Showing posts with label sw. Show all posts
Showing posts with label sw. Show all posts

Friday, May 8, 2026

Go Long

Eh. I really don't have time for this. But....

So, I was reading this post by Mr. Maliszewski the other day, as well as its associated links. All things considered it feels a little disjointed which is (perhaps) understandable given his focus at the moment on his current writing project. I can dig that.

Still. It bears a response.

There are RPGs and there are RPGs. And in addition there is Dungeons & Dragons. I think it's important to understand how distinct these things are from each other...and from a fiction franchise like the ones described in James's article. Whether you're talking Star Wars or Game of Thrones or whatever, such things are simply settings designed to TELL STORIES. Specifically, to tell a particular story. 

In the case of Star Wars (for example) we're talking about the "story" of Luke Skywalker, from his humble beginnings to his heroic triumph over the forces of evil. The setting of the Star Wars universe...including both its interplanetary geography, its history/timeline, its imagined "culture," its cast of characters, its pseudo-religions, etc....all exist specifically as BACKDROP for the story being told. They provide a rich and (for many folks) inviting tapestry that intrigues and engages the imagination, but they are only as important as they apply to the story at hand. That there is room enough in the setting to tell other stories (the rise and fall of Anakin Skywalker, for example, or the story of parental love and identity found in The Mandalorian series) is evidence of the broad consistency and richness of its fantasy landscape. 

[I'd be tempted to say the same about the various book series set in the Star Wars universe, except that A) I've read almost none of them, and B) what I have read all seems to be filled/fraught with blatant "fanservice," in the same annoying fashion as most of the cinematic installments in the franchise history]

Similar statements could be said of Martin's ASoFaI series except that it is far more limited in scope, being (for the most part) medieval mudcore with extremely limited fantasy elements often subverted (especially in the teleplay) to visual porn (both of violence and sexuality).

[I say that as someone who is a fan of the series and who has found it fascinating in spite of its more prurient elements. In other words, not trying to hate, just calling it like I see it]

Franchises...whether you're talking Lucas and Martin or the ones created by Roddenberry, Herbert, Rowling, Tolkien, Clancy, etc....all have something in common: they have become a means of generating reliable income for their producers (either the creators or those who hold the IP) because of their built-in fan/customer base. Every installment of the franchise...whether it be a book, a movie, a TV show, or some example of lifestyle branding/signaling (t-shirts, merch, etc.)...becomes an investment destined to yield a rich return. When Disney allows some company to create coffee mugs with superheroes branded on it, you can be sure that they are reaping some sort of royalty return, even as they allow the cup company to make money themselves (and continue promoting their franchise). Every franchise is a money-making cash cow designed to milk fan loyalty. Pure and simple. This is what the capital behind the franchise is (excuse the pun) banking on.

But D&D is a game, not a franchise.

At least the D&D I play. Unlike certain RPGs that are based on specific, story-based IP (think: most Chaosium RPGs, many "trad" RPGs of the 90s, etc.) D&D invites players to create THEIR OWN WORLD...their own campaign...in which to play the game. Unless you're going to buy into a specific piece of setting IP (say, DragonLance or Greyhawk or whatever), the game you run is your own...with no story involved.

Which is important! Stories have beginnings and (generally speaking, Mr. Martin) endings as well. As such, they are designed to stop. That corporations (it is always corporations of some sort) decide to turn a story into a money-making franchise does not change this essential fact. Luke Skywalker's story is over, once it's told. So is the story of succession for the Iron Throne (once the matter is decided). It is a LOT harder to find reasons to create adventures in a setting/world for which the major events have already been chronicled. 

Not impossible mind you. Creative minds will find a way.

But not all RPGs are created equally. Dungeons & Dragons doesn't come with a built in setting. Instead, it provides a set of rules for playing a game. Individual Dungeon Masters are the parties responsible for creating their worlds/settings. And with a focus on that (i.e. world creation) why would anyone ever tire of their campaign?

DMs are not storytellers. We are lords of creation. We are gods.

D&D is not played with an end goal in mind. Yes there are "win" (and "loss") conditions built into the system; yes, there are objectives of play. But these are of secondary importance to the experiential nature of play itself. DMs do not create stories; DMs create worlds. And then they run those worlds using the rules of the game.  

Some might say that any confession that an RPG (especially one not tied to a specific setting or fiction franchise) could, eventually, be "played out" shows a distinct lack of creativity. As was pointed out to me the other day, a piano has only 88 keys, and yet people continue to find ways to create new music with those same keys, even after centuries of use. And that's only using two hands! How many more combinations of situations can one create with a Monster Manual and a blank sheet of graph paper? How many more iterations can you have with multiple human players, each bringing their own experiences and personalities to the table?

I am certain there are those who look at the game of AD&D...the game I've yet to tire of after 40-odd years...and say, what a boring game. What a boring premise. Killing monsters and getting gold. How long can that stay exciting? How long till that grows tiresome? I am certain of this because people have said as much to me...more than once.

And yet most of us have had the experience of having to "work for a living." Even those of us blessed with an exciting, fulfilling job/career/vocation have known days that were humdrum and boring, or challenging in non-fun ways...dealing with irate clients and unresponsive vendors and the fluctuation of markets affected by the stupid, stupid actions of an utterly corrupt and incompetent American president. 

Isn't it nice to have an escape to a world where your problems can be solved with a sword or a magic spell? Isn't it fun to have some pulse-pounding, adrenaline surging excitement that doesn't end in real world injury...or even sore muscles? And for the creative individual, isn't it nice to have an ENTIRE UNIVERSE to shape and mold as you please, and to share that universe with our fellow humans, astounding them with pulse-pounding, adrenaline surging experiences?

There is a deeper game beyond the surface play one first discovers as a kid opening a boxed "basic set" of D&D...but one only finds it if they spend the time and effort to grow and develop their game. Just as we, humans, grow and develop ourselves.  We need to stop selling ourselves short.

Go long.

 

Wednesday, January 24, 2024

Return of the Jedi

Last night my family watched Return of the Jedi (AKA Star Wars, Episode VI). This was not our first time.

I was cooking dinner tonight...grilling, in fact (no rain...for a change)...and had briefly considered posting pix of how I make Paraguayan chimichurri and baked mandioca. Eh. Another time. My grill is on its last legs (at least the charcoal pan), and in need of a replacement (probably in the Spring). The film I just threw on as "background noise" while putting stuff together...although the movie I started streaming was Rogue One. It was my daughter that switched it to RotJ.

My daughter (Sofia) is nine years old. Because she is my daughter, she's already seen these films...multiple times. However, this is not the same with her classmates. Oh, some have seen the movies...her friend Posey, and most (all?) of the boys. But not her best friend (Milana), and another friend...Maddie...has only seen the original trilogy, and only over the last three weeks. 

They, of course, love it.

Still Good
So they've been playing a lot of "Star Wars" at recess. Acting out the movies. Pretending to be the heroes or the villains or the stormtroopers, etc. This is why she wanted to watch Jedi...they've been self-performing the films sequentially and only just gotten up to "Jabba's palace." Sofia says they know most of the lines (well, she does anyway), but she just wanted to 'go over it.' The film had only just started as my wife and son got home from soccer practice (her turn driving tonight), and Diego exclaimed "Hey! I want to watch!" So we did.

It's interesting, watching my kids re-watch these films...films that were so much a part of MY childhood (I saw all the original films in the theater...multiple times). Sofia is...mm...about where I was at her age as far as understanding goes, but interesting to see her amazement at non-CGI special f/x. My son is much more developed and mature for his age and eyes things with the critical eyes of a film critic and seasoned campaigner (a lot of pseudo-military stuff in these SW films and my boy is all about the war games and military history). 

BUT...just astounding how well they hold up as entertaining films for kids. I do not approve of, nor appreciate, all the the things my kids find "awesome"...a lot of their pop music, for example, or some of the kids shows they dig, or many of their book choices (I can't stand those "Wimpy Kid Books" and they both eat those up). But here's something that we all connect on.

It is also interesting that the 9 year olds are SO into this...perhaps this is the "sweet spot" for those movies? I believe Diego was about the same age when he started his "D&D Club" at school, mainly to run a Star Wars RPG of his own devising (based on the B/X chassis...natch). That club has since gone defunct, but the kids who enjoyed it are still playing D&D (albeit with different groups outside of school). But...Star Wars (and, specifically, the original trilogy) were a unifying factor. 

Sofia last night (during the opening scene in the new Death Star): "Darth Vader is the BEST!" He's pretty good all right, probably my favorite "supervillain" of all time. Religious zealot, scarred cyborg, rage-filled brute...plus, James Earl Jones. Just...menacing. Shiny helmet. Black cape. Featureless mask. It's all delightful. Jedi may be the worst of the first three films, but turning Vader into the hero at the end was a stroke of genius (although I prefer the original cut of the climactic scene which has NO inserted Vader dialogue during the crescendo of the film's score...why make the scene weaker, Lucas? Jeez).

