Friday, June 14, 2013

A Preview of IDW Publishing's Star Trek / Legion of Super-Heroes Trade

The trade collection of IDW Publishing's cross-over between the Star Trek and Legion of Super-Heroes universes has come out in the collected edition, while you wait for my review of it, check out this 11 page preview from IDW Pubishing that gives a hint at how writer Chris Roberson managed to merge the two settings.

Thursday, June 13, 2013

Dorkland! Roundtable with Anthony Gallela

I spoke with Anthony Gallela on the Dorkland! Roundtable. As a former Executive Director for GAMA (gaming's one and only trade association), I thought that it would make for some interesting background to talk about that for a bit. Most John Q. Gamers aren't really all that familiar with GAMA and what it does for gaming, so I thought it would make for some interesting listening.


We also talked about his time as a designer of RPGs and board games, and we spent a bit of time talking about the Theatrix diceless game that he was a designer of, and how Star Trek influenced the design of the game (hint: it was originally intended to be the system for a licensed Star Trek game).

Monday, June 10, 2013

The Hollow Men: A 4C Space Antagonist Report

From the T.S. Eliot poem, The Hollow Men:

We are the hollow men
We are the stuffed men
Leaning together
Headpiece filled with straw. Alas!
Our dried voices, when
We whisper together
Are quiet and meaningless
As wind in dry grass
Or rats’ feet over broken glass
In our dry cellar


No one is sure what the Hollow Men are, or even if they have a name. All that is known is that they attack passing space craft, in groups of 4 or more, and completely drain them of energy, leaving the dead husks of ships in their wake with the crew and passengers to die. The stories of the Hollow Men have come from those few lucky individuals who have managed to be found by passing ships before they died on their dead ships. The description of the Hollow Men are sketchy, and it is uncertain why some ships are attacked and others ignored. They are believed to be extradimensional in nature.

Ships are warned to be cautious in systems known for Hollow Men attacks, and are warned to stay clear of them.

Origins For Your 4C Space Games


4C Space Origins
Origins in 4C tell you how the character became someone extraordinary. It is a combination of their background and how they became a hero. The Origin also gives you, as the player, some hooks into how to play the character. These Origins have come from science fiction comics, novels and movies. Each character has one Origin, which can be determined randomly or, depending on the style of the campaign being played, picked for a character. This post isn’t intended to be comprehensive, just to give you the ideas with which to start your own 4C Space games. And if you haven't checked them out yet, be sure to check out the 4C System rules page.

