Showing posts with label GM stuff. Show all posts
Showing posts with label GM stuff. Show all posts

Tuesday, July 25, 2017

Campaign Space Ship: NECI Sigrun

This here is the spaceship that my players have been using for their game of M-Space. While it's mostly just been a plot device to get to the planet from the Ark, this time around, it'll get put through its paces in actual space combat. For those more knowledgeable of M-Space, you'll notice that the speed, engine power, and armor is low. This is to represent a lower tech ship on the cusp of achieving fusion drive, somewhere between Traveller and Orbital 2100. Many of the added stats like tonnage were mathematical formulas I used to convert Traveller stuff to M-Space.

I plan on working with either Blender or Unity to combine the 3D models of the ships and planets to make cool landscapes with them. It's something my players certainly will like. 

NECI Sigrun (created using the Galactic Civilization III Ship Builder)

New Earth Colonial Initiative's Sigrun

Pathfinder-Class

Size: 58 (290 Tons, 52 meters/170' 7" long)
Armor: 2 AP
Speed: 5 (Delta V: 80 km/s)
Handling: 3
Distance per Month Traveled: 200 Mkm
Fuel per Month Traveled: 3 tons
Fuel Capacity: 10 tons

Named% chanceHP
Cockpit 1-42
Engines, Thrusters 5-135
Engines, Maneuver 14-225
Sickbay 23-304
Crew Quarters 31-409
Cargo Hold 41-455
Railgun 46-471
Railgun 48-491
Engineering Lab 50-511
Crew Common Area 52-668
Hanger, Rover67-744
Hanger, Shuttle 75-9210
Sensors 93-1003

The NECI Sigrun is the premier spaceship for the Initiative Scouts. It is outfitted with two railguns for defense, a standard nuclear thermal rocket, and a life support system to last a crew for six months. The Sigrun has a connection to the ark AI, Noah, for information and orders from the higher echelons of the NECI. Able to traverse 1.3 AU in a single month and scan for all kinds of minerals and chemicals to locate important resources for the survival of humanity. The Sigrun can fit a standard crew of 9, including pilots, surveyors, and an engineer, all of which crossed trained to be survivalists, scientists, and security for the planetside away team.

Wednesday, July 5, 2017

Stocking a Solar System's Sum of Stunts and Stories

My current game is a science fiction exploration game, where the players are scouts surveying their new home and getting it ready for colonization. One of the things I've done is that right from the get go, the players have a spaceship that can take them anywhere in the new solar system. Here, there are seven celestial bodies that the players can blast off to. Many of those are either jovian or ice giants with tons of moons to look at. Add in all kinds of asteroids, comets, and other stuff floating out there, and you have a great deal of sites for adventures and discovery.

Of course the difficult part for this is how do we stock all of these for adventure? Much like a standard hexcrawl, you have all kinds of adventure, ruins, and obstacles that are keyed up and ready for the players to stumble upon. However, things get a bit more difficult because now we are dealing with the planetary scale. Planets, moons, hell, even asteroids are much bigger than your standard hexcrawl map. Stocking an entire planet of adventure like that simply isn't viable, let alone an entire solar system. Luckily, I have my way of taking care of that.

First thing I like to do is end a session asking what the players want to do next. It doesn't always happen, as sometimes I like to through stuff at them to react to next session as a cliffhanger, but it's nice to know where your players are going to next. That way you can simply prep for where they are going. So if my space scouts want to travel to Chicken Island next session, then I know that I can prep stuff specific to that area and I won't be wasting any time when I do it. Pretty basic stuff. Still, it's nice to have some stuff ready to roll when things happen in the middle of a session, so we turn to my rule of threes.

For each celestial body, I have three landmarks and three possible adventures, made from three words (a verb, adjective, and noun). We can usually describe planets with 2-3 landmarks or interesting things easily, especially if they aren't Earth like worlds. For example, Mars has red sand, Olympus Mons, and several canals across it. Jupiter has the Great Red Spot, intense radiation, and a great deal of gravity to contend with. I generally write these as tags like you'd see in FATE or DW. All of these can be the source of adventure, or simply add complications to another adventure on the same planet. Imagine trying to rescue a hydrogen freighter in Jupiter, but you have to save them without getting caught in the gravity well yourself. And the good thing about being in a sci fi genre is that thanks to future tech, players can scan for a lot of the potential sites of adventure from their CIC in orbit. So these landmarks can be made readily apparent and easy to spot. It does tend to simplify each planet a bit, but luckily, that's where the 'three words' come in.