Ok. I'll stop. 

[by the way, while Sofia has a huge appreciation for DV, I know that her favorite Star Wars character of all time...from all the films...is still Darth Maul. She will tell you the same, if asked. She prefers the Rebels for our Star Wars Legion games, but I'm guessing that'll change as soon as she sees a Maul model on the shelf]

Why am I talking about this? Partly to grease the ol' 'blogging wheels' (a little rusty lately). But also because it's (very slightly) pertinent to a project I want to talk about. NOT a Star Wars project, but...perhaps..."SW adjacent?" That might be accurate.

First, though, I need to get back to that whole 'procedural gameplay' thing I mentioned earlier. We'll get to it.

Monday, January 8, 2024

Space Wars

So the Seahawks season is over and, despite yet another close win (against a 4-13 halfling team...big whoop), the orks are out of the playoffs (*sigh*). I may discuss that in later post (or the playoffs in general), but at the moment I'm not in the mood for Blood Bowl.

[not that Blood Bowl hasn't been on the mind a bit...the kids have been clamoring for it in recent days and are in the process of painting up a couple BB teams (wood elves and amazons; Christmas gifts from last year, if I remember correctly)]

It should come as little surprise that in MY household, there's been plenty of game playing that's been going the last couple weeks (during the holiday vacation season). What might be surprising is that almost none of it has been D&D related. Instead, it's been card games, board games, and war games...specifically a new war game that was on the boy's Christmas list: Star Wars Legion. Prior to New Year's eve (when we had to clean the table for a dinner party) our dining room was dominated by battlefield detritus and unpainted models. Now...well, the battlefield hasn't returned (yet) but the table is once again dominated by scores of miniatures...primed miniatures that are in the process of being painted.

Since it IS game related and it's been the main thing occupying my attention lately (at least, the bandwidth I reserve for gaming), I figured I might as well write something about it.

Under the tree this year.

Star Wars Legion
is a miniature war game; the core box set comes in two varieties Republic vs. Separatist or Empire vs. Rebels. The rules for both are the same, but the models included in the box are different. We, of course, have the latter set because...duh. 

I find the game VERY reminiscent of 2nd edition Warhammer 40,000. Not necessarily in game play (initiative and turn procedure is NOT 40K-esque, and the thing uses custom dice rather than standard d6s), but in terms of army construction and general paradigm. Each player picks up a faction. Unit types are given "rank" categories, which limits how many of each type can be included in the army list. There are normal generals and whatnot or "special" (Unique) figures based on film characters. There are "upgrade" cards that can purchased for specific points...very much like 40K's "war gear" and "psychic power" cards. And just like 2E 40K, the special characters, can punch above their point value, absolutely dominating the battlefield...something that the 40K designers endeavored to rectify between 2E and 3E.

[when it comes to 40K, I logged the most "game time" playing 2E, though I spent more years collecting & building 3E and/or 4E, before chucking the thing around the time of 5E]

Which is FINE...it is very Star Wars. Luke Skywalker should be able to carve his way through a unit of stormtroopers. Vader should be a big, menacing presence on the moving (slowly) about the battlefield. Mandalorians with jetpacks should be highly mobile, elite units. Etc.

The game has a LOT of fiddle to it: a lot of special rules and spot mechanics and tokens, reminiscent of Magic cards...a fairly obvious influence on the design of Star Wars Legion. But I like the game...a lot. For a NUMBER of reasons:

1) Star Wars is fun. Star Wars as a war game (stormtroopers vs. rebels) is a blast. The models are all recognizable by anyone with even a passing knowledge of the films, and their capabilities are well-modeled by the game mechanics.

2) Really quality components (easily stored in a nice box) and fairly straightforward rules that, after a couple play-throughs, are fairly easy to grok. No issues for the 12 year old, despite being for ages 14+.

3) Dirt-cheap investment. Anyone familiar with GW stuff knows how much money can be spent on the miniatures hobby. I remember when a single rhino tank was $35 or a landraider was an "outrageous" $50ish. Just checking Amazon this morning, the prices on these are up to $89 and $140

Holy. Crap. 

Star Wars Legion, by contrast, are cheaper to buy BUT (more importantly) have an 800 point structure limit. The core box provides two forces of circa 500 points...you can customize a legal army with the purchase of 2-3 extra units, probably with less than $70ish total in extra expenditure.  They're cheap enough you can outfit multiple "800 point armies" of the same faction for little money (the core box is currently available on-line for $95...compare that to 40K!). I bought myself a late Christmas present of the "Blizzard" box: three snowtrooper units (21 models), 2 speeder bike units (4 models), another Vader, and an AT-ST (!!) all with associated cards, upgrades, and extra tokens. Total price: $105. Scheduled to arrive tomorrow. One of these days I'll throw down the extra $13 to buy General Veers, and my "Hoth assault" army will be complete. 

[never mind...just took 2 minutes to place the order. It's still only $15 with tax...arrives tomorrow, too]

Arriving tomorrow.
Back in 1996 I paid $18 a pop for each two-pack of space marine terminators. I got six (total), all with thunder hammers and painted them up to be Khorne berserkers. Less than a year later, they were outlawed by 40Ks new rule set and (so far as I know) have never since been a legal 40K unit. Screw you, Games Workshop.

4) Easy assembly. The kids have been doing (most of) the cutting and gluing...I just do all the priming, out in the garage (to save on their young lungs). Even the really fiddly models (the AT-RT, the Mandalorians)...the kid put them together no problem, without adult help.

5) Lego compatible. Over the years, my kids have acquired quite the collection of Lego sets, many of which are Star Wars themed. While these have been used for plenty of "Lego wars" in the past, they are pretty close to the same scale as Star Wars Legion...which means that we have ready-made "terrain" for our battlefield. Who needs plastic forests and spray-painted "hills" when you can battle in the Tattooine cantina? Plus, I just like repurposing toys...or anything...in ways that make it useful. 

6) Fast gameplay. The game plays quite fast...once you get a handle on how each unit's special rules and instructions work. That part is kind of a pain, as each unit generally has at least 1-2 special rules associated with it (even before adding various "upgrade" cards), and you're bound to make mistakes in the first battle or two (we did). However, the limited NUMBER of units (that 800 points is only enough for 6-7 groups), combined with fast turn sequence means you get ramped up pretty quick. The whole "issuing orders" phase (a card drawing mechanic that takes the place of initiative rolling) allows for interesting tactical maneuvering, and the quick attrition means game play speeds up substantially as the game goes. Six turns (again: memories of 2E 40K) goes VERY fast, but battles are tight right to the end. We dig it.

7) With regard to rules, I'm generally fine. Yes, Luke is a beast. He's also been shot to death in every battle we've played. Same with Vader. The only mechanical issue that bugs (or that I'm not used to) is that troop models cannot be screened by other troop models. So, even though the stormtroopers advance in front of DV (because Darth is Sooo Slooow), rebel forces can ignore the troopers, focusing fire on the commander behind. In practice it hasn't been a big deal...but it does feel odd.

Anyway. War gaming is fun. War gaming in spaaaace is also quite fun. Even the nine year old is into it (she's currently painting her Amazon team, but has a Chewbacca and Leia for SWL and plans to get in on the next battle). The kids are getting to an age when I can fo this kind of thing with them...an age where I can unpack my old crates of 40K minis and not worry about them smashing them crazily, or pitching one in a tantrum of frustration (always a possibility with young or immature players). 

But I'm kind of over 40K. I mean, there's a lot of sly Star Wars references in the original 40K game (which I own, but have never played), and I'm tempted to run some first edition 40K using the SWL miniatures in place of GW stuff (now that would be a hoot!). I thought about introducing them to 40K proper, but even though I've got the stuff for it...what edition would I teach them? I mean...how many editions are there now? Eight? Nine? I've got rule books for the first four (five? Maybe) editions. But do I have a favorite? Not really. It's such a simple system, but there are changes to every version that changes the game in significant ways. 

Nah. I think I'll stick with the new Star Wars game for a bit. I'm sure 40K will still be around in ten years...in a twelfth edition with $300 tank models...if the kids want to try it out.

*** EDIT: Sorry, almost forgot: Go Dawgs! ***

Friday, February 4, 2022

Hey...A Review!

Tim Brannan over at The Other Side blog wrote up a chapter-by-chapter review of my latest book COMES CHAOS. Interested folks who've been wanting to read someone's opinion of it (besides mine...*ahem*) should check it out. It's a decent overview of the thing.

