Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Monday, August 17, 2026

"Universes Beyond" Seriously?

 So the big announcement from WotC was that they're rolling out "universes beyond" content for 5.5e. 

I think most of my blog readers know this. They also probably know I'm not WotC's target demographic. But here's my thoughts on this anyway. 

First off, is anyone surprised? Since the days of 2E, when TSR was cranking out the setting products, they realized that people love these. People want books of lore that they can dive into and study, and use as the base for their campaign. And every major edition has seen re-releases, with updated stat blocks/content, for many of these settings. 

So we're getting a new 5.5e Dark Sun, and Dragonlance, and there's probably already Forgotten Realms since that's their main setting anymore. But they're also doing World of Warcraft (like someone did back in the d20/SRD/OGL days) and Star Wars (like they did back in the d20/SRD/OGL days AND the 4E days) and probably some Final Fantasy or Diablo (again, they did that back in the day) or Marvel Supers tie in content. Just like with Magic: the Gathering. 

I'm aware of the MtG tie in sets, with Marvel, Final Fantasy, etc. I haven't bought Magic cards in around 20 years now. Maybe a bit longer. So I don't really care what they're doing with the game. It's always been more about milking the random pack dollar than about the game itself, but I got out and haven't looked back. And now, with D&D (official D&D anyway), I'm also out. 

So I really don't care if WotC is going back to try again with the old campaign settings and with brand tie-ins. They're trying to make a buck, and from what I hear the "Universes Beyond" thing is making them a ton of money through MtG. So it makes sense from a business standpoint to try it with D&D. 

From a player/fan perspective, I think this is a bad idea. They tried to make D&D the be-all-end-all of RPGs, not just the 800lb gorilla of them. We had all these official, licensed, and unofficial nerd media tie-ins 25 years ago. And a lot of them sucked. 

A lot of those old tie-ins (Wheel of Time, Star Wars, Warcraft, Diablo, various superhero properties, various non-supers comics, all sorts of video games, and just about every fantasy/sci-fi book or movie franchise) needed to either twist the rules of the game to fit the media property, or else needed to twist the media property's "canon" to fit the game mechanics. 

Sure, a few instances, things worked out pretty well. The Diablo stuff fits right in with D&D, because those games were heavily inspired by D&D to begin with. The d20 Star Wars games were pretty poor representations of the media, to be honest. The WEG d6 is of course my favorite, but I've heard good things about FFG's current game. I don't know many who look back fondly on d20 Star Wars (there are some, but not many). And does anyone seriously think 5E D&D will be a better fit? 

Anyway, I'm gonna keep doing my thing. WotC will keep doing theirs. And they'll probably make a ton of money making sub-standard game products with big franchise tie-ins. I'll make a pittance making substandard game products without the big franchise tie-ins (but with enough references to them, wink-wink). And I'll be happy. 

Because why do I need WotC to do any more of my imagining for me? 

Saturday, May 30, 2026

Movie Review: Star Wars The Mandalorian and Grogu

The Mandalorian and Grogu, the latest Star Wars movie, and a continuation of the Disney+ series, was released a week late here in South Korea. I just missed its US release date by a few days when I was back for Flynn's graduation. Then I had to spend a week avoiding nerdy YouTube channels and social media posts to prevent spoilers. Anyway, I finally saw it yesterday with Steven. 

Is there cursing in the movie?  The in-universe swear "dank ferrik" gets spoken a time or two. But despite Hutts being integral to the plot and Zeb Orrelios being a major supporting character, I don't remember any "bantha poodoo" or "kerabast" uttered. So a pretty clean movie, language wise, parents!

How was the movie itself? It was a really well done adventure movie that just happens to be set in the Star Wars universe. It carries the style and the themes of The Mandalorian onto the big screen. If you like the show, you're gonna like the movie. If you don't like the show, well, there's no accounting for taste. 

Seriously, though, it's not the high concept and high execution level of Andor. Mando has always been Star Wars for kids (which Star Wars always was) and the kids in us adults that grew up with Star Wars.  At its heart, TM&G is a movie about a father and son, trying to make their way in the universe. And it does it well. It's got good pacing, lots of action, fun moments, some emotionally tense moments and a lot of laughs. 

I think the movie benefits from not being shot on The Volume. While the show had some impressive backdrops, there were many times when it feels like the worlds are kinda empty when using The Volume (the Obi Wan series was worse than most Mando episodes for this, I think, but it's still an issue). There are definitely some CGI wonderland scenes, but a lot more of it was practical and you can see the difference.  

I've seen some people complaining about the puppet used for Grogu, but I still like it. While its movements aren't completely natural, the fact that Grogu, and the Anzellans (the little weirdo mechanics) are practical puppets in the scenes gives them more presence. Of course, I'm an old Gen-Xer who grew up with Sesame Street, Muppets, The Dark Crystal, and various other Jim Henson properties, and puppet Yoda. Young whipper-snappers can get off my puppet-appreciating lawn!

Long story short, if you think all Star Wars should be serious drama like Andor from now on (I get it, I do! Andor was GREAT!), you might be disappointed by this kid-friendly adventure movie. But if you like classic action-adventure, and like Star Wars, you're probably going to like it. 

Monday, May 25, 2026

Busan Con 2026 Day 2

 The second day of the 2026 Busan Con was yesterday (Sunday), and I had a full day. 

The first games started at 9:30. I was in an indie game called Goblin Quest. Matt was the GM (although the game says it can be played GM-less) and guided us through making our five goblins each, creating the quest we would go on, and then adjudicating the wacky hijinx we got into on the way. None of my goblins survived, but we managed to complete the quest just slightly over the time limit, and had a lot of laughs along the way. It's obviously a very narrative first/improv RPG, with lots of stuff decided on the fly and super simple rules. 

Fellow players included Elyse (my friend, who plays CoC and sometimes D&D with us), McKayla (who played in M&M the day before), Leo (who I'd met the day before and said M&M was a good idea to fill the niche of modern-era non-horror RPGs), and another guy whose name I've already forgotten but who only lost one goblin the whole adventure. 

After a too short lunch break, it was time for my Star Wars d6 game. Charles (one of my regulars), Ling (who played in my Classic D&D game last Fall), Jacob and Cindy (a couple who I just met) were my players. Rowan, one of the organizers of the con, was scheduled to play, but she was exhausted and over-stimulated so bowed out that the last minute, and I don't blame her.  

The adventure was the Coruscant Grand Ball, an adventure I'd originally run four years ago with my regular group. Charles hadn't joined us yet, so it was OK for him to play. He'd wanted to play in my M&M game on Saturday, but he'd just run through that one two weeks or so ago. 

The adventure played out pretty differently from the first go around. I made a few changes, as well. Instead of "social combat" I made a chart of the three suitors' attitudes towards the five debutantes, and their pre-scripted interactions were set, but then PC actions could countermand or enhance the effects of the events that were scripted to play out. 

