Tuesday, November 27, 2012

Hurricanes, Giant Robots & Graphic Novels

whew! it's been a while, huh? well, i live on long island...and as you may have heard, we got hit pretty hard by hurricane sandy. where i live wasn't so bad - i lost power for a few days but that was about it. many of my friends and co-workers weren't as fortunate as i was, however. some of them lost their houses, some are just now returning to them, and most of us are just now returning to our regular routines. the community that i teach in was devastated.  i have many students that were displaced and are now living all over the place, having lost everything that they owned. it's been rough. last wednesday i drove around LI with the social worker from my school delivering thanksgiving food to many of the displaced families...and seeing some of the conditions they're currently living in...well, blogging about games and stuff was the last thing on my mind.

anyway - being stuck in my apartment for a week back in october (and not having work for close to 2 weeks) led to me reading a whole lot. i've had stacks of graphic novels building up for a while, and not having power for a bit was the excuse i needed to tear into them. now, i've read most of these as they were coming out in issue form, but i find that i get so much more out of them when i read them as one continuous story arc.  so...my hurricane reading list looked like this: MORNING GLORIES, EX MACHINA, DEAD @ 17, ASTOUNDING WOLF-MAN, PLANETARY, DEADENDERS, and DMZ (which i'm re-reading now).  before i touch on that, though...i want to discuss what i did BEFORE i read all those funny books: i sat down (with my fully charged iPad) and re-watched an awesome cartoon from start to finish...

SYM-BIONIC TITAN:  ok, so this is a cartoon by genndy tartakovsky. i've noticed that many people have never even heard of this show, which is weird since tartakovsky is a pretty well known creator (samurai jack, dexter's laboratory, powerpuff girls, clone wars, hotel transylvania).  it was on cartoon network but was unceremoniously cancelled at the end of  its first season under suspect circumstances.  recently, it's been back on saturday nights during toonami - which is basically the only way you'll see it for free since it was never released on dvd or bluray (it IS on itunes...and i recommend you get it that way).

it's about two human-looking aliens (lance and illana) and a robot (octus) who are hiding out on earth.  illana is the princess of a planet called galaluna - whose government was overthrown in a violent coup by race known as the mutraddi. the mutraddi are being led by a former galalunian general named modula. he's taken illana's father (known only as the king) hostage and enslaved the planet...but not before the king secretly sent illana away to earth...with two loyal and trusted allies to protect her. lance is a hotshot mech pilot and octus is a prototype robot (with many functions that are unknown to him until he finds himself in certain situations). the trio land on earth, where their entry into our solar system (through something called a rift gate) is detected by the military. after a brief skirmish (illana and lance have battlesuits that they can summon out of subspace) with the US army...

...they're able to escape into a nearby town.  octus taps into the internet and learns and great deal about the culture here, and discovers that kids illana and lance's age go to something called "high school". using a hologram projector, octus manages to make himself look like their father and enrolls all three of them at the local high school (octus has another hologram he uses for his student alter ego, which he calls "newton").  he also manages to procure a house for them to live in, where they attempt to assimilate earth culture.  illana winds up trying too hard to fit in with her "peers" at the school and is soon seen as a weirdo. lance, by virtue of not caring about their disguises (which he views as stupid) becomes a local heart-throb. octus, however, proves to be the true stud - attracting the attention of their hyper-annoying neighbor barb with his "dad" hologram, and successfully wooing the head cheerleader kimmie as "newton". this is them buying the house and meeting barb...
eventually, modula learns of their location on earth and begins to send a variety of gigantic monsters through the rift gate to kill illana. see, her death will extinguish the royal bloodline and crush the hope the galalunians have of being freed from modula's despotic rule. plus, word has gotten out on galaluna of her escape, and her survival has inspired a fierce resistance movement.

during their initial encounter with one of these mutraddi superbeasts, illana and lance learn that they have the ability to combine their suits with octus to form a huge supermech...which the people of earth soon begin to call TITAN:
 inject into all this their interactions with the neighbors and the kids at the high school, the US military looking to take TITAN down, and a secretive spy agency with galalunian tech and you have a very interesting show indeed - it's kind of like the BREAKFAST CLUB/CAN'T HARDLY WAIT meets ROBOTECH/VOLTRON/old GODZILLA movies meets a super hero series. i can't recommend it enough. supposedly, if enough people watch on toonami new eps may be ordered...which, y'know, would be a good thing.   