Friday, June 07, 2013

Dorkland! and Accessible Games Announce The First Psi-Punk Contest


Create an entity for Psi-punk: Corps and Criminals. The chosen winner will score a free PDF copy of Psi-punk and their corporation, cartel, or gang will be featured in the upcoming sourcebook.
Details
Write an entry for a mega-corporation, cartel, or gang using the following information as guidance. Entries should be no more than 750 words. We will choose the best entry and feature it in the upcoming Corps and Criminals sourcebook, and the chosen winner will receive a free PDF copy of Psi-punk.
All participants will receive a 20% discount to purchase Psi-punk from RPGNow, so even if your entry isn't chosen you're still a winner.
Entries must be submitted via e-mail to jacob@accessiblegames.biz on or before 11:59 p.m. PST on July 7th, 2013. The winner will be reviewed and announced by July 21st, 2013 on the Dorkland! Blog.
By entering this contest, you agree to allow Accessible Games to use your winning entry in the Corps and Criminals sourcebook (with or without modifications). You will also receive a free PDF of this sourcebook and credit for your entry as a contributor.
To be eligible to enter this contest, you must not be Jacob Wood (unless your name happens to be Jacob Wood and you are not the owner of Accessible Games). Only one entry per person will be accepted, so make it your best.
Descriptions of Megacorporations, Cartels, and Gangs--use the following information to help you craft your entries.
Megacorporations
"No entity in the world holds as much wealth and power as a mega-corporation. Even governments bend to the will and beg for the influence of these powerful organizations which run nearly every facet of our daily lives. From manufacturing and selling the clothes we wear and nano-food we eat to establishing armed militaries and peacekeeping forces, mega-corporations truly run the show.
Mega-corporations, also known as mega-corps or corps, vary wildly in the types of services they offer, goods they manufacture, and people they employ. They do all hold one thing in common, though: they operate worldwide. Every mega-corp has offices in multiple countries and across multiple continents. The largest of them even have bases of operations on the moon, although that territory is still primarily an international safe-haven.
Most mega-corps have adopted their own corporate cultures. Employees often dress the same, behave the same, and in some cases even speak their own corporate language regardless of which country the employee is from. Though slight regional differences do exist, it’s easy to tell one Macroware employee apart from a Magicorp employee no matter which continent they’re on.
Mega-corp employees tend to identify as corporate citizens first and national citizens second. Corporate patriotism is strongly encouraged, and some of the world’s top players even participate in the Olympics as sovereign entities. This is to the chagrin of many governments who prefer to keep a strong hold on their people, but few governments possess the power to truly oppose this gradual leeching of citizens. As long as everyone continues to pay their taxes, most governments quietly accept the new norm."
What is your corporation's name? 
What is their industry of expertise? 
How do they operate? 
Briefly describe their corporate culture. 
What else should we know about them?
Cartels
"Strictly speaking a cartel is not a criminal organization. The term refers to any formal agreement between competitors to control a market in such a way as to benefit all of the members. These agreements usually include such activities as price fixing, bid rigging, and rigorously controlling the supply of goods.
Any cartel that is not government sanctioned is illegal, as are the practices they employ to control a given market. The fundamentally secretive nature of cartels, coupled with the greed of members who seek to cheat on the agreement and improve matters for themselves, makes them highly unstable and prone to in-fighting.

It is possible for multiple cartels to form in a single industry, which rarely ends well. Criminal cartels are especially likely to war with one another for control. 
In common use, the term refers to any number of alliances that controls one specific area of crime. Drug cartels, ghost cartels, weapons cartels, and human trafficking cartels are some of the most prominent criminal organizations in public awareness, and for good reason. These organizations control much of the world’s illicit activities and much of what appears on the news can be attributed to one of these institutions. 

Cartels are responsible for supporting gang activity, resisting corporations, toppling governments, and employing street runners to handle some of their heavy lifting."
What is your cartel's name? 
What kind of cartel is it? 
(Drug cartel, ghost cartel, gun cartel, trafficking cartel)? 
A ghost cartel is an organization that employs ghosts -- computer hackers who literally merge their consciousness with the 'Net -- to steal sensitive information from others. 
How does the cartel operate? 
What else should we know?
Gangs
"Gangs battle it out in the slums and ghettos of the world’s cities and constantly war over turf, resources, and whatever scraps of respect they can attain. Police often ignore the petty crimes that gangs commit as long as they’re carried out against each other, but when a gang oversteps its boundaries and starts mugging citizens or robbing local convenience stores the police are forced to intervene. Occasionally the police send squads of gangbusters into the sprawl to take down particularly powerful groups of ruffians, but for the most part their stance has been to let them kill each other… for the good of mankind.
Most gangs are street-level criminals who don’t make it out of the little league. It takes truly organized criminals (see Chapter 2: Cartels) to go pro and break into the national circuit. Gangs usually have a territory ranging from a few city blocks to a few neighborhoods in width, but a truly powerful gang may even rule over most of a city or small county.
When a gang oversteps its boundaries and wanders onto another’s turf, bad things happen. The best case scenario is that the gang in charge of that area runs the other off its land by showing its strength and authority – usually with violence. If both gangs are equally matched a gang war may ensue and bloody battles are waged in the streets for days or even weeks on end. When this happens, it’s usually up to the police and their gangbusting squads to come in and put an end to the in-fighting before too many innocent lives are lost in the cross-fire.
In a bid for dominance, some gangs may intentionally challenge others. Many of the more organized gang leaders have aspirations of one day making it big and taking over the town, and they’ll do whatever they can to prove themselves worthy of fear and respect. In most cases this behavior results in a lot of dead gang leaders, but in a few instances groups will consolidate and become a stronger force."
What is your gang's name? 
Who is their leader? 
How big is their turf? (Street, neighborhood, city, county) 
What is the gang's method of operation? (Do they vandalize property for fun, steal electronics, smuggle illicit goods, etc.) 
What is their symbol or identifying factor (tattoos, crazy implants, a certain color or style of hair, etc.) 
What else should we know about the gang?