This group of players actually spent a lot more time BEFORE the event, trying to tarnish the reputation of the other debutantes or learn what might help endear Marjon the Hutt to the other suitors. I had to shorten the interactions of the Ball itself in order to fit into the time slot. I also dropped the Zygerian slaver attack, although I had that waiting in the wings. 

In the end, everyone had a good time (and too much Tattooine Spice), and we never had a combat. Also, yes, they got Marjon to dance with the hunky Togruta playboy, rather than the nerdy Bith artist or the biz-bro Arcona exec's son. 

We had a bit more break time before the evening game, so I went to a nice Japanese restaurant nearby. Rowan and two of her friends dropped in when I was halfway through my gyudon, so I joined them and we discussed Stranger Things Season 5 as we ate. They had very different takes on the season than me, mainly stemming from the lazy writing (which I agreed with) and their disappointment with the teased Will-Mike romance never happening (something I didn't think the writers were actually teasing, but that's my straight perspective vs their LBGTQ+ perspectives). Despite the disagreements, we had a civil discussion. 

Anyway, on to the final game. Richard (our usual Keeper) ran Call of Cthulhu. I pulled up one of my old characters who'd survived and not gone mad, the rum-runner Monte Perrineau. Fellow players included Rowan, Chris (who works at the same uni as me, but we've strangely never played an RPG together until last night), Keith (who ran Cyberpunk for me last fall and in Daegu last year for Flynn) and his girlfriend Cray (who was also in the Cyberpunk game), and Alan (who I've been acquainted with through Halloween events for quite a few years, and who delivered a big box of 1/72 miniature knights and a castle to me on Saturday so we can maybe play some Chainmail at a future event). 

We all did our best to stay in character, using our funny voices. I was exhausted from the long day, and still a bit jet lagged from our recent trip to the USA, so I struggled a bit, but managed to stay awake through the whole game. Rowan was also yawning a lot at the end. But we managed to "solve" the mystery, rescue Rowan's character's friend, and only Alan's doctor went a little crazy. It was a good time, but it finished at 11pm. Long day. 

Scott and Shane had been giving out tokens all through the two days, and had prizes that could be purchased. I had one after the CoC game, and got a capsule with a bunch more tokens. That got me an RPG setting book I'll probably never use (for 5E) and a set of mini dice. 

And that's about it for the con. A successful event, and much bigger than the one Justin and I put on last fall.  

Tuesday, May 12, 2026

Busan Con 2026 is coming up

The next game con is right around the corner. 

I'm heading back to the USA in two days, for my son's high school graduation. I'll get back the following Thursday evening, and the con is on Saturday and Sunday. I didn't sign up for any Saturday morning games just in case a) I'm still jet lagged and b) I don't feel up to seeing The Mandalorian and Grogu on Friday. If I'm too jet lagged on Friday to see the movie, I'll rest up and see it Saturday morning. If I can see it on Friday, I'll ease into gaming on Saturday. 

Oh, if anyone's curious about the variety of games and workshops on offer this time, here's the website

 This event is being organized by Scott and Rowan, who organized the Daegu One-Shot Extravaganza last year, and gave Justin and I some assists last fall with our own con

I'm running Star Wars d6 and Missions & Mayhem. I just finished up the M&M pre-gens this afternoon. The adventures for both are also ready.  I'll be playing in a game called Goblin Quest, which sounds silly and similar in premise to Kobolds Ate My Baby, and also in Richard's Call of Cthulhu game. 

 There are quite a few games on offer that I'd like to try out, but most of them are at the same time as the games I'm running. Next fall, if Justin and I run another con (we probably will) I may limit myself to just one game as GM so I can play a bit more. And that game may be an Arneson-inspired Chainmail tabletop game (more competitive adventure than wargame?) as one of the new folks (well, I know him from Trunk-or-Treat events) is interested in some wargaming, and I know Peter and Justin are as well.  

Tuesday, May 5, 2026

A Game-Full Weekend (plus!)

 It is Tuesday, May 5th. Cinco de Mayo, but also Children's Day in Korea and Japan. A public holiday. Yesterday (May the Fourth) I had to work, but today was a day off. And we just finished up a really fun Star Wars d6 session a couple of hours ago. 

But before I get to that, I got a lot of writing done on Missions & Mayhem over the weekend.  I did a little bit of editing of the main rules, but mainly I was working on the next campaign module, Bughunts & Bedlam which covers military-adjacent, horror-adjacent sci fi like the Alien series, Starship Troopers, the Ender books (and movie), and games like Contra, Doom, Xenophobe (remember that one?), Halo, and countless others. I finished up the advanced classes (Agent, Cosmosoldier, Planetologist, Space Cowboy, and Xenologist), got started on weapons and gear, and wrote rules for androids. 

On Sunday, Justin, Steven and I joined Peter for a game of BattleTech: Alpha Strike.  None of us had played before, so we stuck to the quickstart rules. It was pretty easy to get into, and not overly complex like the full BattleTech game is (or so I've heard). I ended up winning by getting both of my objective tokens off the board first, but it was close. The mech with the second token was drawing lots of fire, and all its armor was gone. It had three points of body integrity left, and Justin failed to kill me in the second to last round. I failed initiative every round, meaning I got to go first (there's advantage to move after everyone else has) and get my damaged mech off the board. Justin shared some pictures: 





 It was fun, and hopefully we can play it again. But we also want to play more Mutant Year Zero Zone Wars, and more Stargrave. And Peter suggested trying Bolt Action next time. 

 In a related note, yesterday I was chatting with an acquaintance about the upcoming Busan Con (May 23-24). He was asking if there were any wargames scheduled. I said I was thinking about running some Chainmail next time (next Fall, probably), and he said he has over 300 1/72 scale Medieval knights/warriors we could use. I've got plenty of 1/72 scale warriors, wizards, and monsters, so we may make something of this. 

And finally, today's Star Wars d6 game (It is Revenge of the Fifth, today!).  The timeline is now shortly after the Battle of Endor. The last time we played (quite a long time ago), the guys suggested that going after the Imperial Remnant would be fun. So I made an adventure where a mysterious Alliance spy named Fulcrum* sent them on a mission to recover a Jedi Holocron from a remote Imperial base that has been understaffed due to the losses at Endor. 

They came up with a good enough plan to get in, but then came up with (and a lucky die roll improved) a second plan, which they implemented to get in easily. Once in, Michel the Jedi (Steven's character) sensed the holocron in the center of the structure. They managed to sneak in easily enough, avoiding security, then found out the holocron was guarded by a rancor! 