I spent half the day writing my first post on "world building;" it sucked and was pretty incoherent...um more so than my usual ramblings...so I'm taking a moment to step back and think about exactly what I want to communicate. Definitely more than empty platitudes (which is kind of what it was turning into).

And speaking of weird ramblings: despite feeling "done" with the Star Wars franchise I have been watching the Book of Boba Fett, and man is that thing all over the map! But the most interesting part of watching the most recent episode is finally realizing what it reminds me of: an old 80s SciFi series like Battlestar Galactica or Buck Rogers (especially the latter). Not only is there a heavy rubber-mask alien vibe throughout the thing...much less than in the Mando series where most of the cast was either human or helmeted...but droids feature more heavily and everyone is just nonchalant about the weirdness of it all.

[which, by the way, is very different from the Star Trek M.O. Everything in Star Trek always seemed allegorical...used to tell some sort of morality lesson...and all the main (human) characters constantly alternated between smugness or bending-over-backward-to-understand-our-culutral-differences. Gah. BoBF doesn't care about any of that...things are just weird in the galaxy. Period. Who cares what a weequay or jawa thinks about life? It's rubber mask escapism

Of course, the most interesting / fascinating show I'm watching these days is The Morning Show with Jen Anniston and Reese Witherspoon. Good stuff that. 

Okay...enough, I don't want to get into a TV discussion at the moment. Life's too short.

Friday, April 23, 2021

Come Sail Away...

We finished running "Rebel Breakout" yesterday, using my modified version of the old West End Games Star Wars. It went fine (the "adventure" isn't all that great...though as a starter/sample, what would you expect?) but the kids really enjoyed it...they were far more enthusiastic about this little game than the supers game. Getting a chance to blast stormtroopers and fly Y-Wings I suppose...

I am satisfied with the system enough that I'm taking the time to write it up...at the moment it's about five pages long, but the final thing will probably come in around 20 or so pages, depending on formatting and how much I decide to "pad" the thing out. Probably there won't be much of the latter...I mean, it's just Star Wars. And it's really just WEG with a slightly different system. We'll see how it holds up over a couple-three adventures.

However, while folks wait for the PDF, I might as well give y'all the gist of the thing...something for the "so inclined" to ponder over the weekend (I will be very busy, with multiple baseball/soccer games and Covid vaccinations going on). Here are the basics:
  • Dice pools get substituted for polyhedrals: 1D = d4, 2D = d6, 3D = d8, 4D = d10, 5D = d12, 6D = d20. Much of the mechanics involve "shifting" die size UP or DOWN. Above d20, shifts go to d20+1, d20+2, d20+3, etc. all the way up to an absolute maximum of d20+9 (the equivalent of 15D; there are a couple dudes who have these scores). Fractional "pips" from WEG are generally dropped or rounded when doing conversions.
  • Target Numbers are pretty simple: Very Easy = 2, Easy = 4, Moderate = 6, Difficult = 8, Very Difficult = 12, and "Heroic" (from 2nd edition) would be around 15, if you wanted to set something that high. Many rolls are contested (meaning an opponent is trying to prevent your action), in which case you must beat the opponent's roll AND the target number to succeed.
  • Character creation goes like this: start with the same six attributes (DEX, KNO, MEC, PER, STR, TEC) at 1d8 each. You can select a max of two to shift UP to 1d10 by selling down others to 1d6. Nonhumans can shift ONE 1d10 to 1d12 by selling down an additional attribute (either another 1d8 to 1d6 or a single 1d6 to 1d4). Skills are mostly the same, though I've combined some ("parry" has just been subsumed under melee, for example, "shields" are part of piloting, cultures/aliens species/planetary systems is just one combined skill as is jumping/climbing/swimming, etc.) to shorten/streamline the list. Starting characters get seven skill advances to raise die types (up to two shifts per skill); so, for example, if I have "Blaster" at d8 (because my DEX is d8), I could spend up to two of my advances to make the skill d12. Characters with force skills (force adepts, aged padawans, washed-up Jedi) can assign these skill advances to the usual control, sense, alter skills, but as they start at NO DIE TYPE (they don't fall under an attribute) the first advance gives you a d4 and the second a d6, should you choose to "max" them. Trappings (i.e. equipment or "starting stuff") is based on template, and I've got a list of 19, mostly taken straight from the original 1E list. It's workable.
  • Combat works more-or-less like WEG: declare actions, adjust die type downward for multiple actions (such as shooting while dodging), high rolls happen first, rolls must beat both opponent's defense AND target numbers to succeed (tie rolls allow simultaneous attacks/damage). Melee is simplified (no parries, just compare attack rolls). Succeeding allows a damage roll versus STR (adjusted by armor) to determine wound level. Wound results are as per 1E rules (stun, wounded, incapacitated, mortally wounded) with the addition of messy, instant kills for damage rolls exceeding 4X the target's STR roll.
  • Damage for melee is generally STR + damage die determined by weapon (knife: +2, club: 1d4, spear: 1d6, sword/axe: 1d8. vibroblade: 2d4, vibroaxe: 2d6). Lighsabers do 1d12 + control skill. Ranged weapons don't add STR, and range from 1d4 (thrown rock) to 1d20+2 for an E-Web heavy repeater (standard blasters are 1d10+1, heavy blaster pistols are 1d12+1). Armor has two ratings: a die roll that's added to STR versus physical attacks, and a die shift to STR versus energy attacks.
For example: a stormtrooper (STR 1d6) rolls 2d6 to resist physical damage (1d6+1d6) and 1d8 to resist energy damage (like blasters and lightsabers). If your angry wookie PC (STR 1d12) bashes him, he's a lot less likely to get killed than if the wook uses his bowcaster (1d10+3), which counts as an energy weapon. 

[working out the damage/armor stuff was one of the trickiest bits, just by the way...how to make armor effective, but not too effective (especially with regard to stormtroopers and modeling their tendency to fold like paper cups)? This actually works out quite well in play, but it took a while to get it right]
  • For fans of The Mandalorian, I added my own rules for beskar armor that work like this: each piece added increases the protection of the armor (+1d6/+1 shift with one piece; +1d8/+2 shifts with two pieces; +1d10/+3 shifts with three pieces, considered a "full set"). A partial set can be worn with light body armor, increasing both physical and energy protection one step (to +1d8/+2 and +1d10/+3); however, doing so forces the character to use the body armor penalty (-1 die shift to all DEX related skills). Beskar amor by itself carries no penalties.
  • Force points are awarded and used much the same as per the 1E WEG rules: spending a force point allows you to double the dice rolled for any actions taken in the round. So, for example, if I'm shooting at a 1d8 (possibly because I'm blasting multiple opponents), I'd roll 2d8 for each shot, greatly increasing my chance of success. My daughter used her force point to convince the AT-AT pilots via commlink that the PCs were actually Imperial pilots (flying Rebel Y-wings) so that they could escape without being blasted; she rolled a truly heroic success!
  • We haven't seen any Jedi characters (yet), but my intention is to allow any force skills found in the 1E rules, rather than worry about characters learning "spells" (or whatever they're called) in 2E. Since it hasn't come up, I haven't had to mock up a table for it, but it will probably be an extrapolation of the stuff I've already got here. Maybe I'll put some Dark Inquisitor types in my next adventure.
  • Skill points: using the rules from 1E (rather than 2E's character points) with some slight modifications. I'm handing these out in play in the form of poker chips; all players get 1 to start and then I toss them another every time they do something amusing, heroic, or "Star Wars-y," and every time they finish a combat or significant action sequence (like a chase). Chips can be spent to re-roll any failed die (one re-roll attempt only!); no player is allowed to hold more than 10 chips at a time.  At the end of the session, the GM (me) throws each player a couple-three extra chips depending on the final result of the adventure...whatever is in their pile (again: maximum of 10) gets "banked" and can be used for buying advances, as per 1E rules (i.e. for skills or for modifying ships and signature gear). Increases are strictly by die type, so it costs a number of skill points equal to the new die to advance it (to improve a skill from d6 to d8 costs eight skill points, for example). Dice that are already at d20 (or higher) can be advanced (to d20+1, d20+2, etc.) with a flat expenditure of 20 skill points; as stated previously, d20+9 is the absolute maximum. 
 Light combat
armor + 1 piece
of beskar.
And...mmm...that's about it. Oh, there's some more stuff about nonhuman's special abilities (basically: you can get an advantage by taking a disadvantage from an old list of mine), and I haven't taken the time to put together the droid stuff (I don't think it will be too hard), but that's plenty for folks who want to try stuff out. I'll add that the d6holocron site has been invaluable resource in putting this together, especially the fan-made sourcebooks for later films and SW shows (most of which are very well done).  