Tuesday, October 16, 2012

NEW YORK COMIC CON 2012

well, NYCC is in the books. we had some people try out DUNGEON STRIKE on friday and saturday and they all loved it! it's weird watching people play a game that you made...but the early feedback seems to be good so far. everyone seemed impressed with how fast it played (which isn't surprising considering that most of  them were warhammer/40K/3.X/pathfinder/4E types).

i didn't go on sunday - but saturday was RIDICULOUSLY crowded.  now, i've never been to SDCC...but this was insanity. at one point, i decided to leave our booth and walk over to ARTISTS ALLEY. after fighting the crowd to get to the lobby of the javits center, i was confronted with the above sight at the top of the stairs. you see that WALKING DEAD banner? that's what i had to cross to get to AA.  i just went back to our booth and waited a few more hours rather than fight my way through that. luckily, there were still some ATOMIC ROBO t-shirts left when i finally got over there.  but man, NYCC made gencon look small.

anyway, i did get to do some walking around (after all, i had to buy my friends big foam MINCRAFT swords and candy meth) at various points and i noticed that there is virtually NO rpg presence at NYCC...and there are lots of gamers. tons and tons of people came into our booth talking about pathfinder, D&D, and more.  more than a few people were stoked on NUMENERA and asked if our terrain would be compatible with it!  point is - there are gamers there, and outside of us (a terrain company) and the BURNING WHEEL dudes there was basically no RPG presence at all.  that kind of sucks.

Saturday, October 13, 2012

i wrote a skirmish game...and it's FREE!

so, i've been down at NEW YORK COMIC CON the last few days.  we went down on wednesday to set up our booth (we're in booth #2180 if you're interested), then thursday for the professional day and then today for day #1.

let's see - so far i've grabbed some decals, a few pins, the GRENDEL OMNIBUS, the new colorized SCOTT PILGRIM book, and a GAME OF THRONES poster. i also chatted briefly with some of the guys at the BURNING WHEEL booth and they gave me a FREEMARKET patch. sweet.  oh, and i walked over to the COMPLETE STRATEGIST today before heading down to the javits center and grabbed REALMS OF CRAWLING CHAOS, the LAMENTATIONS OF THE FLAME PRINCESS box, and a copy of LACUNA for one of my friends - apparently they REALLY like that game.

anyway...i designed this dungeon skirmish game to play at cons and stuff.  it's quick, easy, and pretty highly fatal for the PC's.  i made it so that we'd have something fast and fun to run at cons.  making adventures and running them for strangers can get to be a grind at some of these jammies - particularly when you have to do them 4 or 5 times for 4-6 hours a clip.  so, i came up with this as an alternative.  we're playtesting it at our booth all weekend.  i ran a few playtests in august at RETCON and so far the reaction has been pretty positive.

the game requires you to have some minis, dice and some terrain or a battlemap. i figure most gamers have these things already. i don't want to make people buy some super-expensive board or figures just to play - use what you already have!  like i said, i made it for cons...and also for people to have something fun to play if their game group can't all get together on a given day.  it's a straight dungeon crawl - i'm playing around with other genres also, but first things first.

anyway - here it is. download it, play it, and let me know if it's good, if it sucks or if it's somewhere in between.  i'm calling it FEAR NO DARKNESS: DUNGEON STRIKE.

i like free games.

