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, July 4, 2017

Happy Fourth of July



For everyone that celebrates it, hope it's fun time today.

Here's some bread I made for hot dogs today


Monday, July 3, 2017

GMing Challenge: Non-Sapient Wilderness Encounters

The last couple of months has seen me running a really fun sci fi game where the players are part of an expeditionary force going planetside to explore and colonize a lush but dangerous garden world. This is to ensure the survival of a dying human race, suffering from a shattered moon that has made the Earth unlivable for humanity. It's inspired by media such as Interstellar, Mass Effect: Andromeda, and Alpha Centauri/Civ: Beyond Earth

So this has been my sci-fi, planet-focuses hex crawl that I have been running. The maps are bigger because the players have an all-terrain, and there are lasers and such, but essentially, it's a good little excursion into surviving a deadly and alien wilderness. Because this is a brand new world that is mostly untouched by civilization (more on that another time), one of the biggest challenges I imposed on myself was to have wilderness encounters that didn't involve ancient ruins, forts, or dungeons. Essentially, nothing built by a sapient species, except for certain things that fit the metaplot of the game (for example, crashed resources pods launched ahead of their expedition). I wanted to make all of the encounters based on the xenowildlife on the planet and showcase a world virtually untouched by advanced civilization.

This proved to be incredibly difficult.

Wilderness encounters were much more limited to either finding evidence of an animal, encountering it, then fight or flight. While there has been some variation here and there, many of the encounters have felt the same sadly. And without intelligent, sapient aliens, there isn't too much in the way of role-playing opportunities. To my players' credit, they have spent a lot of time taming the animals in the wild rather than killing them. But I can really only get so much mileage out of throwing an animal-of-the-week at them and exploration of forests and caves before things get boring.

One solution I did was to take advantage of the fact that it's an alien planet, so I can get away with crazy, gonzo things for the players to explore. I found that I could write up a dungeon as a ruined keep, but then reflavor it as something natural. For example, the players found a massive mound-like structure with several tunnels throughout it, similar to a termite mound. It was essentially one big dungeon, but it was easy to explain as part of the alien wildlife. Same with having trees that grow rooms, or massive vines that excrete a sap that slows the players, or natural burrows of some trap-door predators. I've gotten pretty adept at making these encounters for the game, though I do have a hankering for adding some kind of alien ruins in the future. 

I'm curious how everyone else would do a game of just wildlife and wilderness adventures, with no dungeons, no ruins, and no sapient creatures and structures.

Sunday, July 2, 2017

Adventures on Chicken Island (First Draft)

Currently, I'm running a sci fi game using M-Space, a version of Mythras set as a sci fi game akin to Traveller. You can see a lot of Traveller/CE DNA in the game, so I'm able to, with some conversion and elbow grease, add aspects of Traveller/CE into it. But that's not what this is about. This is about the map I made for my players of an island affectionately called Chicken Island by my players.

Because it looks like a chicken, I guess.
This is the rough draft coloring of Chicken Island, one anyone can use for their sci fi or fantasy game. The hexes are 10 km but can easily be converted to 6 mi for those playing OSR games like ACKS. I drew the original by hand and scanned it with my crappy HP 2-in-1. After running it through Inkscape and then GIMP to make the lines smooth and bold, as well as the back ground transparent, I overlay the hex map on it and began coloring. It was a quick job sadly since I didn't have a lot of time to really get it done. But so far, I am happy with the way it looks. My players are currently adventuring on it, now that they have their first planetary colony making its foundation. I think I may have to do a bit of an explanation of the setting and maybe an adventure recap for them. I'd love to do some solo gaming with this, but for whatever reason, I can't seem to keep my focus on it for more than 20 minutes at a time.

I have a lot of bread to make for the restaurant party on the 4th, so that's it for tonight. I may have to post pictures of the hot dog buns at another time. Below is the larger scale map for anyone that wants to look at it.


Saturday, July 1, 2017

WIP: Terraformed Mars Planet and Map

A quick post to start off my July, here's something I've been working on in Grand Designer, a planet generator program on Steam I got on the Sale. I imported a NASA height map of Mars, did some editing in GD, then exported it in G-Projector and GIMP for alternative maps. That's a lot of Gs. Enjoy!