After quite a few useless blaster and slugthrower shots, Michel the Jedi got a lucky roll (and an unlucky damage resistance roll by the rancor) and slew the beast with a single stroke of his lightsaber! He had a 6 on the wild die for the damage roll, I got a 1 on the wild die for the resistance roll. And my other dice were low. They had tripped an alarm, so had to fight a few battles with stormtroopers (stun grenades made it pretty easy), and managed to get away. 

Now they're deciding if they want to keep the holocron or turn it over to Fulcrum.

Peter joined us for this game, and Jada was playing d6 Star Wars for the first time (she's not really into SW, but she's seen a few movies). They both got the rules easily, and enjoyed the game. And both of them came up with some good ideas during the game that definitely helped. 

Back to work tomorrow, but it's been a fun and game-filled weekend and a day.  

 

 

*Yes, if you've watched Rebels, that Fulcrum! 

Saturday, April 11, 2026

Representing the OSR

Next month, Scott, Rowan and Shane are hosting Busan Con 2026, a two-day (maybe three with the Buddha's birthday being a holiday on that Monday) event. Aside from volunteering to help out with whatever needs doing, I'll be running a Star Wars d6 game for sure (This is the May), and probably a Missions & Mayhem game if I can get something together in time. The deadline to sign up to run games in the 19th. 

A guy named Dave, who I've only interacted with online, wants to run a workshop for new GMs. He asked for any experienced GMs to volunteer to be on his panel. It seems like most folks in and around Busan these days run very story-centric games, whether they're using 5E, PF2E, Daggerheart, or any of a myriad of indie games. And most people who'd sign up to share their GMing wisdom would be in that school of gaming. I signed up to be the OSR guy on the panel. 

Unlike some die hard OSR folks, I don't mind the more story-focused gaming crowd. It's not exactly my thing, as I've blogged about before. But at the same time, I see lots of people having fun with a game that prioritizes the PCs' character growth and playing out a storyline. Honestly, my Star Wars game has been fairly story-oriented, although not so much about a PC living out their "story." Missions & Mayhem is also very mission based, obviously, so each session I'm pretty much dropping the players into an ongoing story. I'm not demanding any particular sort of ending for the missions, though. That's up to the players to determine. 

For the workshop, Dave and I chatted a bit yesterday. He said he'd like each GM on the panel to give a 7-8 minute presentation on their DMing style, then he'll have us field some questions from him, then open it up to the audience. And if there's time, maybe one of the GMs can run a quick impromptu game with the folks to show off their style. 

Being an OSR representative, I'll probably be focused on the notion that sandbox play doesn't need tons of prep like many people think. Random tables and stocking procedures can save you a lot of time. And making an open world with situations, rather than story lines. I'll probably also get in a bit about backstory getting in the way of action, and how Gygax is reputed to have said something like "The first three levels of your PC ARE your backstory." 

I should look up to see what Gygax's actual quote was, or if that's even something he said and not just internet apocrypha.  

It should be fun! 

Monday, April 28, 2025

I feel a disturbance in the Force...

Next Sunday is May the 4th (be with you), and yes, I'll be running my Star Wars d6 campaign instead of my TS&R (D&D) campaign. Last year, I tried to run a session to introduce SW gaming to a new audience, but out of five players, only two were new. At least they both stuck around (Randy's wife has been keeping him busy most weekends, but he still wants to play). This year, I'm just running with the regular crowd. 

I recently got involved with the TTRPG in Korea Discord group, during their last WinterCon. I offered to run a SW game for those guys on the 4th, but no one signed up. So I cancelled that game and will run for my Busan group. 

If I'd done the Discord group game, I would have used one of my old adventures (the first one I ran, actually, based loosely on the plot of the move Shaft). Since it's the regular group, minus the people who can only play online, I'll be furthering the game as we shift into the post RotJ era. 

The Hutts want to retake their planet Dandoran, which an Imperial invasion made them flee (with help from our Anti-Heroes). Now, the Hutts Strike Back. I've got four mini missions in mind, and the PCs are free to take or leave them (although the first one is smuggling heavy weapons to Dandoran, so they'll probably take up that mission). 

I've still got a bit of prep to do for the other three missions. But the good thing is, if we don't have time for all four (I figure we'll get two done), I've got content prepared for the next time we run SW. 

Thursday, November 21, 2024

They Lost Me

 For the past two years or so, I've been playing a mobile game called Star Wars Galaxy of Heroes. While it had its annoyances (heavily pushing in-app purchases, making the free-to-play [F2P] a long slog, requiring you to unlock characters after weeks or months of effort, then more weeks and months to level them up, etc.), it scratched an itch I've had since I was a kid. 

Growing up just barely on the good side of the poverty line, I never had many Star Wars action figures. The few that I did have were like gold to me. I loved Star Wars. Still do. And looking at the back of those figure cards, or through the Sears Holiday Catalogue (remember those?) made me wish that I had so many more. 

Well, this game definitely scratches the itch of the would-be figure collector I was as a kid. And yeah, I could be spending money on the actual figures now. But I'm too old to play with them (maybe?). And neither of my boys ever got into playing with action figures. They have a lot of my (and my brothers') old figures, but never played with them much. So I didn't have that excuse. And my wife wouldn't be too happy if I was filling up our apartment with unused toys, making it look like every cringe "nerd" channel on YouTube. 

So I found this game to be a pretty good substitute to that. I was happily going about part of my day grinding for characters, or gear, or completing challenges in the game. Building up my Mando squad. My Rebel squad. My Empire squad. Slowly, little by little, putting some effort into improving the Jedi squad. Pretty much ignoring the sequel trilogy characters as much as possible. 

But this week, the game went through a big update. Before, there was one game mode that had a F2P and P2P (pay-to-play) track. It wasn't the main part of the game. F2P was slow, but you could still make progress without handing over tons of money to EA every month. The new update makes the main game a distinction between F2P and P2P. And that looks like it will slow down that slow grind even more. It will be hard to gather the ridiculously varied types of resources and in-game currencies that are needed to unlock and improve characters. 

So, today I uninstalled the game. 

Am I going to miss it? Maybe for a while. I had quit the game last year after playing for a few months. Then I downloaded it again and was really enjoying having it back. But I think this time, I'm done for good. 

Subscription-based gaming is not something I think I'll ever be interested in.

Sunday, August 18, 2024

Break Time

I've taken a break from working on the Flying Swordsmen 2E the past couple of weeks. For one thing, I'm teaching English camps as I do most summer and winter breaks. They're fun, but exhausting. Pay really well, too. So no complaints, but gaming stuff (play or prep) has mostly been on hold. One more week to go. 

I also finally took Tallifer's advice and ordered the POD/PDF combo of King Arthur Pendragon from DriveThru. I'm still waiting on the print book, but during some breaks at camp I've been reading through the PDF. I really like it so far, but I was a big Arthur stan as a kid, so reading all the background information, the descriptions of the sources Stafford relied on and how he used them, and all that has been fun to read. But I haven't gotten into the nuts and bolts of the game aside from the character generation bits so far. I'll likely have more to say on it the more I read. 

