Saturday, April 7, 2012

Limited Series: Savage SciFi

It's dark as you open your eyes, straining to make out the motion and faint lights that woke you. Heavy isn't the right word for how your head feels--stagnant, like water that hasn't moved in years, yes, that's it.
Light attacks your eyes, harsh, and abrasive. Someone is walking into the room, beyond the plasteel covering your cryo-pod. It is a cryo-pod, isn't it? The last thing you remember is the technician attaching a tube to the shunt in your arm, telling you to count back from one hundred. Yes, this must be a cryo-pod--you can see your breath now as your lungs warm up.

The movement is a man. Or maybe a woman. But not like any you've seen before: deep cerulean skin, black as tar hair, lizard-like movements. You think it's a male, assuming its species has a biology anything like your own, and watch him through barely open eyes, hoping he won't notice you're awake.
Where are the technicians? Why haven't you woken up for your maintenance rotation on the ship? You were supposed to be woken up by the ship every five years to check the ship. Everyone gets woken up, in shifts, to make sure the ship is sailing smoothly.
There are no humans in the room, but now there are two of the blue people, and one of similar build and biology but with a deep, emerald coloured skin. This one seems to be giving orders, barking something in a language full of clicks, pops, and buzzes. All the while, the green one is staring at you and the other pods in the room.

Only five pods in this room. You can see all of them, and you know that's standard thawing procedure--five at a time, in a room just off the main cryo-hall on the ship. There are two thaw rooms, actually, so it's a total of ten at a time. Not that it matters: these probably aren't friendlies thawing you out.

You have spent the last three years preparing for this expedition. The team was put together by Phoenix Corporation, a company contracted by the United Earth Defense Organisation--UEDO. Phoenix is a privately held company, but then all groups capable of interstellar flight are, as governments have other things to spend money on. Like contracts with those companies. This arrangement allows the innovations of the private sector to benefit the federal governments of earth directly, and leaves the private firms open to private customers, too.
The expedition launched, the ship left the station orbiting Earth, and made only a stop at Mars for a send-off from the colonists. After that, it was down for cryo-sleep, with the last sleeper having to plug herself in and let the computers pump in the drugs.

How long has it been? Where are we?

Friday, March 30, 2012

The Sci Fi Game


While Houses of Stone is on hiatus and I am a bit burned out on its creative flow, I have decided to run at least one game of Savage Worlds in a sci fi setting. It'll last 5 sessions.
I already have players lined up (in excess, surprisingly) for this game but I need to iron out world details.

The plan is to have one game session for world description from me and group character creation. Savage Worlds is fairly lightweight but has more to it than OD&D or B/X, and those are the only systems I've done character creation on G+ with. At a real table, it's fairly easy to talk to three or four people at once, pass around books, notes, and sheets of paper, and so on. I'm hoping that, with good people and patience, we'll be able to create characters as a group and establish the world properly on a G+ Hangout.

Right now I'm debating and designing the world. It's not going to be fantasy in space (i.e. Star Wars), but it definitely won't be hard sci fi, either. I tend to lean a bit toward the Mass Effect style--it's not about inter-ship combat, it's about people, doing stuff, on stations, planets, and ships. Interactions and shootouts.

Today's idea is that in the late 21st century, humanity is visited by a dying race, on their last pilgrimage across the universe before evolving into non-corporeal beings. Some handful of millions of them travel in convoy/flotilla. They were visited by a race from our solar system 50,000 years before, and that is how they gained the ability to travel the stars.
I'm also thinking that not long after this visit, humans realise they need to leave Earth, and are planning for the fact that a few hundred years later they will need a planet to settle. Perhaps the players will take on the role of a party scouting the galaxy for a New Earth. Or maybe they finished scouting and have been in stasis for the journey home--arriving on Earth 200 years or more later.

The thoughts... they drown out everything else in my brain. It's a good thing.

Sunday, March 25, 2012

Play Report: Cain's Game

So, the venerable DM, Chris "Flambeaux" Cain, ran another game on Saturday morning. This is the game that has, to this point, been AD&D. Several of our players, due to real life concerns, were to be absent, and Chris's kids all had various infections, so he suggested we play on a G+ Hangout.
We ended up with four players--one of whom had not played any D&D in 30 years.

Chris decided to dial back our AD&D ruleset to a S&W and B/X hybrid to help keep the rules out of the way as the two completely-new-to-RPGs players learned the ropes of gaming.

So... here's the in character report...

From the pen of Murdoch the Medium, a young wielder of the arcane.
I find myself in the company of several excellent people--a warrior named Karl, and two clerics named Bit and Alexiel. We had all heard rumours of several locales ripe with treasure and adventure, and therefore set out to find claim it as our own.


We set forth and travelled toward the hills, hoping to find the caves, which I had heard to be filled with scrolls, spellbooks, and items of a magical nature. On the second evening of our journey, we made camp and noticed a campfire nearby. Erring on the side of caution, Bit moved toward the strange fire under the cover of darkness, and sans armour. He returned to us shortly after with a report of two large, ugly, guttural-speaking humanoids roasting meat on a spit, and drinking from casks of some brew.
Within moments we hatched a plot to subdue these strange creatures, hoping they had something of value, and that dispatching them would be a service to the general good. We tied a rope between two trees, as a trip line, and I moved forward, casting a spell of Irresistible Slumber. One of the strange creatures slumped forward, spilling his drink, and the other merely reached for it. Eschewing our trip line plan, we unleashed a volley of missiles--two spears and numerous sling stones. Within moments the brute had fallen. Moving in quickly we slit the first one's throat, and pulled the second from the fire. We found on each a pouch of silver coins and nearby stood a broken wagon and several casks of ale and wine.