The kids really liked the game, and picked up the rules pretty quickly. They especially appreciated the fast-flying skill chips which caused them both to be more courageous and heroic (seeing as how I was rewarding bold action). This had the effect of pushing the pace (always good for a "Star Wars" adventure) as they competed with each other to see who would be the first to brave the dangerous circumstance...it also caused them to think of clever things to do in order to amuse me. It was a great example of a reward system impacting behavior, and I didn't mind doling out the chips as they spent 'em nearly as fast as they were earned.

In retrospect, it might appear that I've crafted something that looks like a cross between FATE and "Savage Worlds Lite" (I don't actually own Savage Worlds, but I owned and played PEG's Deadlands way back before Savage was even a thing...), though such was unintentional on my part. And I have to say that the lack of fiddly-ness, the abstract wound system (favoring the PCs), and the exuberance of space opera all combine to make for a much more satisfying play experience than what I've found in either of those particular systems. That's pretty cool, and I might play this game for a bit.

In other news, my boy has plans to introduce his D&D club (now fully half of his 4th grade class) to actual Dungeons & Dragons, which will be a serious first for all of them. He's considering the B/X system in order to teach them the game, but anticipates moving into Advanced play soon enough.
; )

Wednesday, April 21, 2021

Returning to WEG

Happy birthday to my daughter, Sofia, who turns 7 today. Seven?! Sheesh...how time flies. Last year, her "party" was a Zoom call with her class. This year, we are actually having a small gathering (three kids) which will be held outdoors, with masks and social distancing. The theme is "garden party" and there will be croquet, lemonade, and shortbread cookies...also tiny sandwiches that I am supposed to make. The weather looks to be beautiful (again).

But the sandwich making won't be going down for a couple-four hours, at least (and I still need to pick up a gallon of guest-friendly hand sanitizer). Which gives me a chance to blog a bit. Yay!

I've been working with the old West End Games version of Star Wars this week, what is commonly referred to as "D6 Star Wars." I usually just refer to it as WEG on Ye Old Blog, and if you check through my old posts, you'll find the last time I wrote about the game did NOT have me saying many (any?) complimentary things about the game. 

Welp, that was more than ten years ago. And just as time flies so, too, do past complaints and bitchin-moaning flit away on summer breezes. It ain't that I've "mellowed" so much as I'm just a bit smarter (maybe) than I once was about what makes (and breaks) a game. Much of the time the proof is in the play, and there are reasons designers do what they do.

Of course, I'm also smarter about doing what I do, which is to say running games. And part of this is ignoring true dross...like the scripted intro to the Rebel Breakout adventure found in 1E WEG...and getting to the meat of play.  Which is what I did yesterday afternoon (more on that in a minute).

Why O Why, though, am I looking at Star Wars again? As with most of my motivations these days, it stems from my kids. As I've mentioned before, my son has been running his own game that he calls "D&D Five," which is more-or-less Star Wars run using a D&D (mash up edition) chassis. Players choose from races like human, wookie, "yoda," droid, and ewok and then one of several classes like bounty hunter, Jedi, pilot, etc. He's put together his own club at school the last couple weeks and has been running the game for a group of five or six kids.

[some might be curious about my children's "version numbers" for their game designs, and I'm not exactly sure where their numbering scheme comes from. My daughter started this a year or so ago when she started running her own game she called "D&D Three" to distinguish it from both the B/X game I was running and the B/X campaign of her brother (which consisted of a rather endless megadungeon with no name). Sofia's campaign is this weird world of "tower" dungeons, talking animals, and superheroes that really deserves its own post. I'm not exactly sure what game is supposed to be "D&D Four" in my son's mind...that perhaps is our current Advanced Dungeons & Dragons campaign. I should probably ask him about that...]

ANYway...the boy working on his own game and the kids rewatching Star Wars Rebels during their lunch breaks got my mind turning towards Star Wars again,  and wondering if maybe I should/could be running a SW game. Not only because the kids are reaching that age when they're really starting to dig on RPGs (and are trying new styles and genres) but because it might help them with their own game design development.

So enter, WEG Star Wars. Oh, I own all those Fantasy Flight Games books for the latest version, but the tomes are far too massive to incorporate all of them into a single game (which is kind of the beauty of the original SW universe, what with its rebels and scoundrels and Jedi)...at least not effectively in any meaningful way. And even Saga Star Wars (which I ALSO still own) is too fiddly for my kids (and me) to make practical use of. No, fast and loose is the order of the day for the SW (space opera) genre and WEG does a good enough job of that...better than "good enough," in fact.

1500+ pages or less than 140? Hmm...
However.

There are a couple issues. The first is relatively minor: my preference for the 1st edition of the game. I know, I know...I have badmouthed this edition to no good end in the past for all its "deficiencies." Can a person be allowed to wise-up with a decade plus of experience under the belt? I should hope so.

Increasingly over the years, when I've revisited old RPGs, I have found the original "first editions" to be the best, especially when it comes to explaining and maintaining the designer's clarity of vision. 2nd edition seldom improve the original design...they add mechanical nuance that cloud the maker's vision or "patches" that create new flaws. Some of the 1st editions I've come to prefer to later editions (even when I actually started on later editions) include: Advanced D&D (naturally), Heroes Unlimited, Vampire the Masquerade, Top Secret, Gamma World, Shadowrun, and Traveller.  

WEG Star Wars now (for me) falls into this category. I know I decried things like "lack of scaling rules" or "missing force powers" or the need for "character points" (both for advancement purposes and narrative control)...I now see all those complaints as pretty much bunk. There are rules for difference in scale between vehicles and people (for example), and they are far simpler than the 2E rules (and do we really need a scaling chart to show Death Star class threats? Shouldn't that kind of be self-explanatory?). More definition of "force powers" aren't needed...the Force should be mysterious, strange, and hand-wavy, and the powers are fine the way they are. And the original game's "skill points" don't need to be altered from the way they already work, and attributes shouldn't be dithered about with anyway (why make advancement even more glacial?).  No, the 1E version is JUST FINE...although I did just order a copy of the original edition Star Wars Sourcebook off the internet the other day (still want my extended equipment list). 

The second issue though, isn't quite so minor: giant handfuls of D6s. At the moment, the basic WEG system doesn't work for me for a couple-three reasons:
  • I don't want to invest in buckets of D6s.
  • I don't want to add big handfuls of D6s and compare them to other giant added sums of D6s.
  • And (mainly) I'm running Star Wars for my kids as an inspiration for their own games (at least for that of my son). And the boy is already invested in polyhedral dice having picked up several sets (with his own money!) to supply his school crew with their own dice (he also took the time to sanitize them and bag them in individual packets...the kid is meticulous!).
SO, silly as it may sound, I spent the last couple days (Monday and Tuesday) converting the entire WEG game to a system that uses polyhedral dice instead of dice pools, calculating probabilities, altering target numbers, etc. Madness? Yeah, sure. But guess what? It works. We ran Rebel Breakout yesterday (the sample adventure from the book) with the conversions, and there weren't any issues whatsoever. For running something like Star Wars Rebels or The Mandalorian, the system works fine. It's Star Wars...not D&D. Which I understand doesn't appeal to everyone, but it's a nice change of pace now and then. 

All right, that's all I have time for this morning. I've got a garden party to organize!
: )

Wednesday, December 23, 2020

Bugbears

 This is a bugbear:

I'm absolutely certain that 100% of my non-robot/spambot readers will recognize the character in this image, even if they haven't made a point of seeing every Star Wars film in the Lucas library.

The original description of the bugbear (from OD&D's Supplement I: Greyhawk) simply states:

These monsters are of the "giant class," being great hairy goblin-giants. Despite their size and shambling gait, they move very quietly, thus increasing their chance to surprise a party by 16 2/3%.

[for the uninitiated, that would mean achieving surprise on a d6 roll of 1-3, rather than the standard 1-2]

Holmes's description in the original basic book changes this description very little, adding only that "they attack without warning whenever they can." Holmes also notes their alignment as chaotic evil, whereas the creature was originally presented (in OD&D) as having the potential for both neutrality and chaos.

The AD&D Monster Manual, as usual, expands the creature's description considerably, with special consideration given to armaments and tribal organization. However, the introduction to the entry is my main interest:

Bugbears live in loose bands, and are typically found in the same areas as are goblins. Unlike their smaller cousins, however, these hairy giant goblins operate equally well in bright daylight or great darkness (as they have infravision to 60'), so they are as likely to choose a habitation above ground as they are to select a subterranean abode.