A full in-space render of New Mars (courtesy of Grand Designer)

The texture map I made in GD, which can be used to create all kinds of maps

Orthographic map created by G Projector with above texture map.

A hologram version edited in GIMP to make it seem more like something from Star Wars or XCOM's hologlobe

This was an exercise to something I want to do in my Sci Fi TTRPG. I want to make pictures of all of the planets in my setting's solar system for my players. It makes for a really cool play aide and really gets them immersed into the game. I plan on posting more of these in the future. What I'm trying to find is a way to convert my texture map into one of the dymaxion maps you see in Traveller/CE. G-Projector doesn't do that sadly.

In addition, I'm setting forth a challenge to myself. I want to do thirty posts for every day this week, ending on the 31st, when I turn thirty. I think it'll be a good challenge and I look forward to trying it out. Thirty to thirty!

Friday, June 2, 2017

Solo Gaming Using Mythras Part 3: The Blood Money of Yahina

Here it is, the actual solo adventure where I teach myself how to play Mythras and how to do a solo game. It'll be complete with story, mechanics in italics, and my thoughts on how I did, what I liked, and what I'd change. If you want to know the set up, here are the first two parts here and here that detail the setup.

The Cast

Mucario: The main solo character, a Sulano fisherman with some fighting and casting skill
Ana: One of the pregen characters, she's a tan Okulek warrior trained in the spear and shield
Kara: Another pregen, she is the sister of Ana and a priestess of Amuzencab, goddess of medicine and community
Kju: The last pregen, he is a nomadic brave from the plains of the northern continent looking to make his fortune
Captain Abraham Spalding: The captain of the ship Kayaben, looking to break the Curse of 65 Coins

Act 1: Revelations and Superstitions

Day 13 of Alexan of Her Holiness's Course

We begin aboard the Kayaben, a large carrack cutting through the clear blue sea, sailing towards the island of Yahina. The island has a cursed past, where the village on it was raised to the ground years ago during the Great Island War. Most of the natives and colonists believe that the spirits of those murdered years ago haunt the land, hunting and devouring any that land on the shores. Most boats avoid the island at all costs, wishing not to anger the ghosts or be reminded of the terrible war.

I rolled a Locale on this and got a critical. Mucario has heard of the stories behind Yahina and is rightfully nervous, yet excited, about going to the island.

While Mucario and his compatriots were told of the destination by Captain Spalding, the rest of the crew were kept in the dark about it. Spalding finally reveals the destination of the Kayaben about three days out, and the crew are none too pleased. Whispers of cannibalism and angry spirits fill the decks until three sailors decide they have had enough and try to stage a mutiny.

The bodyguards are near Abraham when three sailors approach him with clubs. "We are turning this boat around, whether you like it or not cap'n," one of the wind beaten shiphands says.

Mucario tries his best to reason with the mutineers, but the older and exhausted sailors brush past the naive boy and attack the captain.

Mucario tried to roll Influence to dissuade the mutineers from fighting, but with only an 18%, he fails it spectacularly and is ignored for not knowing what he's talking about.

The first two sailors try to beat down on the captain, but only one is able to land a solid hit on Spalding's right arm. Mucario, frustrated with being ignored, loses his temper and strikes at one of the soldiers. His spear lands true and slices the shiphands's ear clean off. The pain is unyielding and the blood gushes from the wound as the sailor cries out.

"Back away from Abraham, or it'll be your other ear next!" Mucario shouts, hoping the sailor finally takes him seriously. The man balls up, clutching his severed ear, and yields to the adolescent.

Mucario got a lucky critical against a failed parry. Mucario went for Scar Foe and Compel Surrender, and did enough damage against the head to bring it to a Serious Wound. The sailor can't attack for 3 rounds and further more, he failed his Willpower Roll and now capitulates against the teen warrior.

Kju joins in the fight, firing an arrow at another sailor, but his bolt flies passed the man's shoulder and into the mast. 

"Dammit!", the proud brave mutters under his breath. He can't let the younger fisherman outshine him.