Choosing caution, we went back to our own camp and slept through the night, planning to return the next day to find the brutes' lair. What a find, indeed! We found a tunnel into a small cave with bed mats and a small chest. Within the chest we found several ingots of silver and gold, along with coins, gems, and a false bottom. Beneath the false bottom we found a wooden puzzle box, which would be the focus of our next few nights around the campfire. Before leaving, though, we noted the location of a hatch under one of the bed mats, for further investigation later.


After selling our new found gems to a discreet jeweler at the Keep, we spent an inordinate amount of time experimenting with the contents of the puzzle box--three wands. The box also contained cards with runes on each, and we found that the word on each card corresponded to a particular wand.


Our attempts at uncovering their purpose were futile.


We ventured a half-day's walk from the Keep to the home of Max, a sage and "miracle worker" of note in the area. Max, while a bit eccentric, was a pleasant host who offered tea and toast, and freely identified the wands for us. Apparently his cousins, Marley & Marley, manufactured these wands (en masse) in the nearby city. We conversed with him for a while, and I offered our services in return for having identified the wands. Max asked that, given the chance, we would retrieve some Humblebee Honey from a nearby valley. An old friend of Max's from school keeps the bees in a hidden valley, and Max requested we bring him some dozen jars of the sweet treat, so he could create his potions, unguents, poultices, et cetera. We gladly agreed, as Max had already done us a great service, and the adventure could be quite enjoyable.


After adjourning our meeting with Max, we decided it best to investigate the Ogre's lair further--specifically the hatch under the bed mat. Spending some time down there, we found criss-crossing tunnels upon criss-crossing tunnels.
Exploration was enjoyable, but we decided it was above our pay grade, so we moved back the way we came. Unfortunately, a large purple worm-like creature decided we might need to be its lunch. Bit set down some rations, and we quickly set some oil on the ground and lit it, to cover our retreat.
I believe I saw the worm devour the rations, but what happened when it reached the fire, I do not know--we made all haste for the ladder back up into the cave above.


What will happen next is open for speculation. Our intrepid little troupe will probably expand--I hear some of my comrades have friends and family who would be swayed by the lure of adventure, treasure, fame. The next foray into the wild will include further hunting for the cave system of rumour and myth.

Friday, March 23, 2012

HoS: What Needs to Improve

Yesterday I outlined a couple of elements of Houses of Stone which, I think, made it particularly enjoyable. Today, I want to talk about a few things I need to do better when the game launches again in a few weeks...


  • Planning:
    • Normally, I shoot from the hip. This works impeccably well with NPC interactions, events, reactions of the world, etc. Shooting from the hip works best, though, within pre-established geographical and architectural locations. By this I mean that I need the city, buildings, caves, underground cities, etc all laid out and stocked. The NPCs should have one-liner personality, motive, and objective descriptions. This will make shooting from the hip more effective and allow me the comfort of knowing what's in the sandbox before the PCs get there.
  • Turning it up to 11:
    • Houses of Stone, as it existed for five game sessions, was barely a level 1 world, in terms of challenge and lethality. Being more proactive in planning and design will allow me to add to the challenge, difficulty, and potential lethality that players will see as they play. This will also help me establish baselines for what PC capabilities players will be disallowed, allowed, etc.
  • Puzzling:
    • The unanimous response I got in every bit of feedback about the game was that people loved the puzzles, the questions, the mysteries. A lot of these were off the cuff ideas I had or moments where I said to myself "I know there should be a trap, puzzle, or mystery here but I didn't plan it out... let's see what the PCs try and assign odds to how likely each solution is." I call this "quantum mechanics of DMing" or as one player put it "Schrodinger's puzzle."
    • I don't want to remove this method of DMing and design. It works very well and is a lot of fun. However, I do want to temper it with real design. If the sandbox contains all sorts of things for players to discover, it needs to have some things that will confound them, as well as things that adapt to their attempts.

Thursday, March 22, 2012

HoS: What Made it Fun?

Let's talk about what has gone really well in my five-session Houses of Stone game.
Quick recap of essential info if you didn't play:
- Swords & Wizardry Core rules (mostly)
- Sub-Saharan Africa in an alternate timeline
- History coming out the ears of every NPC, location, and item

I have run five sessions of this game so far, and enjoyed every one, and I believe the players did, as well. The first and foremost thing I think we all enjoyed was history.
The history in this world--the things the PCs had no knowledge of but uncovered by role-playing interactions with NPCs, by exploring locations, by investigating events, by inquiring about items and events--was pretty well laid out, if I do say so myself.
We only really "delved" into dungeons/caves in two of the sessions. Even then, though, only one was a real delve, where the PCs spent almost the entire session exploring the turns and twists of the underground complex. The very first session had about 45% of the time spent in the dungeon, but with a considerable amount of investigation and interaction happening before and after, arguably being the more enjoyable part of the game.
So, my point is, I think the players enjoyed learning by exploring, inquiring, and investigating what the history of the world was.

Second, I think everyone enjoyed puzzling items and contraptions. The simplest things, like a panel of buttons on a purely granite wall in an iron age world, activated by the Fibonacci sequence, was incredibly fun to see players work through.
The puzzles and contraptions, too, contribute to the history-delving of the world. Even though these are classic dungeon puzzles/traps/contraptions/conventions, they played right into the mystery of the ancient race who built the city.