Just what am I doing here? Well, I'll tell you. Remember this recent post of mine discussing how I've found I can get by without alignment in the game? All well and good and working just fine (still). Here's the thing though: once you remove the idea of "cosmic evil" from the game and are simply left with sentient humanoid species, you've only got a couple easy ways to go with your "fantasy races:" full on conquistador (conquering the "savages" and all of the imperialist tropes and associated awfulness), OR  create some sort of fantasy Star Trek-like utopia with all the species intermingling and elbow-rubbing one expect to find in a Roddenberry space station.

I don't like either of those options. And since my fantasy world has some established concept parameters (for example, humans dominate, cultures tend not to mingle unless sharing a species, no concrete alignments), I've got to go a different, harder route and make things work. I've got to basically make each species its own damn alien thing, that keeps the creature from adapting to humanity's ways (setting up shops in the town) while not making it a cardboard villain to be cut down.

And there are a LOT of humanoids in the game. Gnolls are basically Warhammer beastmen (uplifted, mutant animals), and orcs are simple mutants ("half-orcs" being first generation spawn of normal parents). But goblinoids...there are a LOT of goblinoids...especially if you start including the aquatic versions and variants found in later "monster manuals." 

TWO...two types of goblins are about all I can stand (which is why, when running UK2: The Sentinel I changed the blue-skinned xvarts into blue-skinned goblins). "Goblin," I've decided is just a human word for any sentient, non-allied humanoid species. Big goblins, little goblins, hairy goblins, and militaristic, jackbooted goblins (could D&D hobgoblins take their name from the hobnails they sport? Sure, why not). 

But I'm only having two species of goblin in the game, and their differences are largely that of culture and priority. Hobgoblins are to goblins as Spartans were to ancient Macedonians, and if you think I'm paying them a compliment, then you should probably read Bret Devereaux's blog. Spartans were pretty awful, in just about every way possible, and hobgoblins (in my campaign) are the same.

SO...bugbears. They are most assuredly not goblins. They're not big goblins, they're not hairy goblins, they are their own darn species. They are wookies. They can live in caves, but they prefer arboreal surroundings. They are diurnal, unlike goblins...their "infravision" is a way to model their keen sense of smell. Their armor class and high hit points represents their innate toughness; they wear little in the way of armor (hence, their increased stealth ability...which is still not as good as an unarmored elf, seeing as how freaking big they are). They are, however, tool users, and construct their own homes and weapons. They hire themselves out as mercenaries, and covet treasure both as a means of exchange with other races, and for ostentatious displays of wealth. 

They have a love for family and a cultural tradition of honor that includes life debts, ritual combat, and mating for life. Despite their mercenary ways, they hold themselves aloof from other species and tend to look down on them (for failing to share their cultural values) and they often bully smaller species. It doesn't help that their ability to communicate is hindered by limited vocalization, but they comprehend other languages -- including the common tongue -- as well as any human of equal intelligence, and other races can learn their language with a bit of patience. Still, this lack of "speech" and their intimidating stature has led some to see them as little more than primitive savages. 

They are strong workers and are prized as slaves by unscrupulous cultures. This has done nothing to improve their relationship with other races.

"Bugbear" is not a name they call themselves. In fact, they find the term derogatory and insulting, and have been known to pull the arms off those brazen enough to use it as a form of address. 

My players (i.e. my children) have not yet encountered bugbears...not in B/X or OD&D or (as of yet) AD&D. That will soon be changing. They have created new 1st level characters, ostensibly to give their other PCs "a rest" after the saga that was UK2 and UK3. This time, the plan is for them to once again journey to The Keep on the Borderlands. Yes, yes...cue the groans. I'm trying something a little different with it this time around, and I'm not just talking about using it in an AD&D game. 

I'll tell you all about it, one of these days; just not right now (sorry).

My plan is to be pretty busy over the next couple days. Hope everyone has a happy Christmas...as best we all can. Best wishes!

Thursday, January 30, 2020

(Lack of) Patience

I have been a damn grouch lately. My apologies for that, especially if I happen to have written something mean and nasty on your blog the last few days or so.

I am not a patient man. Lazy at times, sure. Prone to inertia, of course. Easily sidetracked into procrastination and time-wasting, obviously. But patient? No...and I imagine I've written that more than once once on this blog (after a couple thousand posts, the occasional repeated thought is perhaps inevitable).

And I tend to be grouchy when I get impatient. Right now, I'm going through a phase where I'm running up against my own impatience in two separate areas, both having to do with some very exciting developments in my "publishing empire:" I've got two books nearing completion. One is waiting on art; the second is waiting on art, formatting, and a slight amount of rewriting.

The art (and this is the really exciting part) is coming. I've commissioned work from two different artists (one for each book) and both appear to be on the ball...I've received preliminary illustrations from both in the last few days. For me, that is excellent news. It is exciting news. The artwork is always the last piece for my books, seeing that (to this date) I have been unable to rely on my own inadequate drawing skills. Seeing illustrations get done...it's like smelling something delicious cooking in the oven and knowing that the feast will be ready in a very short time.

And more than that, seeing the work from an artist is a validation of sorts. Sure, I am paying them, but the fact that they're doing the work and following my art direction and that the results are good...well, it makes me feel like a real live book publisher or something. Many are the times that I've felt like a big fraud...not just with the writing/design thing, but with other areas of my life. Just second guessing my choices, second guessing my motives, second guessing my authenticity. Probably because I believe I should have more to show for my life up to this point...which is pretty damn ridiculous when I actually take stock of myself.

[what can I say? People expected great things of me when I was younger. Writing the occasional RPG book every five years for an audience of a few hundred feels like pretty small potatoes]

[but still...ridiculous. I look up at the TV from my table (I'm drinking coffee at the Baranof...again) and see the immensely talented Wayne Brady is now hosting "Let's Make a Deal" on daytime television, sporting a gigantic lycra turban. I'm sure he's making a good living, but if I was in his shoes, I would probably be having the same misgivings (regarding my entertainment career) that I've been having this morning. Probably more...is the beard symbolic of his feelings? Does he day drink more than he once did?]

*AHEM* So, anyway...the waiting. I hate the waiting. We are at the "watching the pot boil" stage of things and there's no way to hasten the process. I've never been a pregnant woman (duh) but I'd liken the mental stress at this point to be around the 7th or 8th month range. Not just in wanting things to be done, but in preparing for what comes after.

No, scratch that. It doesn't really approach expecting a child...much more stress (especially regarding the "after" bit) with that, even as a father. Poor analogy. Point is, the waiting can't be helped. I want the books to have illustrations, I want the art from the artists I've commissioned, and I don't want the project botched or rushed. Well...maybe rushed a little.

Now...the OTHER bit of impatience: the second book that is ALSO getting artwork, but that requires a bit more work is Cry Dark Future. Yep, really. It is going to be published in the form that it was when originally play tested: all the gripes and grumps I've had the last few years about it being derivative trash, etc.? Don't care anymore. Yeah, it's derivative. And I'm a hack. I'm content to own both those facts so long as I can get the thing out the door.

Here's a thought: it's hard to really come up with an original idea. Few people can do it (or do it on a regular basis). I can't: I'm good at tweaking and polishing and reworking other people's stuff, but originating awesomeness? Eh...not so much. And is that so bad? Star Wars is mainly Kurosawa's The Hidden Fortress colored by Flash Gordon with some WW2 fighter plane action spliced in, and it's entertained a whole bunch of people over the years (as has the film's incredibly self-derivative sequels). And while I wouldn't expect CDF to meet the same sort of fanfare, I know some people will enjoy running it. After all, I did...and the Shadowrun concept doesn't fire my pistons nearly as much as it did when I was a young teenager.

As for the rules not being "simple" or "streamlined" enough: the fact is, they're simple enough. And just as I've gained a newfound appreciation for the "complexity" of Advanced Dungeons & Dragons, I've decided there's no reason to fear the fiddly. Look here: the systems are still more intuitive and straightforward than, say, the dice pools of Shadowrun, the asymmetrical systems provide interesting twists, and the internal consistency feels far more "realistic" than trying to push all the crunch into a universal or "one roll" system (which I was never going to do anyway).

And do I really need to do a game with another Vancian magic system? No, I do not.

But I'm digressing (as usual): the thing that tries my patience here is the reviewing, rewriting, and formatting, all of which takes time. Time, that most precious of commodities, and the one so often in shortest supply...at least for me. Finding the time to do what needs to be done with all the other pressing concerns in my life makes the reworks so...darn...slooooooow.  And things are just going to get crazier as I start a new part-time gig (next month), and have kids joining basketball and baseball teams. Plus there's the daughter's birthday, the wedding anniversary, the school auction, the last two months of soccer (three games last weekend...sheesh!), volunteer stuff, home improvements (need gravel for the driveway).