And yes, it has already given me a few ideas for how to make FS2E more of a social relationship game, instead of just a kung fu game. 

Everyone is also pestering me to run Star Wars again, including Flynn, who would like me to run a game online so that he can play. I asked the guys about it the other day, and they seem willing to start early on a Sunday morning so that Flynn could join us. But that's for some time after camps. 

Oh, and when I asked the guys, it was a week ago, when Justin ran a game of Mothership. Man, that was a fun game! He's thinking of maybe running a longer campaign. We were all hooked, especially the way the session ended with three of four PCs dead, and the final PC given a cut-scene of the aliens creeping up behind, just like you'd expect at the end of a sci-fi horror film or short story.

Wednesday, June 5, 2024

My Star Wars d6

The longer I play my side campaign of WEG d6 Star Wars, the more I tinker with the rules. It's a pretty flexible system, after all. Recently, I've been codifying my rules changes for the benefit of my players, especially since there are a few new people in the group. 

When I started the game, I had only the fan-edited Revised, Updated, and Expanded rules document. I've mentioned before what a beast of a PDF this thing is. It's not the most intuitively edited document, but it does cover a lot of material that was never officially in WEG products, which is handy. I've been supplementing that with material from Wookieepedia and sites like RPGGamer.org, and reading what other referees have done with the game. The Star Wars EU Timeline has a treasure trove of WEG sourcebooks, adventures, and whatnot as well.

One of the changes I made early on was to eliminate the "parry" skills and just use the attack skill for both action and reaction. So you only need Melee Combat skill, not Melee Combat and Melee Parry. Not many players were putting dice into Melee or Brawling anyway, so it hasn't been a balance problem. 

I haven't outlawed specializing, but I haven't promoted those rules, either. If a player read about it, and wanted to do that, I'd allow it, but it's a bit easier to just have them put full dice in a general skill. 

That said, the recommended starting 7 skill dice is too paltry. I've doubled it to 14 for starting characters, but still with the limit of no more than 2 dice per skill. And 10 CP on character creation, not 5. No need to be so stingy. My players spend them on rolls all the time!

Since I got the 30th Anniversary reprint of the original rules, I've adopted some of those systems over the ones in the REUP/2nd edition. 

For one, I use abstract ranges (short, medium, long) for starship combat, rather than tracking individual speeds and distances. Much easier. We haven't had a ton of starship combat in my game over the years. It's primarily been planet-side adventure. 

Another thing I've only recently introduced is the 1st edition method of using the Force. Instead of making Jedi characters slowly gain skill dice and slowly add to their power list like selecting feats in 3E D&D, I have a general list of Force power difficulties, and if they try something unusual with the Force, I'll improvise. Right now, there is only one Force-user in the group, my son Steven's PC. And he rarely uses his Force powers, as he's more interested in buying gadgets and droids to help him out (and previous players with Jedi/Force Users drew the attention of Sith Inquisitors...). 

Finally, I've decided that Abilities can't be improved. The rules in 2nd Edition for that are kinda wonky, and are the sort of thing that might lead to player dissatisfaction. I know I wouldn't be happy if I gave up skill improvements or spending CP for a better chance to succeed on rolls to save up for an Ability improvement, then because of poor rolls I waste half of the points I saved and don't get the improvement, I'd be upset. Anyway, it's easier to just keep abilities where they are on the template, and have players improve individual skills. 

I've made some handy reference sheets for my players, and put them in our group Discord server. These are all updated with my most recent additions and changes. 

d6 Basic Rules This covers basic actions and resolution mechanics.

Force Skills Simplified This gives players guidance on how to Use the Force.

Starship Combat Rules Simplified My version of starship combat, trying to make it as simple and easy as possible for the players. 

Star Wars Gear Lists A collection of official and fan-made (some by myself) standard gear to keep from having to scroll through the huge PDF all the time when characters go shopping. Of course, they often ask for things not on this list, so back to the PDF (or to RPGGamer.org) we go...

Sunday, May 26, 2024

Enthusiasm

My Star Wars game yesterday went really well. I had not only Richard (who runs Call of Cthulhu and recently started playing in my Jade game) and Randy (new to tabletop RPGs), but Philip who plays the Brash Pilot Satt Orin returned to the campaign after a hiatus. With Denis, Charles, and my son Steven, that made for six players. 

Even though two were new to the system (one new to doing this not mediated by a computer RPG system), it was easy to get them up to speed and into the game. 

The adventure was to break into a rich merchant's house on Tatooine and steal a data cube on Boonta Eve, the day of the big pod race. Twist: Jabba the Hutt has just been killed by that Rebellion leader Leia Organa and her friends. Twist 2: It's Jabba's townhouse in Mos Eisley that they're breaking into. Twist 3: Gardulla the Hutt has also sent a team to steal the cube, which has incriminating evidence on various Hutt rivals. 

It played out really well, and everyone had a blast. Things didn't go as planned, but they worked out in the end. And some player input created some fun complications that I hadn't thought of in advance.

After the game, Steven was really pumped up. He had a lot of fun in the session, saying that it felt like they were actually in a Star Wars movie during this one. We had a discussion about it, and he's conflicted about whether he likes D&D or Star Wars d6 better. He's full of plans to spend the large amount of cash that the party received for the mission. 

Texting with both Randy and Richard last night, they also both had a lot of fun with the game. Richard played through the solo adventure in the rulebook by himself that evening...but says he came to an untimely demise pretty quickly in it. He's considering possibly doing more with the d6 system, although it might be hard to pry him away from CoC. 

Randy had a lot of questions about my methods as a game master. Since he had only played computer RPGs before, he was really curious about how I came up with the scenario and how I managed all the details. How much was planned, how much was improv? Things like that. His mom was one of those Satanic Panic moms, so he never got to play as a kid, but now regrets that he didn't get to try RPGs until his 40s. We talked about my D&D game, too, and I sent him the TS&R Jade book to see what sorts of characters he might be interested in playing if he joins. 

I haven't heard feedback from Philip, Denis, or Charles other than a bit of post game chatting, but they said they enjoyed it a lot. 

All in all, a successful game. And I've definitely got my motivation to keep running Star Wars, when a couple months ago I was thinking I was done with it.

Friday, May 24, 2024

d6-y Time

Tomorrow is the anniversary of the release of Star Wars (what the kids today know as Episode 4: A New Hope) in theaters back in 1977. And yes, I'm running another session of my Star Wars d6 game. The players from my May the Fourth game are returning, and two more players are showing up. Richard is our Call of Cthulhu Keeper, and recently joined my TS&R Jade game. Randy is a friend who's been interested in getting into RPGs, but had a new baby late last year so hasn't had much time for gaming until recently. 

