Still Here!

Monday, January 02, 2012

My blog still exists, honest!

See that previous post from August about Stars Without Number? Well, we are still playing the hell out of it. I need to tell you all about it. But my AP post keeps getting more complicated and more delayed, so I thought I better poke my head in and make sure the lights were still on.

I posted a list of Gaming Highlights from 2011 over on Story Games. So many!

Oh, also, Will Hindmarch is kickstarting an awesome thing called Always/Never/Now. Go check it out!

Good? Good.

Stars Without Number: Record Sheets

Tuesday, August 09, 2011

I have recently discovered Stars Without Number, quite possibly the best sandbox-gaming RPG ever made. SWN won the "best free game" category in the Indie RPG Awards this year, which prompted me to give it a look. I'm VERY glad I did.

The GM tools presented in this game for managing a sandbox are second to none. Every last element is considered and provided for, from creating a sector of space to explore -- its planets, factions, and NPCs -- to modular adventure creation, one-roll quick generators for every conceivable thing (from religions to corporations to alien species), and a simple but interesting faction-level conflict system to keep the world(s) spinning with conflicts. The amount of work put into this game is staggering. Major kudos to Kevin Crawford, the author.

Those who love Apocalypse World will recognize this style of game immediately, and feel right at home. (The skill system just so happens to be 2d6+bonus, which makes it a cinch to tweak to AW-style miss/partial/hit results). I really can't recommend the game enough. Oh, did I also mention that it's FREE?

Since I plan to run the game soon, I had to make new record sheets for it (naturally). You can grab the PDF, which includes class sheets for the Expert, Warrior, and Psychic, a starship record sheet, planet sheet, and faction files.



Enjoy! If you have experience running or playing SWN, I'd love to hear about it.

The Regiment: SUPER SOLDIER

Friday, July 22, 2011

Here's a bit of fun in honor of Captain America.



The Super Soldier playbook! This isn't an official Regiment playbook, but after seeing Captain America tonight (loved it) I couldn't help myself. Also, anyone who was thinking about doing Godlike using The Regiment could maybe get an idea or two out of this. Enjoy.

Apocalypse World: Guide to Hard Moves

Wednesday, May 18, 2011

I keep seeing some people struggle with this, so here's a handy guide to hard moves in Apocalypse World.

When you make a regular MC move, all three:
1. It follows logically from the fiction.
2. It gives the player an opportunity to react.
3. It sets you up for a future harder move.

This means, say what happens but stop before the effect, then ask "What do you do?"

- He swings the chainsaw right at your head. What do you do?
- You sneak into the garage but there's Plover right there, about to notice you any second now. What do you do?
- She stares at you coldly. 'Leave me alone,' she says. What do you do?


When you make a hard MC move, both:
1. It follows logically from the fiction.
2. It's irrevocable.

This means, say what happens, including the effect, then ask "What do you do?"

- The chainsaw bites into your face, spraying chunks of bloody flesh all over the room. 3-harm and make the harm move!
- Plover sees you and starts yelling like mad. Intruder!
- 'Don't come back here again.' She slams the door in your face and you hear the locks click home
.

See how that works? The regular move sets up the hard move. The hard move follows through on the threat established by the regular move.

I've seen people struggle with hard moves in the moment. Like, when the dice miss, the MC stares at it like, "Crap! Now I have to invent something! Better make it dangerous and cool! Uh... some ninja... drop out of the ceiling... with poison knives! Grah!"

Don't do that. Instead, when it's time for a hard move, look back at the setup move(s) you made. What was threatened? What was about to happen, before the PC took action? Follow through on that. Bring the effects on screen. Bring the consequences to fruition.

And speaking of consequences, a hard move doesn't automatically equate to severe consequences. The severity of the threat is a separate issue, depending wholly on the fiction as established. The hard move means the consequences, large or small, take full effect now.

It's not about being mean, or punishing a missed roll, or inventing new trouble. It's about giving the fiction its full expression. Setup, follow-through. Action, consequences.

The Regiment: Elements

Thursday, May 05, 2011

Paul and I are still working hard on THE REGIMENT. We had planned on a Q1 release originally, but have since decided to take more time with it and do another round of playtesting instead. Here's another teaser PDF for you in the mean time.



FAQ answer: It's an Apocalypse World add-on, not a stand alone game. You might think of it as a specific kind of apocalypse (one in which WWII never ended, and has consumed the globe) with new playbooks and moves to suit. Sort of like an AW playset, in a way.

(UPDATE: There was a typo and one of the moves needed tweaking, so I uploaded a new version of the PDF.)

OPERATION: BLACKBIRD

Tuesday, May 03, 2011

How about some ultra-mod spy action in a Lady Blackbird hack? Here it is, courtesy of Andy Blanchard:
OPERATION: BLACKBIRD... the mission name conceived by the nations of the world to combat the evil machinations of the villainous international organization known as B.E.D.L.A.M.

The world's top secret agents have been gathered together to stop B.E.D.L.A.M.'s latest plot to extort the world for its own nefarious ends. They intend to use their newest secret weapon, which they have dubbed the Ultra-Lazer Cannon, to destroy a world landmark every week until their vile demands are met!

WILL THE WORLD'S BEST SECRET AGENTS BE ABLE TO PUT ASIDE THEIR NATURAL DISTRUST AND DISLIKE OF ONE ANOTHER TO STOP THEM?

WILL THEY DESTROY THE ULTRA-LAZER CANNON?

OR WILL THE EVIL CUNNING OF B.E.D.L.A.M. BE MORE THAN THEY CAN HANDLE?