The remaining two sailors become furious at the maiming of their friend, and realizing the youth meant business. turn their attention to Mucario, They try to get past the range of the spear and within reach of Mucario, but are unable to keep up with Mucario.

"You'll have to do better than that if you want to hit me!" Mucario taunts the men

The two sailors flat out fail their Close Range action and Mucario doesn't spend an Action Point to press the advantage.

Ana moves up to one of the sailors and prepares to strike. Mucario finds a great energy from the adrenaline rush and presses his luck, attacking the next sailor. His spear lands on the chest of the second sailor, but the blow was softened enough that it only bruised the hardened sailor.

"You don't know what you are doing, kid!" The sailor shouts at the fisherboy. "This island will kill us all if we land there! No amount of money is worth that!"

Mucario landed another spear blow, but this time the sailor was able to succeed in blocking it. He parries it for half damage, then his armor brings the damage down from 4 to 1.

With the melee slowing becoming a bloodbath, Captain Spalding tries to talk some sense into his crew.

"You may or may not lose your lives on the island lads, but you will surely lose it here if you keep fighting. Lay your arms down and you will be spared a mutineer's death!"

Seeing no other course of action, the sailors drop their clubs and capitulate, not wanting to be keelhauled.

"Old man, you know nothing of the old ways," one of the sailors shouts as he is being shackled by Ana and Mucario. "Your greed will be the death of us all, mark my words!"

"I know of the cruelty and terror of your old ways... more than you'll ever know," Abraham's mind wanders for a brief moment before he shouts at the rest of the crew. "Take these traitors down below and keep them there until we leave Yahina. Anyone else that has a problem with this can join them in the brig!"

After dealing with the three traitors, Captain Spalding turns to Mucario.

"I'm grateful I didn't make a poor decision in hiring you," the captain chuckles a bit. "You're not half bad with the spear, though I hope to see it done to the ghosts on Yahina next time..."

"I hope we don't end up running into any of the dark spirits there," Mucario says with a nervous laugh. "Why are we going to Yahina? There hasn't been anything there in decades."

Captain Spalding's demeanor becomes more serious, "It is not the shield's place to ask why, but to protect. I am grateful for your service, but you need to remember your place in this world, boy." Abraham storms off, leaving behind a bewildered Mucario.

End of Act 1

My thoughts

This was my first combat in Mythras, despite running M Space. A bit more complicated since I am using melee weapons with Size and Reach, rather than ranged weapons that don't really need to worry about such things. It took me a bit to get through this first combat, though I'm happy to say that it gets faster as the adventure continues. At least until I get to magic.

Writing these are turning out to be another hard task all together. Between my inability to focus and people interrupting me at every chance, it definitely took me longer to get this written up than I had hoped. Ended up having to break it up into different acts, so I'll be sure to post more of this in the coming weekend.




Thursday, June 1, 2017

Solo Gaming Using Mythras Part 2: The Character and the Oracle

Yesterday was all about the setting and system. Today, you'll get to see the character and the oracle, as well as get some good background on some of the cultures in Anacaona.

Mucario, the Young Fisherman

Mucario is the character I'm running in my solo Mythras game. He fifteen years old and is a short, lithe young man at 5'4" and 103 pounds. His skin and eyes are a dark brown and his wind beaten hair is wavy and wild, covering his ears but not quite to his shoulders. Personality-wise, he was born under the Bat star sign with an ascendant Carrack sign, so Mucario is clever and wary, but has the demeanor of a driven and reckless youth. The personality chart I use is one I've made, linking the world's zodiac to different personalities. You roll twice, once for the main personality traits (the sign you were born under) and once for their demeanor (the ascendant sign on the east horizon), the mask they put on for the outside world. I'll have to post these one day.

One thing veterans of Mythras will notice is that despite Mucario being a sorcerer, he doesn't have the Shaping skill. I decided that since he is still a teenager, he hasn't quite mastered all of the ins and outs of sorcery. So while he learned two spells, he has no idea how to master them and change them. One of the rewards I plan for him is to find a tutor to teach him more about shaping. Maybe even join the ranks of the legendary mages in the Bulgaoya, an ancient college of sorcerers in the floating capital of Locanigua, Uraya.