Thank you and also be sure to check out +Accessible Games and +Jacob Wood on Google+. If you aren't following the +Dorkland Blog! or myself (+Christopher Helton), you may want to do that as well. My G+ feed is an augmentation of this blog. Good luck. If you have any questions about your submission, do not leave them in the comments of this blog, or its related social media feeds. All questions directly regarding the contest should be directed to Jacob Wood.

Wednesday, June 05, 2013

The Paladins of Space: A 4C System Supplement


This post features some supplemental rules for the 4C System, a super-heroic retroclone. I am keeping exact locations vague in this so that GMs will have some wiggle room in placing these characters in their own campaigns. Space is big, so there is plenty of room for the Paladins and the Eidolon in any campaign.

Courtesy NASA

Tuesday, June 04, 2013

The Perrin Conventions

The place where OD&D and Runequest merge and overlap are in the Perrin Conventions. Originally a set of house rules for the play of D&D in his games, Steve Perrin wrote up what became known as the Perrin Conventions. The house rules became popular in many California-based campaigns and also lead to inspire the creation of the Runequest system (of which Perrin was also an original designer). You can also see how these inspired the Holmes revision of D&D as well.

It is interesting, also, to see an era thought of as preferring rulings over rules as generating house rules that add quite a bit of complexity to the D&D system. Like anything, there was a lot of variance among gamers and no real standard of play. While some have always liked lighter approaches to the rules, there have also always been those who are interested in heavier, more detailed rules for play. A part of the reason that I decided to post these houserules is because I periodically think about the use of them (or more likely portions of them) in my own Demon Codex game, or at least rules inspired by them. I really like the idea of Perrin's Dexterity roll, but that is probably because I have liked the idea of it in various BRP games over the years as well.

Anyway, posting them can start discussion, so perhaps something will shake loose that will inspire me and my design.

After this point are the Conventions, enjoy!

Per the introduction to Chaosium's All the World's Monsters, vol. II: "Steve Perrin's CONVENTIONS have been used entirely or in part by fantasy role-players in the San Francisco bay area and beyond since they debuted at DUNDRACON I in March 1976. They are revised and expanded here for all those who want to know how people fight these monsters. While the ideas start from D&D, much of the material can be used with any system."

THE PERRIN CONVENTIONS
Many thanks to Steve Henderson. Clint Bigglestone, Nioolai Shapero, Jerry Jacks, Michael McNeil, Owen and Hilda Hannifen, Dave Harqrave, Dan Pierson, and the many contributors to Alarum & Excursions: may your characters have close shaves and your dungeons be hairy.

SEQUENCE OF PLAY - Melee Round
In a melee round, (which takes up 10 seconds), each character can perform one or more of the functions below, unless he is busy bleeding his life away and is no longer interested. The functions below are listed in the order to be followed, even if some of them can be thought to be simultaneous. For those wishing to subdivide movement into seconds, the approximate seconds within the round during which the action may occur are shown in italics after the description of the action.

Anyone attempting to use missile or spell when melee cannot use them, and will strike last in that melee round (see the description of combat for the usual strike order) if he manages (via a dexterity roll) to get a hand weapon free. Otherwise, he will have no strike at all for that round, and must take the punishment if his armor fails.