[thank goodness the Seahawks got bumped from the playoffs. One less distraction]

Finding the time to make progress is tough, and thus progress is slow...which makes me grumpy as hell, even though I still have to wait (anyway) on art. It doesn't help that I had to upgrade my MS Word to work with the new Mac OS (Catalina) and the damn thing looks different from the way it was the last, oh, 15 years or so.  Grrrrrr...

Time. Patience. I wish I had more of both. I know I should try cultivating more of both (I'll stress less and live longer)...but knowing and doing are two different things, as I'm sure my astute readers are all aware.

ANYway...I wish I had some zinger to wrap this post up with, but I don't. Just wanted to check in with folks, if briefly (while firing down a couple pots of coffee). Right now, I've got to get back to work.

Later, folks.

Saturday, December 17, 2016

Star Wars Rogue One...


...is an excellent film. It may be my new favorite Star Wars film to date. 

My brother (who watched the film with me and the boy) is lying on my couch as I type this, muttering to himself "huh, I wasn't expecting that," and other non-sequitur nothings as he tries to wrap his head around what he just experienced. Whereas Episode 7 was a new take on an old plot (a remake of the original) this was a much more mature look at the universe created within the genre. It was more a "war film" than (what is traditionally considered) a "Star Wars film." And, as I've written before, I love me some military sci-fi. 

The movie also borrows many of the concepts found in Lucas's original treatment for the first films...ideas that were readily discarded as the script morphed into a space version of Kurosawa's The Hidden Fortress.

[see Michael Kaminski's wonderful "The Secret History of Star Wars" for details]

Anyway, I'd write more, but it would include spoilers. Plus, I have a lot of other things to write about besides Star Wars, including other cinema offerings (for example, Moana may be the best Disney film I've seen since Beauty and the Beast. It doesn't have the single, show-stopping "power song" Frozen gave us with Let it Go, but the overall excellence is far more consistent and the story and animation are tremendous. Dwayne Johnson is but one of Moana's many pleasant surprises).

So that's all I'll say for now. My kid called it "a great film," and there wasn't much of anything in the show that pandered to kids. But as far as a magical, kid-like fantasy universe? Yeah. In that regard, this may be the best Star Wars film yet made.


Thursday, April 14, 2016

Re-Tooling Combat (for FUN!)

Another "thought exercise;" AKA Putting Off The Taxes.

Part of the problem with addressing a single element of RPG combat (like the form and function of armor mechanics) is that you're messing with a complex system that's elements have been designed to work in tandem. At best, it's a "patch" that (often) causes other problems to raise their head, not the least of which might be an impact on that all important playability (making a system clunkier in play, reducing the overall "fun level"). At worse, a change in a single element might cause the whole system to fall apart, and/or wreck playability to a point where it's more fun to not play (or play something different).

"Ooo, how melodramatic, JB." Look, folks...I'm not saying you can't tinker. But I'd guess there are other folks out there (like myself) who have tried other RPGs and simply found they disliked their mechanics for one reason or another, and have set aside a system completely because of it. In fact, I know there are, judging by the blog posts I've read around the internet of people adapting specific game settings to their own favorite system rather than use the system intended by a game's designer. Sometimes a "patch" just doesn't work...and people have different preferences when it comes to the games they play. It happens.

ANYway...when it comes to a complex game system (like combat), tinkering with important elements of said system simply to match your "world view" can have problematic consequences. To really make your system work, sometimes you've got to go for a complete rebuild...if only to ensure that all the different interconnected elements are working together.

FOR EXAMPLE: say you're using the standard D&D combat chassis. You roll a D20 and compare the result to your probability of hitting based on two parts: your character's class/level, and the defender's "armor class." Simple enough, right? But if you restructure "armor" to act as a form of damage reduction (as many game systems do), then what are you rolling against? A reduced "AC" based solely on dexterity and/or magical bonuses? As the alternate rules in Dawn of the Emperors points out, this will result in "a lot more hitting" with less damage being inflicted (at least against armored types). Perhaps this will appeal to some folks ("hey, I whiff less often!"), but it feels like it would simply draw out a fairly simple (often uninteresting) combat system.

There are other alternatives: Saga Star Wars bases a target's AC (I think it might be called "defensive class") on the defender's level of experience (higher level characters are harder to hit), and something like that might be adapted. Games where combat rolls are unopposed skill checks (like Chaosium's base system) only tracks the attacker's proficiency ("If I roll under 75% I hit, and then your armor reduces damage!"), but doesn't account for the defensive ability of the opponent except as an additional system (parry skill, dodge skill) made to resist. Palladium kind of splits the difference: melee rolls use a D20 and any roll over 5 "hits" (yay!), but then needs to exceed a defender's defensive roll (parry/dodge) IF the defender chooses to do so, and THEN perhaps another roll to reduce damage (roll with blow), before finding out how armor reduces damage (which is dependent on the initial roll and the armor's Armor Rating and Structural Damage Capacity).

Palladium system's are over on the extreme side of granularity in combat (though I'd argue against them modeling any type of "reality") but they're certainly not the MOST granular. That distinction belongs to The Riddle of Steel, whose system I won't bother to detail here, as it's system mastery requirements are a bit outside the pay range of myself and most of the dudes I play with.

Instead, let's just stick with D&D for the moment. What's nice about D&D (for me) is it's ABSTRACT nature. In a ten second round, my mind's eye imagines two combatants attacking back and forth and the success of their attacks can all be boiled down to a couple D20 rolls. Still, though, there are aspects that bug me: should a 1st level cleric really have the same chance to damage a 3rd level fighter, given that they're both wearing plate-&-mail and they're weapons do D6 damage? Should a wizard really be wicked in a knife fight? I had the chance to watch a midnight showing of The Revenant last Friday (need to write about THAT), and the whole climactic battle I'm thinking, who the hell thought it was a good idea to make the dagger the go-to weapon of a spindly academic?

SO (just to keep going with the thought exercise), if we take armor out of the equation, and we decide we want to leave combat abstract (unlike the multiple maneuver monstrosity of TROS), how can we determine if a character's attack is successful? Well, just looking at man-to-man...er, human-to-human combat for the moment, let's consider perhaps the concept that (given both individuals are aware of each other and fight-worthy) the chance of inflicting mortal injury comes down to your own combat ability in relation to your opponent. In other words, if you're a better fighter than your opponent, you'll have an easier time, and if not, you'll have a harder time.

Sound good? Well, I'm going with it anyway. Exactly what determines "combat ability" is pretty easy with respect to humans: training and experience (i.e. class and level) with fitness/athleticism (ability bonuses) playing some part, too...perhaps as a bonus or penalty. It would be a ridiculous exercise in "clunk" for me to do up tables cross-referencing every level of every class against every other level of every class, so what I need is some sort of short-hand for cross-referencing. For example, what level of experience would a cleric need to be to have the same combat ability as a 4th level fighter? 7th? 9th? In B/X a cleric of levels 5-8 have the same attack abilities of a fighter of levels 4-6, and while I may not agree with the scale of B/X, I do agree that when determining combat proficiency, there should be tiers of ability, with each tier containing a range of levels. It's not just as simple as "gain a level, earn a +1 base attack bonus."

[of course, that's my own bias when it comes to modeling. For me, there just shouldn't be much difference between a 4th level fighter and a 6th level fighter when it comes to attack ability...we tend to learn in stages and have sudden "leaps" of realization. In my experience fencing, I can easily take apart someone who has little or no experience, but would be hard-pressed against people of equal experience unless I had some advantage in athleticism (not bloody likely). Meanwhile, I might score a few touches against an opponent with a couple more years of experience, but would be hard pressed to win...and against my old instructor (only a few years older than myself) I probably wouldn't score even a point. And he wasn't even in the same league as individuals who pursue the sport on a national or international level...]

So, strike bands (as in bandwidth)...that's what I'm calling my "tiers of combat ability." Consider a range of about five bands (labeled A-E), with A being your average "normal, non-combatant trying to fight" and E being reserved for truly legendary fighters (and non-fighters being limited to D as their maximum ability). Strike bands would be cross referenced to find the target number needed for an attack to succeed, with two opponents of equal ability having a 50% of succeeding on an attack and success being adjusted upwards (and downwards) from that baseline.

It's not really a new concept...very similar to Warhammer (the war-game's) comparison of WS versus WS in melee combat to determine the number needed on a D6 (WS stands for "weapon skill" and represents hand-to-hand ability). My initial thought would be to have the percentages scale like: 95% (the maximum...for an attacker with 3+ strike bands more than the opponent), then 85%, 75%, 50% (even ability), 25%, 15%, 5% (the minimum...against a defender with 3+ strike ranks more than the attacker).

[there is a degree of diminishing returns. I would fare no better against an Olympic-level fencer than I would against my instructor (at least, back when we were both in our primes)...but I'd fare no worse, either. I mean, how do you do worse than "losing quickly and embarrassingly?"]