The d6 system, in its more generic form, was on my mind recently. I actually woke up from a dream yesterday in which I was modifying the system to create a Mabinogion/Irish Myth based fantasy game. I've never played, or even read, the official d6 Fantasy game that came out 20-some years ago, but in my dream I was coming up with a list of skills for magic: enchantments, transmutations, illusions, etc.

Then I come across Tim Brannan talking about Star Wars d20 and mentioning how he prefers those rules to WEG d6, and also Weregrognard talking about WEG d6 Star Wars and the d6 System in general. So it seems to be a bit of a mini-topic these days. 

About 10 years ago or so, when Jeremy Hart and I were gaming together more actively than we are these days, he often talked about wanting to run something with Mini Six, the slimmed down d6 System game. But then he'd run something else, home brewed or Black Hack, or something interesting he'd found and wanted to try. So we never got that Mini Six game going. But at that time, it did get me to download Open d6 and I did really like what I saw in it. 

In fact, I've considered making a 2nd edition of Flying Swordsmen using Open d6! I had fun playing Dragon Fist for a bit when it came out nearly 25 years ago, and had fun with FS for a while, but honestly, it's not the best fit for a long term wuxia style game. With the bell curve results of a totaled die pool, the flexibility to determine what attributes and skills are in the game, and the lesser focus on tactical placement and more on descriptive engagement with encounters, I honestly think it would be a better fit. OSR style mechanics are great for a game where exploration and acquisition, plus combat, are the key drivers of play. Good wuxia stories are about exploring relationships and social norms as much as they are about the martial arts combat. I think d6 would be a better fit, honestly. 

Finally, yesterday this YouTube video on various die rolling methods was recommended by the Almighty Algorithm. Now, before you click on it -- I am not the intended audience, and you, my reader, are most likely not as well. It seems to be pitched towards teens/tweens who are just getting into RPGs, based on the guy's content and his delivery. Why I mention it is that while he mentions the White Wolf style # of successes die pool system, he doesn't mention the WEG d6 die pool vs target number system. There are lots of other die systems he also neglects...like I said, the target audience seems to be kids just getting into gaming, not us old fogies. 

While I didn't learn anything from that video, it did get me thinking about the way that certain systems seem to promote different aspects of play. I'm currently involved in games using d20 for combat (TS&R, although it's got percentages, x/d6, and 2d6 roll mechanics as well, and Gamma World 4E), exclusively d% (Call of Cthulhu), and dice pool (WEG Star Wars) systems. 

The swingy d20 and d% systems are geared around exploration. TS&R (D&D) and Gamma World are about exploration of the setting. CoC is about exploration of mysteries. 

Dice pool systems like WEG (and what little I've played of WW d10 dice pool games) are more focused on telling an interesting story, or at least entertaining the players and allowing them a structure to immerse themselves in their character. I've used some dungeon crawling and wilderness hex-ploration in my Star Wars game from time to time, but for the most part the challenges I set up are situational, with a lot of if/then triggers, rather than site-based. The d6 Star Wars game was designed with this sort of play in mind, and I think it works really well to encourage that. 

Also, the way that the probabilities work out with a dice pool means that characters are a bit more consistent in performance than those using a flat distribution mechanic like d20/d%, although things like the Wild Die, losing dice for multiple actions, and opposed rolls do keep things interesting. 

I'd been thinking that after I finish revising/editing/formatting the TS&R Game Master Guidebook and editing it down to a Rules & Procedures table reference, I'd try my hand at another setting/genre set of players' book/monster book. Middle Eastern/Arabian Nights style gaming, or retro Sci Fi rockets & rayguns, maybe. Now, though, I'm wondering if maybe that Celtic Myth fantasy game or a revision of Flying Swordsmen, both with the Open d6 system, might catch my interest more.

Thursday, May 9, 2024

More Star Wars (and other gaming) Coming

My May the 4th game went well, but I'd still like to try and get a few more people interested in the campaign. So I'm gonna try again. May 25th is the anniversary of the release of A New Hope, and it's also a Saturday. Perfect timing. 

I've got a very busy gaming schedule at the moment. Tomorrow evening, Richard is running his Call of Cthulhu game. Taking a cue from me, he'll be running it face-to-face instead of online. 

Sunday is my regular TS&R Jade game. For the past two sessions, the party has been trying to reach some dimension door portals in the Pits of Lao (the micro-mega-dungeon) to restore companions who were bitten by spectral hounds. They finally achieved that, and there are seven portals in that room, and they only know the destinations of two of them. There's also a lot more dungeon to be explored. But some players mentioned that they want to return to the 18 Chambers of Lotus Fist temple to continue clearing it out (that's where there met the hounds). So I have no idea how this session might play out! 

Wednesday next week is a public holiday (Buddha's Birthday), so I'll be heading down to my friend Adam's house to continue the Swords & Sorcery board game campaign. 

And then there will be Star Wars on the 25th. The 26th should be my next Jade game, too, but we'll see if my wife will allow me to spend that much time gaming on a weekend. Hopefully, she'll be busy with her badminton club! 

 As Wayne and Garth famously said, "Party on, Wayne!" "Party on, Garth!"

___________

In other news, I was watching a Bob Worldbuilder video on YouTube where he was praising the 5 Room Dungeon. For D&D, I find the format a bit too stiff, because it's purposefully made to mimic the rising/falling tension of a movie's five act structure. If you don't use the encounters in that order, you don't get that rising/falling tension, so why not just create a small dungeon as you like? And if you do the dungeon rooms in that order, it's railroady.

For Star Wars, however, I think it might work a bit better. The d6 game is designed to be "cinematic" and the modules I've looked at so far seem to be saying "Choo Choo, Motherfuckers!"

I may not go full on railroad with these adventures (my game the other day was set up as presenting the challenges, but not expecting any particular attempts at solutions), but the idea of an initial "guardian" encounter, followed by an unexpected complication, then a trap/setback/lateral thinking challenge, then a confrontation, and finally a reward or twist seem reasonable for a cinematic style game. 

Of course, I won't force the plot on the characters, and I'll give them plenty of opportunity to flip the script or make an end run to skip stuff, but for my notes, having a chain of encounters set up for the most passive play style seems handy. I can riff off of that when the players go "off script."

Alright, time to decide what exactly the next adventure should be about! I've got an idea involving the death of Jabba the Hutt. The campaign started shortly before the Battle of Hoth, and it's probably been going on long enough that they're coming up on the Battle of Endor (not that the players have ever had much interest in joining the Rebellion).

Sunday, May 5, 2024

SWD Game: Thoughts and Player Reactions

My May the Fourth d6 Star Wars game was a success from a player standpoint, and from a referee standpoint. From a "get new people into the game" standpoint it was a little disappointing, but part of that is my own fault.