Monday, October 1, 2012

KICKSTART MY HEART



hey dudes. sorry i haven't updated in a while.  summer ended and i had to go back to work - ugh.  i've been busy with lesson planning and the whatnot.  i just wanted to pop on here real quick and mention my company LEGENDARY REALMS TERRAIN.  we recently threw our hat into the KICKSTARTER ring - everyone was doing it and we felt the peer pressure.  we're looking to branch out and make some new terrain - sci fi, wilderness and some more fantasy stuff and we're asking for some help to make that happen.  if you want to help us out we'd appreciate the heck out of it. 

here's our kickstarter - check it out!  we'll have a booth at NEW YORK COMIC CON in a few weeks if you want to stop by, say hi and play some games.  ok, posts soon - i'm working on my LACUNA play reports and they should be up soon. i also have a few comic book posts and a some other things half finished. 

Saturday, September 8, 2012

M.I.A. - Dawning Star RPG

in 2005/2006 i was itching to play a sci-fi rpg. our group was in the middle of slogging through some D&D 3.0/3.5 campaigns and they weren't really too keen on changing systems. i had tried to run them through a DRAGONSTAR adventure, but one of the guys hated the idea of "elves in space" so much that he went out of his way to be a jerk and single-handedly sabotaged the whole thing.

then i discovered a new d20 setting called DAWNING STAR.  it used the d20 modern and future rules and had no elves, halflings, orcs or any of that stuff.  i ordered the 2 core books - OPERATION QUICKLAUNCH and HELIOS RISING - and totally fell in love with the setting.  the basic version is this: humanity was forced to leave earth in 2196, as a large object was detected hurtling toward the planet in 2184 - large enough to create an extinction level event. in the 12 years before impact, the people of earth band together and build huge evacuation ships.  as the massive fleet departs earth, it makes a startling discovery at the very edge of our solar system...a damaged gateway device (sort of like a mass relay from MASS EFFECT).  the gateway detects the ships nearing and activates - but, being damaged, scatters the fleet all over the universe.

the games focuses on the people who were on board the ship DAWNING STAR, which suddenly found itself alone at the edge a strange star system. nearby was another one of the gateway devices - but try as they could, they couldn't get it to activate.  scans of the system detected several habitable planets in the system - which was hard for the crew to believe. they set a course for the nearest one and touched down - but not before suffering damage. apparently, the upper atmosphere was laced with a chemical that accelerated rust development - and the crew realized that they would not survive a return trip through the atmosphere.  so, they set down, disassembled the ship, built a city and began the long process of establishing a permanent settlement.  they were, after all, carrying 2 million people in cryosleep! the planet is named Eos, and the star is dubbed Helios.

as the settlement was established and the planet surveyed there were several surprising discoveries: the planet was inhabited by a blue skinned race of humanoids called the velin (who are genetically identical to humans), as well as a seemingly primitive race of insectoid beasts that the settlers call "darklings"; the planet is pocked with ancient ruins which appear to have been destroyed in a massive, planet-wide battle; these ruins sometimes contain functional, wondrous high-tech devices; and finally, there are crashed spaceships on the planet that are not ancient - and are obviously of alien origin.

the book HELIOS RISING goes on to detail the entire solar system - which is VERY inhabited.  GM's are given a choice of settings:

1) you can start your players in the year 2251.  the exploration of the planet is first getting underway, and you can slowly introduce all the cool aspects of the solar system and the planet as they adventure.

2) you can start the players somewhere after that date - one where the humans of Eos have learned of the conflict in the Helios system and have discovered/made contact with at least a few of the alien races living in the system. this allows for more of a space opera feel.

now, i hate the d20 system. this game came with a lot of it's own weapons, gear, prestige classes, skills and the whatnot - but you still needed the d20 modern book and d20 future.  d20 future was a DISASTER of editing mistakes and conflicting rules. when i ran this i just flung a bunch of that stuff overboard.

sadly, support for this game vanished around 2007/2008. i was pretty bummed out and a reason was never given.  the website and message board just simply died, and the monthly magazine that supported the game also vanished. i guess most of that was tied to the d20/3E transition into 4E...but damn, i wanted more from this game. i'm not sure how popular the game was - or d20 future, for that matter. i know i saw a few copies of OPERATION: QUICKLAUNCH for sale at GENCON this year for $1...that's not a good sign.  there were a few modules (one of which was supposed to be a 3-parter which would have revealed more about the setting) and a promised sourcebook which would have outlined the STAR CONFEDERATION (the mysterious ancients of the setting) but none of that ever materialized.