The neat thing about the strike band idea is that it's fairly easy to slide them up or down to account for  specific circumstances. A fighter using a shield increases her strike band by one when defending (for example). A magic weapon increases a strike band by one (when attacking). Characters using missile weapons would simply use strike band A, and then range would be considered for defense (with A, B, and C corresponding to short, medium, and long). Specialist marksmen could increase their missile strike band to B. Cover could increase range by one step (to a maximum of D).

Monsters would be assigned strike bands based on their size, speed, and general ferocity. I can see something like:

A: used for creatures who are small (kobolds) or slow (skeletons and zombies)
B: used for man-killers (orcs, tigers, etc.)
C: used for exceptionally large monsters (ogres, trolls, etc.)
D: used for incredibly fast, strong critters (dragons, bloodthirsters, tyrannosaurus rex, etc.)

You could even combine it with 5E's advantage/disadvantage mechanic. A (slow) giant might use strike band D with disadvantage, while super heroic types (vampires, wraiths) might use strike band C with advantage. Ability bonuses (for strength and dexterity) would still add to the D20 roll (yes, I'd change those percentages into D20 target numbers) rather than shifting strike bands.

Anyway...that's just one idea. I'm sure there are others. Now, I really need to get back to my taxes.

+1 Strike Band (offense AND defense)
when attacking unmounted opponents

Tuesday, March 22, 2016

Matters of Scale

The boy and I have been watching Star Wars Rebels lately (it runs on TV in Paraguay, though I have to ask him to translate the show for me). It's good enough, and fun enough (and kid friendly enough) that we decided to go ahead and download the first season on iTunes. Unfortunately, with the crap internet connection here, that means about four+ hours per episode. When the internet is working.

*sigh*
Things aren't always this exciting...but often enough.
Still, the first three or four episodes have been worth the cost (in time and money), especially as I now get to watch the show in English (the boy misses a lot, after all...he is only five). But while there's a lot of annoying things about it (mainly about the main characters), I'm still finding the show to be (in sum) a good watch and interesting from the possibility of game development.

The idea of using a single ship as a reason for an adventuring crew to stick together isn't anything new. Traveller did it. Star Trek (and IP-inspired works like Far Trek) did it. Ashen Stars did it. Bulldog did it. Back in '05 I was working on something called "Shipboard," I was doing it. I'm sure there are others that I'm forgetting. But having adventures/stories revolve around the exploits of a single crewed vessel is a time-honored tradition of science fiction...whether you're talking comics (the Micronauts, Dreadstar), television (Star Trek, Space 1999, Firefly), or film/novels. It's a good trope, the whole "life-in-a-can" thing. Very Das Boot...you're stuck together, so better work together.

So that's not anything I find terribly interesting (though it is a rather new thing for the "Star Wars" 'verse...usually, you've got SW protagonists operating all over the galaxy simultaneously). No, what's more interesting to me is the scale at which these rebels are carrying out their various subversive ops against the Empire. Rather than the usual galactic scale, we find them working at a planetary scale...in and around (for the most part) a single planet.

This is a very interesting choice of setting and one that makes a lot of sense when you think about it. I mean, the scales in Star Wars are all wonky anyway...you have a couple dozen (maybe) star fighters going toe-to-toe with an Empire that has the resources of a trillion beings to draw upon? Um...okay.

What can one ship or rogues do against a whole galaxy? Or a whole system of inhabited planets? Or against even a couple capital ships? Not much, of course (run away!)...but I'm not just talking about open conflict (laser-on-laser action). What kind of difference can a single ship make in helping the oppressed people of an over-thrown, galactic republic?

Not much...that's a lot of (refugee) mouths to feed.

Much of the Star Wars comics published by Marvel (back in the pre-prequel, pre-RotJ days) centered around the antics of Luke and Leia acting as spies and diplomats, trying to drum up support for their rebellion (flying around, talking to planetary governments about throwing in their lot with the rebels and getting all united in The Revolution), while Han and Chewie did their Hand and Chewie "loser thing" (getting into small change trouble with small change crooks). I mean, you can't rescue a princess and blow up a Death Star every episode/issue, right?

[you know, come to think of it, Lucas really did a huge disservice to his whole franchise by rehashing the Death Star thing in Return of the Jedi. Forget your hate of ewoks, forget the inconsistency of yet another appearance on backwater Tatooine at the ass-end of the galaxy, forget the whole crazy Leia-is-your-sister thing. Sure...those things all have varying degrees of suckage and lazy-plotting attached to them. Lucas, at the tail end of a broken marriage and a thwarted attempt at (real) empire-building was just trying to tie the thing up in as expedient a manner as possible, in order to make a buck (thank God for licensing, huh?)...and that, of course, is understandable. BUT, the bit that sucks the hardest is the recycling of the same film plot from the first movie with a bigger scale. What we should have seen is a showdown with Vader and the Emperor (and those dudes in the red imperial guardsmen) in some shadowy, lava-moated citadel with ALL the protagonists present and accounted for, with ALL the heroes facing their "moment-of-truth" with new Dark Side mind-fucks and Jedi mysticism, a culmination of the path of the first two films, while matched with the B-SciFi monster horror and Flash Gordon comic-tropes that Lucas mashed together in the first place. What a wasted opportunity]

[*sigh*]

But doing what Marvel did isn't a great recipe for an RPG. Playing diplomat is fun if you're playing a game like Diplomacy (natch), but it's fairly boring stuff in a game that's supposed to be about soaring space opera and blasting stormtroopers. Splitting protagonists and giving them different agendas in different parts of the galaxy may be nice for expanding and growing a setting, but it's a superficial exploration...not the dig-down-deep that it could be.

A while back I wrote a bit about "closed systems;" what I suppose I meant as limited environments for exploration. A single dungeon for a D&D-ish game. A single city for a superhero game. For a game that features a spacecraft capable of faster-than-light travel (and a galaxy filled with a million inhabitable worlds) confining the setting to a single planet (with occasional side jaunts) seems fairly limiting...at least given the homogenous environments of the Star Wars universe (where every planet has a "type:" water world, desert world, forest world, etc.).

I like this. Sorry, I do. I know some folks buck the ideas of limits, of artificial restraints imposed on their adventures. But for me, it seems there's plenty of good adventures to explore in such a small environment, plenty of impact to be had by acting on a single world, plenty of character that can be developed within a small crucible. I mean, it IS a planet...even if it lacks the diversity of environment, culture, and species found on little ol' Earth, it's still big enough that you can make for a meaningful series/saga. There's a lot of potential there, even with a relatively unimportant planet in the empire (and I'm not so sure Lothal IS unimportant...being a farm planet, it appears to supply a ton of food to the Empire's military. Tampering with that supply will get the number of troops at the garrison upped in no time flat).

So, cool. It's got me thinking of one or two ideas. It's also making me think I might have short-changed Star Wars (the West End Games D6-based RPG) back in the day. If I'd considered something of this (small) scale, I might have found it easier...and saner...to run a SW saga.

Sunday, December 27, 2015

Star Wars 7 Addendum

I hope everyone is having a happy holiday season. As one might surmise from my lack of posting, mine has been pretty merry (which is to say both eventful and fun). The only way I'm getting to write this is that I'm up before everyone else...around 9am, Orizaba time. Having a body clock accustomed to five hours of sleep has its uses...at least when I limit my alcohol consumption to four or five beers.

Ah...Mexico. It's been very merry indeed.

Anyway, got to see The Force Awakens (Star Wars 7) for the second time, yesterday, though this time dubbed in Spanish. Normally, we wouldn't have done this, as the adults prefer the subtitled version, and my boy (who got to go) can understand English perfectly. However, his 9 year old cousin cannot read subtitles fast enough to keep up, so this was a concession to both her and him (he wanted to see the film with his prima), so Spanish it was. The dub was good, but the jokes don't work nearly as good in translation, and both my wife and I found Kylo's voice to be scarier/more menacing in English, but otherwise everyone enjoyed themselves...the children especially (and we only had to cover Diego's eyes and ears a couple-three times).

And after watching the film, I have a few additional thoughts I wanted to write down that didn't make it into my last post on the subject. And, yes, some of this is gaming related. However, be warned: HERE THERE BE SPOILERS.

First off, I would like to see the film again sometime, in English...there was specific snatches of dialogue pertaining to the story that I wanted to hear again, because my wife and I had different interpretations of what was said the first time around. 