First of all, I prepped an adventure that was designed to bring various characters together. I borrowed the opening of the official module Starfall. The PCs are prisoners of the Empire, but a Rebel agent droid helps them escape. Only instead of setting it on an ISD, I put them on a moon base prison mining colony (borrowing thematically from Andor) with the map of the detention block taken from Starfall, but the upper levels of the base taken from the Hideouts & Strongholds supplement. The modules I've looked at are a bit too railroady, but I found it pretty easy to take a few ideas from them and turn them into challenging scenarios rather than storylines to play through.

The basic idea of my adventure is that the PCs are all new prisoners, held for only a week or so, and the Rebel droid infiltrator has identified them and a few other prisoners as not yet broken by Imperial slavery, and wanting to escape. This allowed the PCs some NPC assistance with overpowering the guards, but also a means of recruiting a replacement character mid-adventure if someone's PC died (none did though). 

The general goal was escape, bringing the captured and out of commission Rebel spy Walex with them for a reward beyond freedom. I gave each player a personal additional goal, which they were free to share or keep secret, as they liked, just to add a bit of potential complication. 

The part that was disappointing was that only three players showed up, and they're all in my D&D game. Everyone else was busy or uninterested. And as I said above, several friends who are not in the D&D game told me it was a cool idea, but that they didn't have free time. It's my own fault for coming up with this idea on the spur of the moment. Next year, I'll give people more notice. 

The players who did show up, and their characters, were: 

Steven (my son), playing his new Tech-warrior (modified from the Loyal Retainer template) Jim Bumass.

Denis (long time player), playing his Smuggler Nito.

Charles (first time playing d6, he's only been playing TS&R for a month or so) selected from my pregens the Twilek Gearhead (modified from the Tongue-tied Engineer template), and named him Conan (after O'Brien, not the Barbarian). Conan had an R5 astromech. 

I won't go into full detail of the play-by-play, but the PCs and the rowdy prisoner NPCs used Brawling until they secured weapons from defeated guards, borrowed uniforms, made good Con rolls to convince staff that they were the guards transporting other prisoners, recovered their gear, got intel on the mining operation, and rigged a the station's power generator to blow with a thermal detonator before hijacking the supply ship and evading the station's tractor beam to escape by an appropriate use of a Force Point by Nito. 

They managed, through clever ideas and lucky die rolls, to complete each player's secret objective and didn't trip any alarms along the way. They also avoided fights with a squad of 4 fully armed stormtroopers and the station commandant's security droids. Everyone had a blast playing through it. 

Afterwards, Charles was really enthused by how much tension the Wild Die added to every roll. Even when his Gearhead was using his 6D Computer skill, he was nervous about rolling that 1 on the die. He also liked how I had set up a variety of challenges, and he said he was trying to anticipate problems and think around the corners to come up with solutions. 

Denis felt similarly about the challenges faced, and that there were multiple ways the session could have gone. 

Steven told me, before bed last night, that he liked Star Wars more than D&D...but liked D&D more than Star Wars. He meant he really liked both, but they're different so hard to compare. He did really enjoy the fact that I broke out the minis for this game. The tactile play with the figures themselves, and the tactical use of them minis on a board, kept him a bit more interested in the session.

Our heroes (L to R): Nito the Smuggler*, Jim Bumass the Tech-Warrior, Conan the Gearhead with R5 droid. 

*Nito is human, but Denis told Steven to pick a mini for him and he picked Plo Koon. 

I collected these figures back when the Prequels were coming out, when I was living in Japan. Pepsi gave them away as freebies with every 500ml bottle of soda, and despite preferring Coke, I drank a LOT of Pepsi back then. I also visited the local resale shop often and picked up a lot more figures there. 

The figures are 54mm (green army man scale), so you can see I've mixed in a few Kamen Rider and Gundam figures I also got at the resale shop, and a few of the classic SW knock-off Galaxy Laser Team as well. I've been thinking of trying to add to my SW mini collection, but the table top games use 28mm or 35mm scale figures, so they'll look dinky next to these guys. If I ever want to expand the collection, I'll probably need to find some scalable STL files and have a friend with a 3D printer custom build them for me. I've realistically got enough minis...but there's a part of me that can never have enough minis.

So to wrap up, the game went well, but it would have been nice for me if I could have gotten a few more people out to try it. I'm re-energized about the SW campaign, though, so I'll be running it again soon, and maybe running both online and offline if I can find a few more offline players. It may cut into my D&D/TS&R time, but like Steven said, they're both good games that scratch different itches.
 

Wednesday, May 1, 2024

I'm Doing a Thing

As this coming Saturday is May the Fourth (Star Wars Day), everyone's favorite unofficial holiday...or second favorite, behind Talk Like a Pirate Day...I'm gonna run an open table game of WEG d6 Star Wars. 

Flynn is in America, so he won't be able to join unless he can stay up real late and video conference in. Not sure if my phone battery would last that long or how feasible that would actually be. I'm going to be using my tablet for referee stuff so that's not an option. He's probably going to have to miss it. 

Steven, however, is excited. A few other players in my TS&R Jade game also plan to attend. Denis plays Nito the Smuggler in my SW campaign. Charles is new to TTRPGs. A few other friends have shown interest, and I may get some walk-ins. I made this poster to advertise: 

I just completed a set of 14 pre-gen characters. Some were standard templates, and I just had to select the starting skills and add a bit more gear. Others I had to modify templates, but in general that was pretty easy to do. You can download it here if you want to take a look.

I have a few house rules for skills (parry skills don't exist in my game) and at least for this open game session, I'm going with the 1E rules for the Force. If you're trained in the skill, you can attempt any related Force power, without having to select powers like feats in 3E.


Monday, April 22, 2024

Movie Review: Rebel Moon (Part 2)

Yeah, I said I probably wasn't going to watch this after watching Part 1, but I did. So how was it? 

First of all, there was a bit of swearing, but not much. PG-13 level. 1 f-bomb, a few other swears. Not a lot. So parents searching for "curse" words, you've been warned, but it's not bad. 

This was more of the same. 

There were some cool visuals and action sequences, but not as many as in Part 1. 

There were ham-fisted attempts at characterization. Sorry, this is a bit spoilery, but it's at the beginning so I'm not spoiling much. They literally go around the table with each "hero" telling their sad tragic backstory with flashback. And no, they don't actually make me feel more invested in each hero. Except Kora, the main character. She had an additional flashback during a love scene (didn't they do that in part 1 as well? I think so...). During the group therapy session, she clams up. 

King Kong had better character development in Godzilla x Kong (which I saw just before leaving for the USA, and enjoyed, I should write about it). 

The villains are cartoonishly bad. They should be menacing, but they're just kind of pathetic. Why isn't the Resistance mopping them up across the galaxy?

