover in my hands…Bezio’s book is great, and I was VERY impressed when I saw the printed book. Previously, I’ve written a brief piece on my thoughts of Terminal Space and a rather lengthy bit on my feelings for SWN but I’ve got to say that between these three Old School offerings of space opera fantasy, X-Plorers has got to be my favorite of the bunch…something I was not ready to say prior to holding the solid work in my grubby grasp. Here’s why:

X-Plorers isn’t “dungeon-delving in space.” It’s not “space opera on a B/X chassis.” Heck, I wouldn’t even call it a “what if RPG that examines an alternate reality where the designers of D&D instead chose to focus their efforts on pulp Sci-Fi” (which is, pretty much, the objective laid out by the author).

Nope, what we have here is a mash-up of Star Frontiers and Swords & Wizardry (the OD&D retroclone) with a tiny bit of D20 sensibility thrown in to boot. And Star Frontiers (which I’ve lambasted system-wise on more than one occasion) has never looked so good.

The fact it can do this in under 40 pages is truly remarkable.

Now my own “B/X space opera” game (on-hold lo these many moons as I’ve pursued the development of my DMI-based system) shares a number of similarities with X-Plorers, which probably goes a long way towards endearing it to me, especially as Bezio has managed to articulate some things better than I ever did. His spaceship combat system is very close to my own, but better done, and his classes and level structure…and especially his class-related skill checks…are very similar to my original ideas and I especially like the particular archetypes he’s chosen, and their corresponding overlap of skills. Interesting that I can see the integration of Star Frontiers skills into the classes in a very logical and intuitive way…as someone who played a lot of SF back-in-the-day I find this ingenious, even if it is a no-brainer in retrospect.

Allow me a moment to gush over some of the additional highlights (*ahem*):

-          Compacted Star Frontiers equipment list; keeping the flavor without going over-board (to we really need rules for a recoilless rifle? No…and Bezio leaves it out, while still including sonic swords and lasers and SEUs). Kudos especially to adequately adapting the system to its OD&D base.
-          Very workable starship combat.
-          Good rules for crafting alien monsters…better than Star Frontiers ever did, IMO.
-          Nice, workable psychic rules.
-          Good ability scores/modifiers (doesn’t overwhelm the game).
-          Good, adapted personal combat system (hard to tell without running a few rounds, but seems just fine).
-          Nice, tight, streamlined package allowing plenty of space for imagination and hours of adventure possibility with little extra effort.

Now it’s not a perfect game. Some of the “low lights” are pretty critical ones. Without getting TOO nitpicky I’ll say the multi-classing doesn’t work, or else doesn’t make much sense…I understand what his objective was, but it just doesn’t translate in execution (quick! Your character starts as a level one warrior and advances five levels in scientist…how many XPs does it take you to achieve 7th level?). It’s just not quite as slick as it could have been…but I understand that it’s tough to make the “warrior-botanist,” etc. without it, since most specific procedures (i.e. “skills”) are tied directly to class.

The other main issue is the lack of guidance on how much XP to award for successful “missions.” Well, the guidelines for mission creation in general is pretty sparse, but especially with regard to reward/advancement there’s little guidance aside from “whatever feels right” (I guess). Which, to me, is a fairly big cop-out of game design, though I suppose it beats the alternative of trying to make sense of a nonsensical advancement system (which is something I’ve struggled with for years now in attempting to write an intelligent space opera game).

Those are the main gripes, though of course X-Plorers isn’t really built to do Star Wars (which is kind of the point…for me…of writing/playing a space opera game). If I wanted to do Star Frontiers with players working for the PGC against the evil Sathar and space pirates, etc. this would be the system to use…I don’t think it would be too hard to come up with rules for dralasites and vrusk and yazirians (either making them their own classes or else having an XP up-tick in exchange for a few species related bennies).

Actually, X-Plorers is slick enough (and sleek enough) that it should be a real piece o easy to adapt a LOT of classic space opera ideas to it…including Star Wars. Hell, like I said it’s already pretty similar to the B/X Star Wars I was working on prior to DMI. I am sorely tempted to create a compatible supplement using the terms of their X-Plorers Trademark License using the rules and notes I’ve already got archived on the old zip drive.

Sorely tempted.

; )