So for me, three words are just me generating a verb, adjective, and noun. So for example, I simply will have 'Destroy Large Generator' as an adventure seed. From there, I flesh it out as I see fit. Get creative with how you interpret the seed. For example, your generator could be the fusion power plant on a space ship, a solar generator on an asteroid base, or even the wide leaves of an alien plant that feeds and powers a hive of plant-bugs. It's sci fi so go crazy with it! What I like to use are these verb, adjective, and noun generators for free. But sometimes that gets you some weird combinations that are hard to work with (Quoit Micrococcal Tracheitis?). One thing I use a lot of for developing adventures on the fly are Ennead Games's Adventure Generator Sci Fi and the GM's Apprentice Sci Fi deck. But, as great as those are, you can still keep it free. And you don't even have to use three words. Images are a great way to get some vague icons and interpret them how you wish. I know I've seen a lot of good stuff about Rory's Story Cubes, but if you don't have the scratch, I like using Tangent Zero's Dice for that. I like to roll three or four and have that as my main adventure. Hell, I'll even use a set of tarot cards I have to give me a good set of twists. The important part is, you have a good improv generator that will give you just enough structure and inspiration to craft a good adventure, but vague enough to allow for your creativity to kick in.

Putting this all into use, in my game, I have an extremely hot planet close to the sun. For its three landmark tags, I have "Large basins and mares", "Huge chains of volcanoes", and "One massive crater at the equator". The first landmark is almost like a safe zone for players to land at, but can also house future adventures (things hidden under the basalt flats? a colony appears there and stuff happens?). The second adds the danger, but can have a high reward. There's lava and high temperature everywhere, but there's also a hidden ancient alien facility in the volcano with secrets and mysteries inside. The third is a definite adventure site. What caused the crater? Was it an impact or an explosion? A landmark that makes the players ask questions about it will hook them line and sinker.

From there, I have three 3-word sentences that I generated. "Survey Massive Graveyard", "Destroy Alien Facility", and "Aid Strange Rival". For the first one, I decided to have an orbital graveyard filled with the corpses of large, spaceborn aliens. The second one has that alien facility in the volcanoes. The third one was a bit vague, so I added more using Tangent Zero's dice and created an adventure where the players and a rival scout group go through an old space hulk looking for stuff before the others do. But, things go wrong and it becomes a fight for survival as something vicious lurks in the hulk. Or, thanks to a little Kessler Syndrome, the players and rivals are separated from their shuttle and now have to try and escape the space hulk as it careens into the planet. I like to keep it flexible for this one, as either can be fun. 

There we go. That planet has a decent amount of adventure for a good while, and if they ever want to go back, I can always add more to it. As for the rest of the solar system, it can still be a bit daunting. I generally prep a cache of landmarks and sentences for each body, and then detail it at a later date. Luckily, limits in space travel in my game make it to where the players will generally eyeball the closer planets rather than the far off ones. But with PCs, you never know what they'll do! I also really add specific tags to important bodies. So planets, some moons, and asteroids that are big enough to be interesting (like your Juno and Vesta). But it's good to have some generic sentences and landmarks in case they land on some random Trojan asteroid in Jupiter's orbit.

There's a bit more I do inspired by ACKS, but I think I'll save that for another time. For those that run any sci-fi space-faring sandboxes, how do you set up your adventures for your players? 

Tuesday, May 30, 2017

Solo Gaming Using Mythras Part 1: The Adventure and Setting

So for awhile now, I've been doing practice games with solo gaming to help grok it better. It's been an unusual experience, especially with my inability to sit down for more than an hour to do anything. But, I feel like I've finally got the hang of pulling double duty as PC/GM while also using a good oracle. I've been using Tiny Solitary Soldier's simple oracle, with the caveat that for good/bad chances of a question, I change the probability of Yes or No. So if there is a good chance of something happening, then rolling a 1d6 will yield a Yes on 1-4, while the reverse is true for a bad chance of something happening. Adds a bit more nuance and variety to rolls I feel.

The System

After playing all kinds of game systems out there from FATE and Dungeon World to Savage Worlds and D&D/Pathfinder, I've come to settle down on Mythras. While it is certainly a more complex ruleset than much of the OSR games I've been reading in the last year or so, I've found the rules to be fairly intuitive and easy to understand, as well as fairly deep. And truthfully, I've always leaned to skill-based classless systems the likes of HERO and GURPS. I'd probably still be playing HERO if they hadn't locked me out of the pdfs I bought years ago.