personally, i feel like this setting would be PERFECT for the X-PLORERS rpg. it's d20 based - so the conversion isn't all that difficult...i know since i converted a bunch of the races for use in my X-PLORERS campaign.  revising it with an OSR attitude would only benefit the game. 

i did see that BRAVE HALFLING acquired the rights to produce a PROMETHEUS RISING setting for X-PLORERS, and that was also a d20 product.  will they do the same for DAWNING STAR?!?!?  i can only hope!  there was some chatter about making DAWNING STAR into a SAVAGE WORLDS setting...and i guess that would be better than nothing.


Friday, September 7, 2012

FREE Labyrinth Lord/BX Adventure - THE LAIR OF THE LIZARDFOLK GOD

ok...i wrote this adventure last year to run at cons. it was written to show off the terrain that we make and sell and as such may be a little too hack/slashy.  oh well.  rich also kept making the map LONGER and as such the plot of the adventure kept "evolving".  still, everyone who played it seemed to like it.  we've run it at ICON, GENCON, DEXCON, METATOPIA, RETCON and DREAMATION...and now that we're done running it i figured i'd post it here so that other people can use it as they will.  enjoy...and BEWARE HIS EYES.

LAIR OF THE LIZARDFOLK GOD.   

Thursday, August 30, 2012

LACUNA PART I: the creation of the mystery and the girl from BLUE CITY (an rpg)

this past july i was at DEXCON in NJ. we were selling our miniature terrain and otherwise doing our thing when i discovered a booth in the back selling indie roleplaying games (the booth was MODERN MYTHS - a pretty kickass store).  i wound up buying a copy of 3:16- CARNAGE AMONGST THE STARS...and two games by a guy named jared sorenson...LACUNA and INSPECTRES.  you may know him as the guy who created ACTION CASTLE and the other PARSELY games.

both games have interesting concepts and they're both short - which is what attracted me to them. that, and the owner of MODERN MYTHS talking them both up.  i like both games a lot - with LACUNA slightly edging out INSPECTRES as my favorite. plus, i had the chance to run my friends through a LACUNA scenario - so i feel like i can speak on that game a little better than INSPECTRES.

GAME CONCEPT
ok, to summarize the concept of the game: it's the near future and mankind has basically wiped out crime (more on how in a minute).  we've also figured out a way to enter an alternate dimension - which also happens to be the place our minds go when we dream.  this is accomplished by placing someone under the influence of various drugs, which then allows their conscious mind to materialize in this alternate dimension. while under the influence of these drugs, people are able to control their "dream bodies" as well as bend the "rules" to manipulate the environment. this dimension/dream state manifests itself to us as an old city, so we've come to call it BLUE CITY.  there are other denizens there that aren't dreaming - they're native to the place, and they may not want us there.

THE COMPANY has discovered a way to remove the violent aspects of one's personality...and they've harnessed this power into something called a LACUNA DEVICE. it looks like a pin with a question mark on it.  these devices are given to Agents that work for the Company. that's you.

your job is helping to keep crime in the real world under control.  in this future, whenever someone commits a violent offense they are investigated by the police and FBI - just like they would be in "our world".  after their arrest and conviction they are brought to the Company - who put them under with those drugs and send their personalities into Blue City.  since they're going in unwillingly, once they're put under the Company loses track of exactly WHERE in the Blue City they are.  so, it's your job to enter the dream state/alternate dimension/Blue City, locate the hostile personality and use your LACUNA DEVICE to permanently remove their violent ways.  this is done by sticking them with the device and turning it to the left.  of course, once in Blue City both you and the hostile personalities have some crazy powers, with hostile personalities often manifesting themselves in horrific, monstrous ways.  completing your mission won't be easy - there are some residents of Blue City whose goals and motivations remain unknown to the Company. there are also other Agents on different missions...as well as rogue agents.  if your mission is successful, the violent offender will awaken in the real world changed permanently. they'll no longer be violent and they can be assimilated back into society as productive individuals.

think of the game as a cross between INCEPTION, the MATRIX and MANHUNT.