Here is his bio:

"Mucario is a young Sulano native from the shattered island chain of Locanigua. Like his forefathers, he is a nomadic fisherman that travels between the small islands, trawling for sea creatures aboard small canoes and living in semi-permanent shelters on the islands during the hurricane season. Mucario is an only child, living with a single father named Guabano, but a huge extended family of aunts, uncles, and cousins. His mother was killed by the Blood Phage at the end of the war 6 years ago, so he has been raised by his father and his mother's eldest brother, Suyono. While Guabano has shown Mucario the family trade of fishing, Suyono has taught the lad about fighting with a fishing spear and shield to defend against pirates and slavers, an all too common hazard in Anacaona. 
When Mucario was 11, he fished up a set of protected scrolls. Instead of discarding them, curiosity took over and the young fisherman opened them. He revealed them to be a series of sorcery scrolls that showed how to cast two spells in the Spirit of the Ocean School of Magic. It took months of learning, but Mucario learned to cast Might of Waves and Call Lak-Lak, a friendly water elemental that can heal and entertain the lonely trawler. Despite knowing basic magic, Mucario never learned how to shape and enhance his cantrips and hopes to find a tutor that can show him how. 
Mucario enters his fifteenth year and passed through his rites into manhood. Tired of life as a fisherman and consumed with a desire to both fight barbary and learn more magic, Mucario took his canoe, some of his uncle's old armor, and left to make a name for himself as an adventurer. Patient and thoughtful, but naive and innocent, Mucario sailed to the harbor city of Puerto Oro and took a job as a bodyguard to a Captain Abraham Spalding of the carrrack Fortune. The pay seems good and a merchant like Spalding should have some good connections to the arcane tutors of the islands."

And his stats

Mucario

Nomadic Free Fisherman

                                                                                      AP/HP
STR: 12       Action Points: 3                 1–3 Right Leg 0/4
CON: 10      Damage Modifier: +0        4–6 Left Leg 0/4
SIZ: 10        Magic Points: 13                7–9 Abdomen 0/5
DEX: 13      Movement: 6 metres         10–12 Chest 3/6
INT: 13        Initiative: +13                   13–15 Right Arm 0/3
POW: 13      Armour: Linen Armor      16–18 Left Arm 0/3
CHA: 9                                                  19–20 Head 3/4

Skills:
Standard
Athletics 45%, Boating 42%, Brawn 32%, Conceal 26%, Customs 26%, Dance 22%, Deceit 22%, Drive 26%, Endurance 50%, Evade 36%, First Aid 31%, Influence 18%, Insight 26%, Locale 31%, Perception 56%, Ride 26%, Sing 22%, Stealth 41%, Swim 32%, Unarmed 25%, Willpower 36%

Professional:
Lore (Trawling) 41%, Musician (Wind) 27%, Navigation 61%, Seamanship 33%, Survival 43%

Magic:
Sorcery: Invocation 36%; Spells (Enhance Strength, Summon Water Elemental)

Combat Style: Locinaguan Sea Reaver 45% (Spear/Harpoon, Shield, Dagger, Bow; Excellent Footwork)

Passions:
Hates Injustice 56%, Desires Arcane Knowledge 56%

Weapons:
Spear
Knife
Buckler Shield

Armor:
Linen breastplate and brass helmet

The Oracle

The Oracle I am using is a modified version of the one found at Tiny Solitary Solider's website. I roll 2d6 and 1d3, all different colors. The first d6 is simply Yes and No. Generally it's 50/50, but I change the odds depending on whether I have a good or bad chance of the answer. So sometimes, I'll have a 2/3 chance of a yes or a 1/6 chance of a no. The d3 is And, But, and Neutral. That one stays simple. The last is a twist die, where if I roll a 6, a twist in the scene happens. I either roll for it on his table, or use a tarot card or Tangent Zero's image dice for the twist. Every time I don't roll a 6 on this, I add a cumulative plus 1 to the Twist die until I eventually roll a 6 or higher.

Beyond that, since I'm running a canned adventure, I probably won't edit it too much with twists from tarot cards and Tangent Zero's story cubes. I am looking forward to sharing the adventure later this week.