So I will be using Mythras in my campaign setting of Anacaona, one that has seen at least three rules shifts since I started it years ago with Pathfinder, then Savage Worlds, then ACKS, and now Mythras. 

The Setting

I'm not sure I've ever gone over my home setting, but here it is in a nutshell. The setting takes place in a high fantasy world much like the Americas. Folklore and traditions from the different tribes and civilizations of the New World (both Pre and Post Columbian) as well as stories I grew up with as a child are used as inspiration with my own ideas and twists. There are two continents, Thivola to the south and Kivira to the north. In between is a giant chain of islands like Indonesia called Anacaona. This place has a lot of themes from Caribbean natives, as well as inspiration from things like Pirates of the Caribbean, Treasure Island, Age of Sail Caribbean tales, and even some modern day Caribbean folklore and trends.

The islands host a variety of peoples. There are the native civilizations of several island-states that are in a constant cold war among themselves and the new groups of colonists, who themselves fight among each other. The setting begins five years after a terrible series of endemic wars between the natives and colonists that ended with a terrible plague wiping out a great deal of everyone on both sides. Now people have to live in a tense peace, all the while magical zones of arcane energies are popping up.

It is a highly magical place, but not in the sense of something like Warcraft where everyone seems to have world shattering magic. Rather, magic is a part of the world. There are spirits everywhere and demons that roam the islands looking for souls to harvest. Entering a cave can lead you into the underworld, another plane of existence, or even to a completely different time. Besides the magic, you also have to deal with the people. Distrusting natives, paranoid colonists, slave trade, piracy, disease, famine, and the remnants of the great war, and you have a setting rife with conflict.


The Adventure

With all that, I will be running a modified version of Sariniya's Curse, available at the website of The Design Mechanism for free. Only setting stuff is changed, but the main adventure conceit remains.

"Venture-Captain Abraham Spalding is an aging merchant that has spent the last forty years of his life creating a prosperous trade company in the Anacaona Sea. He is a rich man whose name is known throughout the wharves of the islands, and he is able to ply coin from the normally insular native Sulano and Okulek peoples. However, his family houses a dark secret. His father was a Devian soldier and a terrible man, looking to make his fortune in the tropical paradise of Anacaona. Searching for the famed Cities of the Gods, he instead found a smaller village of Sulano with a chest of 65 precious gold coins. Seeing opportunity, the man razed the village, killed the village spirit leader, and took all of the coins and women for himself. In the shaman's dying breath, however, he cursed the man and his kin to die a terrible and gruesome death at the age of 65, one year for each coin stolen. Abraham himself took no heed of this curse, until his father was dismembered by sharks. And then his uncle died painfully from chikungunya. And his mother was found partially eaten alive from a band of ghouls. With his 65th birthday approaching in mere months, Abraham has spent years collecting all 65 coins and has hired the PCs to protect him while he goes to the island of his father's sin to make things right. But what awaits the PCs there may be more than they bargained for..."

That's the basic gist of it. I will be playing with three of the pregenerated characters as well as one that I have made myself. I'll post that for tomorrow. Until then!

Wednesday, April 5, 2017

Stellar System Orbit Chart

So recently I've been running an M Space/SWN mashup (don't ask how), and since it is going to eventually open up to multiple star systems, I decided that I should have a worksheet that can help me visualize the system being visited.

Here is a small version of the worksheet
After 40 minutes in GIMP, I created something useful. So here is the link to my Stellar System Worksheet. This is a system neutral chart I made to help GMs and players keep track of the celestial bodies in any given system that they visit. They can plot out the planets or asteroids out on the orbit bands and write in whatever information they have for it in the lines below. The orbital bands are somewhat based on Mindjammer's orbital bands, but I've found good usage in Traveller and M-Space. You have Starward (like a torch orbit with Mercury orbit), Habitable Zone (Earth, Mars), and Rimward (Gas Giants and TNO). The last area is for things you may find out in the heliopause/Oort Cloud/Kuiper Belt areas of a system if you choose that they have one.

I'm currently using it in my M Space game, but I can see it used in anything from Stars Without Number, Traveller/Cepheus Engine, Mindjammer, White Star... give it a try and tell me how it works for you! Share it with your friends! Go crazy with it.