GAMEPLAY
it's important to remember that your Agents are not physically in the Blue City during a game session. their physical bodies are lying on "the Slab", hooked up to drug dispensers and medical equipment.  their conscious minds are in Blue City.

while you're in Blue City you're in contact with Control (the GM) and you can request aid or equipment to help you with your mission.  as you interact with the city two things begin to happen: 1) the heart rate in your physical body increases and 2) your connection with Control begins to degrade...and Blue City begins to react to your presence.  this is represented by Static. let's say some Agents begin to argue with each other or they disobey the Lead Agent - well, this triggers Static.  maybe the Agents fail a check or start a firefight - more Static.  as Static builds events are triggered that the Agents must deal with.

Agents have 3 stats - Force, Instinct and Access. these characteristics are what you use to interact with Blue City.  want to punch someone in the face? jump off a building? run up a wall or fire a gun? make a Force check.  want to get a Personality to give you information? make an Instinct check.  you want Control to help you? need a machine gun? need to eject from Blue City before you have a heart attack? make an Access check.  the lowest a stat can be is a 2 and the highest is a 4.

these numbers represent the amount of d6's you roll when you need to make a check. if you have a Force of 2 you would roll 2d6.  you need to get an 11 or higher.  if you fail a check in a risky situation (like combat) you lose a die off your score.  so, a Force of 2 would become a 1.  when either Force or Instinct hits zero your Agent is in trouble - you'll need to make an Access check to eject your consciousness from the Blue City - if you fail you either have a heart attack and die or go insane.

now, this is where the system really shines: whenever you make a check, you total the dice together and add the number to your HEART RATE score.  most characters start with a heart rate around 70 or so.  heart rate values differ depending on the Agent's age. once you get your heart rate up into your TARGET HEART RATE, you can reroll failed checks until you pass.  however, each roll adds to your heart rate, with risky checks removing a die if you fail.  eventually you'll hit your MAXIMUM HEART RATE, which means ANY check is risky (failure means losing a die) and you lose the ability to reroll checks.

there's also some cool character building tools during Agent creation - you have to determine your age, determine your Mentor (who will teach you certain Techniques), choose a Talent and determine your name (all Agents are given random names).

i've purposely left out a lot of setting-specific stuff, as the book assumes that only Control (the GM) will have all the information that the book presents. so, if you want to know about the Nasrudin Institute, the Spidermen, the Conflict, the Lacuna Rift or the Girl you're going to have to grab the book.  don't worry - the setting is very open to your interpretation.  in fact, the whole game is vague and open-ended intentionally - you basically fill in the gaps based on your play style.

one thing that piqued my curiosity that i WILL mention: where the heck is Agent Miner?  Agents generate specific Mentors during chargen - you get a little background on them and all of them are either alive or dead...except Miner.  he's listed as MIA - missing in action.  how the hell can that be? Agents are physically present on Company premises for missions - and they're unconscious! how did he vanish DURING a dive into Blue City? 

you can actually run into Miner as your Static builds during a mission.  now, if his body is no longer in Company hands then he's obviously set up shop somewhere else - AND has access to drugs, medical equipment, and monitors - what the heck is he up to? or, perhaps the Company still has his body and they can't eject him from the City? if that's teh case, why haven't they just killed him?  this is a good example of the open-ended nature of the game - what do you want Miner to be up to? make a choice and roll with it.

overall, the game is very interesting and fun. it's rules-light and moves fast - with cool gameplay mechanics that are new and interesting.  i'd highly recommend it - a print copy is only 15 bucks - so go buy one.

in the next few days i'll post a write-up of our game session...it ruled.