ORDER OF ACTION
(1). Monster Motivation. The DM determines what his monster will do in the coming round. No melee time (MT) spent

(2). Declaration of Intent. Players declare their character(s)'s intentions for the coming round, including specific target and the nature of missile or spell. Target can be ''first one to come through the door," "the last one in line," etc. Once declared, the character may follow through or abort, but not change his target or objective. But alternate targets can be chosen as a contingency plan. No melee time (MT) spent

(3). Preparation. The undertaking of something to be completed by the next round or of the end of the current one. Involves complicated procedures such as finding a special item in a full pack, changing dissimilar weapons, pouring oil in front of the character to make a barricade, etc. It should be an activity which will last the whole turn. A DM can vary the speed of completion because of various characteristics. MT: 10 seconds base.

(4). Missile Fire from Prepared Weapons. This refers to crossbows, guns, bows, wands, spells, etc., which already have been aimed. Missile weapons can be fire at this time only if the same target was fired at previously or if the character has prepared (see 3. above) opportunity fire for a specific area, such as a doorway or corner. MT: 2nd second

(5). Movement Up To 30'. If characters meet within this space, missile fire or spells at one of them after this phase may hit the other, unless their sizes are disparate. MT: 2nd-5th second.

(6). "At Hand" Missile Fire. At-hand missile weapons which were not already aimed may be fired at an obvious target. The intention to fire at an obvious target must have been declared during the Declaration of Intent. MT: 6th second.

(7). Movement Up To 30'. More movement available for those not already engaged in melee. MT: 6th-9th seconds

(8). Melee Resolution. Fought out for all who came next to an enemy after the first movement (see 5.). Those who came next to an enemy during the second movement (see 7.) do not have time to strike a blow for this turn, must take any fire from at-hand missiles (see 6.), but prevent even a prepared missile (see 4.) from being used on them next turn. MT: 4th-9th seconds.

(9.) Spells and New Missile Fire. This can be done by unengaged characters who have not moved more than one 30' movement phase. MT: 7th-10th seconds.

(10). Bookkeeping. Take this time to add points regenerated, subtract spell points, updating the cheracter for the next round.

NOTES
MOVEMENT - from the basic ''armored man moves 60 feet." The phases of a character who can move 120' (12") can be done as two movement phases of 60' (6") each. The derivations and possibilities are obvious.

PREPARATION TIME - time required for complex tasks can be based on a dexterity roll. For every 10% of a roll better than the needed dexterity, a character completes the task one second earlier. Example: a character with a dexterity of 12 rolls a 23. He needed 60, bettering the roll be 37%, or three increments of 10%. His task could be done within 7 seconds instead of 10, leaving him free to meet an attack. If he was spreading oil of Slipperiness in front of himself and an enemy came next to him on the second move phase, that's one enemy down. The dexterity roll would not work on anything which takes a set period of time, like gathering energies for a spell. If the character had rolled an 83, that would put him 2 increments of 10% over what he needed The task goes 2 seconds into the next round.

MISSILE FIRE - a wand or stave takes a certain time to be ready for another burst, so only one charga could be expended a melee round. Missile weapons have other limits, which follow.

Heavy Crossbow: one shot per two melee rounds, always to be fired in the same missile phase the first one was, unless purposefully delayed. Cannot move.

Longbow, Composite Bow, Light Crossbow: two shots per melee round. First either at Prepared or Ready phase (assuming either applies), and then at the New Missile Fire phase. If moving, forsake one shot for every 30' or fraction thereof moved.

Short Bow, Modern Guns: three shots per melee round if Prepared for the first one and there is no movement. Lose one shot per round for every 30' or fraction thereof moved. Thus a user of such a weapon could fire a Prepared shot, then run 60' in that round. The same applies to the user of a wand or staff or a Prepared spell or device.

Early Gunpowder Gun: one shot per three to six melee rounds, depending on just how ancient the piece is. No movement allowed by firer in a round in which the piece fires.

DEXTERITY - the term "dexterity roll" appears throughout these conventions. The ability to do many things, especially combat and magic, as well as complex actions such as changing weapons, turning and firing, opening a box and jumping back, closing a door quickly, etc., depends on a combination of dexterity and experience. Success in the percentile dice roll depends on the following: the basic dexterity roll is a simple roll of 5% per point of dexterity, A dexterity of 3 always has a 15% chance of succeeding; a dexterity of 18 always has a 10% chance (91-00) of muffing it.