[actually, truth be told, I was feeling like I'd like to pop a DVD into the old machine and replay the film when I got home...an unconscious reaction on my part of something I often do with my OTHER Star Wars films, and just goes to show how quickly my mind has integrated the film into my psyche as part of the SW canon. No, I don't actually own a copy of the film (though they were selling pirate copies on the streets of Paraguay outside the theater)...I'll wait for it on Blue-ray, thanks]

However, watching a film in a language you don't fully comprehend, gives you a chance to observe other nuances you might miss. For example, I read one review that felt John Williams score had been less impactful/noticeable...certainly un-memorable...and I couldn't remember it myself, either. Paying closer attention the second viewing, I can confidently say it IS present, and quite good (as usual). However, the sweepings sounds of new sections to the "classic" SW score are often found as backdrop during the most exciting and visually stimulating scenes (like the battle at Takodana). Then, too, there are many scenes where the score is absent...those "quiet moments" I spoke about in my earlier post are sometimes bereft of music as well as dialogue (where in previous films even these quiet moments were highlighted with the music of the score...see Luke's discovery of his burned home on Tatooine. 

This is (what I'd call) part of Abrams's style of filmmaking: "real life" doesn't have a soundtrack, and these moments where the audience voyeuristically watches a person go about their daily struggles helps immerse them in the film's universe, rather than remind them we're watching a morality play in the space opera genre. 

There's a similar clash of Abrams/SW "style" going on in a later scene where the Resistance is discussing how they can stop the First Order's super-weapon. The dialogue plays like a bunch of genre-saavy role-players sitting around the table: 'yeah, okay, it's big...doesn't it have some kind of fatal flaw we can exploit?' Abrams is pointing out the ridiculousness of the space opera trope (in a light-hearted, fun way), because there's something more at stake in the film than just blowing up the giant planet-killer.

Anyway...my additional thoughts:

1) The film really felt a lot better paced on a second viewing...where before I complained it was a little too fast, part of that might have been my ear attempting to keep up with exposition while my eye was watching the spectacular visuals. Knowing the story/plot, I was able to simply enjoy the film without having to "figure it out" and it felt quite good.

2) Sith lords (or whatever they call darksiders in this series) are the epitome of bullies. I'm sure when FFG, or whoever holds the license in the future, comes out with SW7 supplement, Kylo Ren will be statted up as a tremendous badass when it comes to his fighting ability. But there's nothing in the film that really suggests he's any good with a saber. He's slaying unarmed captives, old men, helpless (or unaware/surprised) opponents, or immobile machinery. Yes, he has a nifty weapon that he knows how to twirl with panache...that doesn't make him a good swordsman. It's all about intimidation and letting your goons do the dirty work, and Darth Vader was a lot of this, too, come to think about it. Against a rank novice, he's able to use his weapon's unique design and his opponent's lack of melee skill to ensure a win, but he still gets wounded (by the rank novice) in the process. And when he (wounded) actually goes up against someone with demonstrated hand-to-hand ability, he gets his ass handed to him. He's just a bully in a suit with a few magic tricks.

By the way: that doesn't mean he's not a cool villain. He's very cool. But get out of the mindset of "uber-dangerous bad guy" must equal "badass combatant." Can Lex Luthor go toe-to-toe with Superman? No. Is he still Superman's archenemy and greatest foe? Yes. 

[you know, Emperor Palpatine, too, was a total pansy prior to his scenes in Revenge of the Sith. Viewed only through the lens of Return of the Jedi, we see only a scheming manipulator, able only to manipulate or magically torture an unarmed opponent. The character displayed in Revenge would have had no problem slaying the only moderately trained Luke with a lightsaber. *sigh* There are a lot of times I wish I could simply ignore the prequel trilogy, much as I enjoy aspects of them]

3) These films work best when they're not about Jedi, but about the working man in space. I said previously that the return of the  Millennium Falcon really went a long way towards making this installment feel like a "real" Star Wars film, something sorely lacking from Episodes 1-3. But it's more than that. There are very few people that can really relate to the struggles of a Jedi in a literal sense...those of us called to a spiritual vocation similar to the Jedi (if such a parallel calling actually exists) probably have more important things to do then watch space movies in the theater. But we can relate to the other, mundane heroes...the ones scared of blasters and armies of stormtroopers, the ones with vehicles that break down and bills to pay and creditors to avoid. When we encounter the supernatural or magical in our real lives (as some of us sometimes do) our reaction might be fear or skepticism or wonder...as is displayed by these "mundane" heroes (Han, Luke (before he became a Jedi), Rey, Fin). Yes, if you believe in goofy, woo-woo New Age stuff (as this blog author does) you know everyone has the potential for "psychic abilities" but few of us take the time (or have the inclination) to develop them, instead experiencing only occasional flashes of our hidden abilities (premonitions, "eureka" moments, inner strength/endurance, etc.). 

When the Force is mysterious and strange and magical...something to be discovered by the characters, rather than mastered (as was the case with the protagonists of Episodes 1-3), we (the audience) relate better to characters in the story. We can put ourselves in the shoes of a person trying to make ends meet (like Luke the farmer, or Han the truck driver). We can even take it a step further (mentally) and envision ourselves in a situation where we must fight a guerrilla war against an oppressive regime like the Empire or the First Order, even though such is outside the experience (fortunately) for most viewers...we can imagine what we might do in a Red Dawn-like scenario. Some of us might rise to positions of leadership (like Leia), while most would probably end up in a Porkins-like fireball. Such things happen in war. What does NOT happen is you becoming a fairy tale hero with magical powers and a sword that deflects bullets.

But that's what makes Star Wars "space fantasy." We like to fantasize some Obi-Wan/Carlos Castaneda figure shows up in our life and teaches us the ways of the wizard (though the reality is precious few of us actually have the fortitude for what such training involves), but we recognize that, even in the fantasy, we are more likely to be in the seat of the more "mundane" heroes, doing mundane things...and having mundane heroes still managing to be heroic makes the films relatable (i.e. able to elicit stronger engagement) than films about super powered warrior-monks.

In my opinion.

4) Much as I enjoy Star Wars AND role-playing games, I am not sure they really make for the best wedded couple. Oh, I'm sure there's more than a few people who will strongly disagree with that sentiment...people who have been running D6 Star Wars campaigns (or even D20 Star Wars) for years, not to mention the folks who've been playing (and enjoying) FFG's most recent version. Hell, I'm sure there are people who've adapted Traveller to Star Wars and have been waging war against the Galactic Empire using that system since before Return of the Jedi was in the theaters (Traveller being first published in 1977).

The first Star Wars RPG.
But aside from the way that Star Wars is sooooo cinematic, in a way that just can't be translated to the role-playing medium with any degree of accuracy...ignoring that (and any disagreement to the contrary) the Star Wars storyline is one of parallel plots, that simply work better in a story than in a game. Luke's quest to become a Jedi takes him on a path altogether different from those of his companions, one that overshadows the contributions of his companions, not just plot-wise but in shared scenes as well (note the battle on Jabba's sail barge; note the encounter with the speeder bike scouts on Endor). When a mundane...like Han Solo...meets a Force-user...like Darth or Kylo...the results are one-sided to say the least. This is forgivable in a film because, while Han is a major character, he is not the focal point of the film; he is still a character in support of Luke and (now) Rey/Fin. 

"Forgivable" in film, not in a role-playing game where there is supposed to be equality amongst all the players at the table. I've experienced campaigns where one player's character became the focal point, and it wasn't pretty. It developed organically through play, but it still bred resentment, even when the DM presented parallel adventures for the other players (including splitting the group into separate game sessions). It just functions poorly when the spotlight favors one (or two) players at the expense of others. Even when you (the GM) are giving those others "something to do" commensurate with their skills, which is the solution that usually gets thrown around when SW campaigns contain both Force-users and non-Force-users.

But this is a long-standing gripe of mine that I've blogged about before. Perhaps you could tone down the power level (or perceived power level) of Force-users...see the above about Kylo Ren being a bit wimpy (I mean, he gets shot for goodness sakes! When have you ever seen a Sith Lord get shot?). However, regardless of parity when it comes to in-game effectiveness, there's little parity when it comes to plot/story importance. Star Wars is about Jedi and the Force and the struggle between Light and Darkness on a mystical level; you take that away and it ceases to be Star Wars. And yet, when this is in play, mundanes become second-fiddles in terms of plot importance, unless you really want to stray away from the themes of the films and give it more of an irreverent tone...the Big Trouble in Little China-version where the everyman truck-driving hero faces down the Powers of Darkness on their turf and wins. That's taking the "opera" out of space opera in my opinion, but I can grok how some people want to roll that way...it's just another attempt to fix the basic issue: a story like Star Wars doesn't adapt well to a cooperative, multi-player RPG.

ANYhoo...it struck me again when I was watching the film yesterday. And it made me a little sad. Because without a way to emulate Star Wars in gaming, my main option for having another cool SW experience requires waiting for the next film installment of the franchise, hoping it's at least as good as this one. And I'm not really big on waiting.