So many plot holes. 

So many predictable developments. I was literally thinking, "Oh, this should happen next" and it does, quite a few times. 

They took the basic framework of 7 Samurai, but other adaptations ranging from The Magnificent Seven to Battle Beyond the Stars have made you at least feel invested in the seven heroes. I don't need to know what it was that Robert Vaughn's character did to feel an attachment to a guy trying to redeem himself. I just need to know that he did some shit and now this is his last chance to make up for it. 

Part 1 at least had some interesting visuals and action scenes to just sit back and enjoy the eye candy. Part 2 felt pretty flat, although the conclusion was done in a way that makes you feel the triumph of their victory (yeah, spoiler, but you knew they were gonna win)...until something happens that seems like it should be a reversal...and then predictable deus ex machina saves the day after all. 

And of course, there's set-up for a sequel. 

I really wouldn't waste your time on this. I had two hours to kill Saturday morning, but even if you are in a similar position, find something else to watch. It's disappointing.

Sunday, December 24, 2023

Movie Review: Rebel Moon (part 1)

On Friday, my older son and I watched the new Zack Snyder film on Netflix, Rebel Moon (part 1). 

For those who don't know, this started out as a pitch for a Star Wars film that Lucasfilm rejected. 

And for those of you wondering if it has curse words, not really. Other than the violence and one attempted rape scene (no nudity), it's pretty kid friendly. 

Now I'm not a huge Snyder fan, but I've enjoyed some of his works in the past. So I was curious to see what he would have done with a Star Wars film. Obviously, this film has been changed. The serial numbers have been filed off, but I also assume some things have been changed story-wise as well since it was pitched to Disney/Lucasfilm. But the curiosity was there. 

While watching, at first, Flynn kept puzzling over what era of Star Wars this would have been set in, if LF had picked it up. Was it Palpatine's Empire? The Sith Empire? Some future era? The opening narration tells us that it happens after 100 kings had ruled (or was it 1000?) but that could easily have changed from the original SW version. Were the Bloodaxe siblings originally Luke and Leia? Probably not. We never could figure it out.

Anyway, about the film itself: we were both disappointed by it. 

I don't want to spoil things, so I'll just say this: the pacing was slow and plodding, which you'd expect from a more character driven piece. But there was little to no character development, and most characters were introduced in a way that didn't give us much emotional involvement with them. The ending wasn't a surprise, and didn't really leave me thrilled to have spent two hours watching this thing. 

Snyder is known for his cool visuals, and this film was lacking in that as well. The CGI and the settings looked OK, but they used camera settings that hyper-focused certain things and left the periphery looking like vaseline was smeared over the lens. At first, I thought it was my eyes or a smudge on my glasses, but no, it was the way the movie was shot. And when there were big action/adventure set pieces, they weren't that amazing. Fairly run of the mill, really. 

I'm not sure if I'll bother with Part 2 when it comes out in a few months. 

Would I recommend it? Not really, but if you're already paying for Netflix and you've got a few hours to spare, it's not the worst thing you could watch. There are a few things you might be able to pull from it as gaming inspiration, but don't expect to be taken away to a place long, long ago in a galaxy far away.  For all of George Lucas' faults as a writer/director, the worst of his Star Wars movies are still better than this.

Friday, November 3, 2023

This is the Way

 For Halloween this year, my boys and I decided to make Mandalorian armor for our costumes. After looking at some of the high quality cosplay suits some people make (see the Mando Mercs cosplay group!), we decided to just go cheap and make everything out of cardboard. 

We started out in August, by watching some tutorial videos and downloading some templates for the helmets. We started with a test printing on regular paper:

Next, we printed the templates again and made the shells out of paperboard.

A bit of papier-mache added stability to the base helmets, and covered up the seams.

 

In September, we finally got around to the painting stage.


We had to order in some shading film for the visors, and it was a bit hard to work with, but we managed. Here's me trying on my helmet. I redid the cheek panels in green later, as my wife thought it looked too clownish in red. And Stevie, my younger boy, ended up repainting his whole helmet from "watermelondelorian" to "Cincinnati Bengalorian" a few days before the events (pictures below).


Once we finished the helmets (other than a few touch-ups here and there), we moved on to the gauntlets. For these, the templates were all for Boba Fett gauntlets, but we all decided to customize our own weapon load-outs on them. 

My right gauntlet, with whistling birds, flame thrower, and cable projector. 



The cable projector (the odd-shaped green thing) ended up being a bit uncomfortable. 

Here's Steven's left gauntlet, with blaster/laser, and energy shield generator. I had an energy shield generator on my left gauntlet, too. The blue disks  on the next picture are cut from a plastic file case. We used magnets to attach the "shields" to the gauntlets, but in the end the magnets weren't strong enough and they would fall off too easily.

Here's Steven's right gauntlet, also with whistling birds, flame thrower, and a holdout blaster on the bottom.

My left had the personal shield generator (discussed above), as well as a rocket launcher. I added a rocket later.

I forgot to get pictures of Flynn's gauntlets during the crafting process. He went fairly simply, with a flamethrower on the right, and a retractable vibroknife on the left. 

At the end of September, and into early October, we started working on the armor. Also, you can see that Steven didn't paint his gauntlets until after we'd started in on the armor.

 

We ordered some cotton cloth and made vests to hold the armor plates, as well as capes for the boys.


 

No one noticed my cheeky addition to my armor.




I made myself an EE-3 blaster carbine out of cardboard. Flynn and I also crafted a sniper rifle for him, based off of the one used by Crosshair in The Bad Batch. For Steven, he just wanted us to paint one of his water guns black, so we did. We also bought an extendable pole from the dollar store, painted it silver, and made a bescar spear for Flynn.

In the end, it worked out pretty well. Flynn and I wore our costumes out to my buddy's bar on Saturday the 28th, and had some fun. And on Sunday the 29th, there was a trunk-or-treat for the kids, which was also a lot of fun. 






With local band Goths on the Beach. (The choking pose was her idea.)






Monday, September 18, 2023

I've been banned!

Yes, I have been banned. This is not an exaggeration to get clicks. But what I was banned from and why is pretty funny. 

I know I've mentioned it before, but I play play-by-post games on Role Play Online (RPOL.net). My new Gamma World game is there. 

So there's this guy who's been for years trying to get new players into his d20 Star Wars game. Years ago I sent him a request to join, but it was ignored (first red flag!). But he kept asking for new players to join, so recently I decided to try again.

This time, he responded, but he was pretty condescending towards me, thinking my request from three years ago (which was still there) was my current request to join. Three years ago, he was looking for a level 3 or 4 character to join an existing game. Now, he was starting over at level 1. I figured hey, no big deal. He may not be a native English speaker, and gamers can be quirky anyway. We got past that when I explained that he'd ignored me before. (This was the second red flag, but I pressed on.)