OPTIONAL RULE
The type of armor worn can decrease the effectiveness of dexterity. For plate, subtract 2 from the dexterity bonus; for mail, subtract 1 from the dexterity bonus; for bare skin, add 1 to the dexterity bonus. This could be offset by experience.

COMBAT
(1). First strike in any sltuation, whether melee combat, spell casting, or whatever depends on who has the highest dexterity. This does not apply to surprise situations, unless it is mutual surprise. Hasted or sped conditions do count. Haste doubles dexterity in this connection. (Wayne Shaw Option: once the first strike dexterity is determined, all haste bonuses, etc., are figured, roll 2D6 for each character and add the result to the dexterity. This will give a little variety to just who gets to strike first.) (Further Modification: a character with a long weapon or a long reach and a dexterity of at least half of his opponent's will have first strike.

(2). When a character takes more than 10% damage, and each time he takes damage thereafter, the percentage of hit points he has left shall be found and precentile dice rolled. If the percentage or less is not rolled, the character is knocked back(if less than 50% down) or knocked down (if 50% or more damaged). If not knocked down, roll again to see if the character is knocked back.

Knocked Back: a character must make his dexterity roll in order to get in a blow if he has the lesser dexterity and therefore must strike after being hit, or retain his place of first strike on the next round if he has the higher dexterity.

Knocked Down: a character gets no strike on that turn (if he has the lesser dexterity) and must make his percentage to get a strike on the next turn. If he does get a strike, it will be the last one of the turn. If left alone, he can regain his feet on making a percentage roll, but if pressed he will stay down, defending himself as best he can, continuing to get in the last shot.

Remember: a character must make his percentage every time he takes damage, after the initial 10% damage is taken.

(3). One-to-one combat cannot be broken off unless an opponent has been knocked back or down, or the higher dexterity fighter makes a dexterity roll. If the higher dexterity fighter makes his roll, the lower dexterity fighter may pursue, getting first shot, if he makes his own dexterity roll.

(4). A combined strength, dexterity, end level score of 30 is necessary to allow a character the use of two weapons in melee combat (and strength and dexterity must each at least be 11). Anyone useing two weapons without the necessary total will add the difference between the necessary total and his total to the number needed to hit his opponent. A dexterity roll must be achieved to use the second weapon in any melee round.

(5). When using two weapons, the first weapon strikes according to the wielder's dexterity, and the second weapon as if his dexterity were halved. EXAMPLE: a character with a dexterity of 16 is fighting someone with dexterity 12. The 16-man will get his first weapon in first, then the 12-man will strike with his, and then the 16-man will get in with his second weapon as if his dexterity were 8.

(6). A two-weapon man may up his armor class by one by using one weapon as a shield in man-to-man combat. Despite any pluses on the waapon, it acts as a simple shield. Of course, if used as a shield, the second weapon cannot be used to strike.

- Steve Perrin
Oakland, California

November, 1977

Musings On Chaosium's Magic World, Part 1

Magic World is a fantasy game from one of tabletop gaming's longest existing publishers, Chaosium Games. Once upon a time there was a role-playing game that thought that fantasy games could be more than the high fantasy tropes used and reused by D&D. This game was called Runequest, and you have probably heard about it before. Runequest was interesting in that it dealt with some things that RPGs really didn't deal with otherwise: the impact of religion and culture on the game's world and the player characters was probably the biggest things. These ideas from Runequest spawned a lot of interesting concepts and games over the years, from King Arthur Pendragon to Hero Wars/Heroquest to hundreds of non-Chaosium games big and small.