Check it out here!

Jedi Blackbird

Saturday, April 30, 2011

Like Lady Blackbird? Love Star Wars? Then you'll want to take John Aegard's JEDI BLACKBIRD for a spin. From the introduction:
It is a time of troubles for the Jedi Knights. The peace and prosperity of the Republic have made the Order complacent. The Dark Side is everywhere.

NOW, word has arrived from the distant Outer Rim that the renegade padawan ORDO VALLUS has established a holdfast on the junk world of KONDU. The Jedi Council has hastily dispatched three Jedi aboard the starship BLACKBIRD. Their mission: to bring Vallus back to the Jedi Temple on Coruscant, where he will stand trial.

HOWEVER, as the expedition emerges from hyperspace, it is confronted by the fleet of vile Hutt corsair Bokka the Bold. Bokka broadcasts on all frequencies -- the Jedi are not welcome here!


Awesome.

Also, we just passed the 2nd anniversary of Lady Blackbird. Crazy! Time flies.

Danger Patrol & Lady Blackbird Podcast

Tuesday, April 12, 2011

I think every game designer, while toiling in their dark oubliette, is buoyed by the pleasant memories of those players who truly get it -- the players who mind-meld with the designer's vision for a game and use it to create something amazing.

The excellent gentlemen over at the Yellow Menace podcast are such players. Their episode about Danger Patrol and Lady Blackbird has not just made my day, it has made my year. I am beaming. Beaming! over here.

Thank you, YM crew!

The Western Zombies Game

Thursday, February 24, 2011

Daniel Solis recently blogged about "rolling to hit" in RPGs, and how to approach the issue in various ways. This reminded me of a game I threw together for a game-day back in 2002, so I went and dug through some old boxes and found my notes.

IT DON’T END WHEN YOU BURY ME
The Western Zombie Game

Shooting
  • Each d6 is a bullet. You have 6d6 in your trusty Colt Peacemaker pistol.
  • When you shoot at a zombie, roll Xd6, up to the number of bullets remaining in your gun.
  • The numbers rolled tell you where you hit. 1,2: legs, 3: arms, 4,5: torso, 6: head.
  • A head-shot instantly destroys a zombie.
  • A leg-shot slows a zombie (moves 1 instead of 2). Two leg hits immobilize a zombie (it moves zero and can’t lunge, but can still bite and claw).
  • Any number of arm hits weaken a zombie. It attacks at lower strength (-1d6).
  • A torso-shot has no effect on a zombie. EDIT: A torso-shot blows through a zombie. Roll the die again as a hit on any target behind the zombie, up to 2 squares away.


Reloading
  • When you reload, pick up a number of dice equal to the number of bullets you want to reload. The GM also picks up one die. Count down, 3! 2! 1! then you both roll your dice.
  • GM: Acting like a lumbering zombie, pick up another die. Moan. Roll the die. Does it match any of the dice you’ve rolled? If it does, shout URGH! Reloading stops right now and the zombies nearest the player take a turn! If the dice don’t match, pick up another die, moan, and repeat until reloading stops.
  • Player: After you roll your dice, you have to quickly pick them up again -- one at a time -- and place them back on the table with their top faces in numerical order, starting with 1 and counting up. If you do this, shout LOADED! Reloading stops right now. If you beat the GM (you shouted LOADED before she shouted URGH) then you get to shoot before the zombie(s) go.


The Map
Use a square grid map. Draw in some buildings like a western frontier town. Indicate where some weapons are scattered around, too.

A zombie can move 2 and attack.
  • Zombie Claws & Teeth: Range 1. Damage 2d6.
  • Zombie Lunge: Range 2. Damage 1d6, knocks target prone.


A PC can move 2 and do something (shoot, close a door, pick up a gun, reload) -or- move 3.
  • Sawed-Off: Range 3. Holds 2 shells, which are d10s. Any 6+ hit destroys a zombie.
  • Pistol: Range 4. Holds 6 bullets, which are d6s.
  • Shotgun: Range 5. Holds 5 shells, which are d8s. Any 6+ hit destroys a zombie.
  • Rifle: Range 6. Holds 12 bullets, which are d6s.
  • Dynamite: Range 4. Damage 10d6, distribute hits to target square and every target adjacent.


That's all there is. I guess we figured out the missing bits, because I remember playing this and having all manner of fun. Maybe there's enough there for you to give it a try, if you have a mind to.

Anyway, to Daniel's point, there's a game that's all about shooting zombies and it manages to be tense and fun, even though you can't ever miss.

Lady Blackbird Companion

Tim Adamson has made a very cool "appendix" for Lady Blackbird: The Lady Blackbird Companion. It's a compilation of material from the various LB hacks as well as all new stuff. Here's his description of it from Story Games:

What is this?
A setting and rules companion to Lady Blackbird.

Who is this for?
Anyone who enjoys Lady Blackbird or other Tales from the Wild Blue Yonder.
Anyone interested in fantasy steampunk adventure role-play.

Why do you use this?
Extending or augmenting the adventures of Lady Blackbird and associates.
Having other exciting adventures in the Blue.
Writing new chapters of Tales from the Wild Blue Yonder.

Where and when do you use this?
At the table, when you play.

How do you use this?
Find bits of setting detail to add into your game.
As a GM: find ideas for obstacles, questions, and NPCs.
As a player: find ideas for your character, places to go, and things to do.
Ignore what you don't like and---probably---what contradicts what you do like.


Lots of great stuff in there. Highly recommended!