So he says he is basing this Star Wars game at the end of the Clone Wars, off of some video game I'd never even heard of. Dark something or other. It's Star Wars. The enemies use The Dark Side. There are Dark Troopers. Dark Jedi. Dark this, dark that. Pretty par for the course. I didn't bother to Google the game.

So he posted that he wanted players, and specifically, the party could use a Jedi Guardian, a Soldier, or a Fringer. 

My first idea was to play a Fringer (Outer Rim survival/tinkerer type class). He said a Guardian or Soldier would be better. 

So I thought, how about a Mandalorian soldier? He said no, because there is a Jedi in the party, and as far as he knew, Mandos and Jedi are old enemies, so they wouldn't fit together. I suggested that there's plenty of precedent in Clone Wars, Rebels (the whole series has two Jedi and a Mando as leads!), The Mandalorian... He hasn't seen any of that. He's seen the movies, and played some games. That's his Star Wars. Well, fine. No worries.

He suggests I play a Jedi Guardian instead. I don't really want to mess around with the d20 Force rules (which are clever in a way, but kinda suck in actual play) and just not in the mood for a Jedi PC anyway. I tell him that I'd rather stick to a Soldier. So he suggests I play a Wookiee or some other big strong alien type. 

I've never played a Wookiee before. I think, not being able to directly communicate with the others and having to use descriptions of my gestures/mood might be kinda fun. So I make a Wookiee Soldier, and I'm accepted into the game. 

But then he says, hey, why not play a Wookiee Jedi Guardian? Wouldn't that be cool? No thanks.

Then, I've made my PC. I take one of those useless but flavorful +2 to two skills feats. He's like, hey, why not take a combat feat? I say I'll get plenty of feats as a Soldier. This gives me a bit of flavor. He is dismissive, but whatever. Then he's complaining that I'm playing a Wookiee but didn't take a bowcaster. Honestly, the d20 rules for them are a bit suboptimal, and NOW he's worried about me going for an optimization choice instead of a flavor choice. Weird, but OK. 

Remember, I'd wanted to play a Fringer, a sort of jury-rigging rogue type PC, in the first place. 

Then I find out that EVERY PC and the DM PC (yeah, another red flag) can speak Shyriiwook (the Wookiee language). So my idea to have to play this guy who understands everyone but has trouble making himself understood is out the window.

So, my Wookiee is introduced, having been captured and frozen in carbonite, then rescued by the PCs. So I'm blind at first. Luckily, that doesn't last too long. But we're on an abandoned Star Destroyer (Venator I guess?) and there are bloody trails and remains of clones everywhere. Our DM PC is trying to lead us here or there, but players being players, we're trying to explore and investigate this. 

We finally get the GM to allow us to move where we want to go, and we're attacked by clone zombies. 

I am instantly turned off. I wanted to play Star Wars, not zombie survival horror. But I press on for a bit. 

First round of combat, one of the zombies bites my PC. It's a critical hit, meaning it goes to my Wound Points (actual damage hit points) instead of my Vitality (luck/wits/skill hit points). It's only 2 damage, though, and I'm a big tough Wookiee with 14 WP. But the GM is asking me, "Hey, you could take the 2 damage, or you could lose a limb. Wouldn't that be cool? You could get a cybernetic replacement."

Really? He wants me to gimp my character in the first round of combat, in a format where just getting through a round of combat can take days, in the off chance that some where down the line I'll be able to get a cybernetic replacement? Instead of just taking 2 damage? Weird. 

I didn't post for a bit because I was busy (it's a pretty slow game, the other players are equally slow to post), but he made a comment to me asking if I was still interested in playing. And I decided I'd had enough. I posted (publicly so everyone would know I was leaving) that I wasn't really interested in playing a zombie horror Star Wars game, and than I think I'll politely bow out. 

He replies in a derisive manner, saying that I must have known it was a zombie game because whatever Dark Something game he'd based this on is a zombie game. Remember that? Yeah. Still have no idea what that game is, and still no desire to Google it. And he was complaining that I'd wasted his time. Remember how he'd been trying to get players in this game for a long time? I replied privately that no, actually, I didn't know the game he was referencing, and that there was no hint at all in the game advertising he'd made that it was zombies in space. I tried to stay polite, and even thanked him for giving me the chance to play in his game.

This morning, I saw there was a private message reply. But I couldn't read it, because he'd banned me from the game. 

No loss there, though. I probably should have bailed during the weird demands of character creation. But I can say I've been banned from a game!


Tuesday, August 29, 2023

Back to the Grind, Plus Gamma World and Call of Cthulhu!

I'm in the final week of summer vacation. As a professor, I get a nice long summer vacation, but I'm actually usually busier during the vacation than during the semester. So I'm looking forward to things slowing down a little. Not too much, though. I've got a couple of composition (academic writing) classes this semester, plus a study I'm hoping to finish up by October for fingers crossed publication in December. But despite that, my schedule, and my boys' schedules, will be regular, so gaming should be more or less back on track. 

My TS&R Jade game has been going well. Yesterday, my boys and Denis were the only players, and they followed up on a rumor that took them to a location just beyond their abilities (if other players had been there, it likely would have been fine). But with some good strategy, a bit of luck, and negotiation, they managed to complete their objective (rescuing 3 kidnapped children from monsters) and only lost one henchman in the process. 

I haven't run Star Wars in a while. Steven, my younger son, has been asking when I will. And with the new Ahsoka series on Disney+ now, I'll likely fire up those Star Wars creative neurons and get something worked out soon. I need to get on the players, though. I gave them a bunch of leads after the last session, but the only feedback I've gotten so far was one player saying, "Yeah, any of those look fine." Gonna have to pester them a bit more.

Richard, a friend who played in my West Marches game back when I first started it up (as a 5E game), and who I've played with a bit in some of Dean's games, is starting up a new Call of Cthulhu game. We had a session 0 last Friday, and the first game will be this coming Friday. I rolled up a rum runner with a boat and skill at driving a car, so I'll be the party's wheels. We've also got a prizefighting boxer, an Italian anti-mafia spy, and an investigative radio reporter as our party. Should be fun!

On the play-by-post website I use (RPOL.net), I made a Gamma World game last October, but it's just been sitting there unused. I made a few last minute updates and changes (I'm running 1992 4th edition, but with some house rules and mutations from other editions/games, including some of the house rules I used in GamMarvel World a few years back) and opened it up for players. So far, I've had five players ask to join. Two of them are already rolling up their characters: a mutant webspinner (an insect) and a mutant armadillo. I'm hoping to recruit around 10 or 12 players, since RPOL games have a high attrition rate.

Oh, and my boys are still working on their airplane simulator! They've been working on 3D models this past week. If you want to support their efforts, please check out their GoFundMe page! Thank  you!