For Chaosium Games, Runequest became a cornerstone of their publishing. Their tabletop RPGs took ideas or the system from Runequest and adapted it to things like Lovecraftian horror and Occult Fantasy (if you've never seen Chaosium's translation of the French RPG Nephlim, you need to find a copy of it). Along the way Chaosium acquired the license to Michael Moorcock's Elric Saga and published boardgames and a series of role-playing games based on Moorcock's characters and worlds. This lead to one of the earliest dark fantasy games, based on Moorcock's Elric called Stormbringer (with a brief sidetrack into the Elric! game for its 4th edition). Stormbringer spawned five editions and a wide variety of supplements over the course of its history.

Flash forward to today (or a few months ago when this book came out) and Chaosium found itself in a hobby where fantasy is king, and they were no longer able to publish either of their fantasy properties. No more Stormbringer because the license to Moorcock's stuff is with another publisher, and no more Runequest name because, well, a lot of stuff happened. What's a publisher to do when they have the system and no name to go with it? Simple, they dig around in their history for a name that they do own (Magic World from the old Worlds of Wonder boxed set) and build a new game around it.

Magic World is literally built upon the shoulders of giants. Editor Ben Monroe went through years worth of Stormbringer material and carefully weeded through it to take out the references to Moorcock's work but kept all of the flavor and assumptions of the underlying system's approach to fantasy gaming.

The system eschews the standards of class and level for a skill-based approach that puts more importance on what a character knows and is capable of doing, and letting that define the character. While using the same Basic Roleplaying System that was originally developed for Runequest, it is a standalone game and does not require anything else to play. You could use the big gold book, Basic Roleplaying, from Chaosium to give your Magic World game more options, but it is not a requirement. And if you're looking for creatures to populate your world, everything from old Runequest supplements to the Malleus Monsromo (one of the best monster manuals ever made) for Call of Cthulhu to the old Stormbringer stuff will be compatible. Some material, like the Call of Cthulhu monsters, may require a minimal bit of adaptation, but ultimately it will all fit. By its nature and ancestry, Magic World has a lustier approach to fantasy than with many other fantasy RPGs. For me, this is a good thing because I think that Magic World has less of a high fantasy feel to it (as typified by Tolkien and his many, many imitators) and more of (what I hate to call) "low fantasy" approach. I would use the label Swords & Sorcery, but I think that this would pigeonhole the game and make people think that it is capable only of characters like Elric or Conan or the Grey Mouser.

Magic World is available in PDF and print, either directly from Chaosium Games, or via traditional distribution through your local gaming store. If you want fantasy, but you are looking for something that is different from many of the fantasy games that are out there, you would not do wrong to check out Magic World.

Why Things Like The ConTessa Convention Are More Important Than My Opinions On The Matter


The real reason that my opinion on the matter doesn't count has zero to do with my being a guy. The real reason why my opinion doesn't count is because, whether I agree with the existence of this online convention or not (and I do, by the way) it is something that needs to happen. I've been gaming for a long time, a very long time, and I have always been lucky to be able to share my gaming with groups that were diverse in some form or another, whether due to gender, sexuality, ethnicity or some combination of these factors. The thing is, you cannot have too much diversity. That's what makes something like ConTessa important.

Let's see more conventions like this, virtually and otherwise, where diversity is put at the forefront. Yeah, guys can't run the panels or GM the games. Not being able to do that is really going to kill anyone for a weekend, particularly when they can go back to their set ways the rest of the year. This is a good idea, whether anyone else likes it or not.

Click one of the links and join a game. Check out the +ConTessa G+ profile. Play something that you might not normally play. Have some fun and focus on the games, not the shape or color of the people. Ultimately we're all just people and it shouldn't matter who wants to run a game or a panel.

Monday, June 03, 2013

Dorkland! Roundtable with Jeff Dee

I spoke with +Jeff Dee on the Dorkland! Roundtable. Apparently a couple of the questions about the early days of TSR were a bit too far back for a clear remembrance, but I think that I did get some interesting stories about the early days of TSR out of him.


We did talk about the background of Villains & Vigilantes, how it came about because of one of the deep, philosophical questions that only comic fans worry about (which you can find out about in the video). We also talked a lot about his work as an artist and his recent embracing of Kickstarter.