Wednesday, October 1, 2025

Spooky Wishes and Pumpkin Spice Dreams

HAPPY HALLOWEEN!

It's October and you know what that means! It's time for all the jumpin' jack o' lantern, ghastly, ghoulish, freaky fun we can muster here at Boooing Alien! Muwahahaha!


Ain't she a Scream?


What's up my Beastly Buds and Paranormal Pals? I've got a ton of hearty horror and spooky silliness planned for this 'Ectober', including but hopefully not limited to: 

Campaigns and One-Shots I Have Known returns with creepy campaigns and spectral scenarios of Halloweens Past.

Some frightfully funky game ideas, like Scare Score and Morbid Curiousity.

Material for my homebrew Ghostbusters RPG including new Ghosts, new Ghostbusting Gear, and even some Adventure Ideas! 


Fortified with Essential Violence and Ministers!


Last year I had big Halloween blogging plans that amounted to a lot of nothing. Dead on Arrival one might say.

This year I began prepping a few months back so I should (hopefully) have enough material to really make a go of it. Last year's Halloween will Rise from the Dead and Stalk the Living, this time for sure!

Expect to see other posts as well, those of a non-Samhain nature that is, as I still have a few things on my mind from before the coming Spooktacular.

So get out your cauldron, surround yourself in a cloud of darkness, and light a candle inside that pumpkin.

Barking Alien is going full-on Haunted Mode!




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Barking Alien





Monday, September 29, 2025

All We Do Is Fight

One of my biggest disappointments when I play Fantasy RPGs as a player is that it all comes down to combat. 


What? This again?!


It often starts out very promising; there's a story afoot, a chance for exploration, possible character interactions, and then...the fighting starts. The problem is, it never stops. It's followed by another encounter with hostiles, and then another, and before long everything you do ends in violence. 

Sure, Combat is a major element of TRPGs in general and let's be clear, I'm not a gaming pacifist who never wants to see some action of the physical conflict variety. It just feels as if in most of the Fantasy games [specifically] I've been in, that's all there is. 

At best, World-Building and Character Interaction feel a little on the light side. At worst, the game is just one boring fight bleeding into the next, none of them particularly distinctive or memorable. Fantasy, for all its tactical features, wide-range of weaponry and armor, and of course magical spells, features some really boring combat. 

I'm not sure what it is about Fantasy combat but I usually find it very bland and flat. It doesn't feel kinetic or dynamic as I've suggested incorporating in the past.  Part of the issue, in my experience and opinion, is that Fantasy combat is always so heavily regulated. The place where the crunch is loudest in these sorts of games is often in the encounter mechanics, making fights long, slow, and tedious.

There is also the typical Pass/Fail nature of the Attack Rolls in the majority of Fantasy games. As I've discussed elsewhere, this often results in a situation where if you didn't build your character 'correctly', you are likely to miss fairly often. A miss, followed by a round of other people's actions, followed by the high chance of missing again results in wondering why you're even there. In a small party of 3 players and their PCs this might not be so bad but imagine a [decently sized] group of 5 or more participants. It can be grueling for even the most patient of gamers.

So what can be done?

Don't play Fantasy Games. Thank you for coming to my Ted Talk. 

What? You want more? Fine. I've really spoiled you all...

I think some ways of improving the bog standard Fantasy fight are probably pretty obvious; changing up the terrain, actually making said terrain matter mechanically, using opponents placed above and/or below the battlefield, and use of evocative descriptions. Nothing you haven't heard of or thought of before.

That said, please bare in mind that 'mechanically mattering terrain' need not only hinder or impede the PCs. It should be something they can use as easily as it might be used against them. I've had PCs in snow covered Tundra slip on the icy ground or have their actions penalized because of the frigid cold but also let them throw snowballs at opponents and escape by sliding down the snow covered hills on their shields. 

Battle in the sky, underwater, while swinging across a jungle chasm on vines, or any other non-typical way of trading blows with adversaries!

I also think a Fantasy game that functions less like a 50+ year old wargame and more like...get this...a Fantasy game...might be really fun. I always find it hilarious that in a game of flying carpets, elves shooting fiery balls of death from their hands, and treasure chests that try to eat you, so much attention is paid to...teehee...tactical realism. Realism! Bwahahaha-ha-ha!


Fantasy? Yes.
Realistic? Muwa-Bwahahaha-ha-ha!


It's pretty clear to me that most Game Designers haven't been in any real fights. I'm not talking about serving in the military; that is a completely different experience that has very little to do with the kind of combat you see in most RPG campaigns. Complex strategy doesn't really apply when five or six people jump four others in a dark, dank tunnel or the your group of pals is suddenly accosted by a bear-sized chicken covered in scales with a snake-like tail.

Let's see some moves like finding that one weak spot in a Dragon's armored body or spraying an area with holy water or greek fire to watch a horde of undead burn. Sure, it's super exciting to have the power of...um..*read read read*...not getting a penalty in Mounted Combat. Cool. Wow. I am beside myself with how great that -yawn- is. 

Finally (for now...), give the players something else to do. What can happen in your world of mystery, magic, and monsters shouldn't be limited to just stabbing things or bonking them on the head. Yes Combat can be great for getting the blood pumping and the mind racing but if that is all there is it makes the game seem simplistic and unimaginative.

It's like looking out upon a grand vista of wonders and saying, "Can you believe all this is open to us? Let's go find an animal and hit it with a rock."

Really? That's the best Fantasy can do?

Humans. *Shakes head*

In a follow-up post I will discuss other things PCs could be doing other than fighting. I will also introduce an idea that I've talked about before but which appears to blow people's minds when I bring it up.

See you soon,

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Barking Alien




Saturday, September 27, 2025

The Bright Side of Light Games

JB, Wizard King of Curmudgeons, made a post on his blog B//X BLACKRAZOR wherein he speaks extensively (and then some!) about the 'wrong-bad'TM evils of 'Light Games'.

I recommend going over there and reading it, though be aware it might take some time to do so, perhaps even multiple sittings.  

The post gave me the idea to write one of my own about how awesome Light Games can be, as many of my current favorites fall into that category.

To be clear, this isn't a 'Point-Counterpoint' response and I don't intend to get into a debate with JB. His reasoning and opinions are his own and needn't be argued with by the likes of me. He is a very particular fellow with a very particular view of a very particular game.

I don't like that game. I don't enjoy playing or running it. I would much rather spend my limited free time with the great many games I do enjoy and, as stated, a lot of these would be considered 'Light Games'. 

Now, Light Games is not a term I think I've heard or seen very often, so you'll see me interchange it here with the term I'm more accustomed to, 'Rules Lite'. Also, I will be addressing the subject in very general terms, mentioning specific TRPGs as examples or points of reference when and where it's useful. 

Take it Light




Let's get the obvious and expected reasons for liking Rules Lite games out of the way first; Simpler rules and fewer of them means the game is easier to learn, explain, prep for, run, and play. In addition, play is usually faster as everything from Character Creation, to Combat, Task Resolution, and Experience/Character Improvement has less complexity to it. 

As we get older we have more responsibilities and less free time. Assuming the average adult TRPG enthusiast has maybe 24 free hours of leisure time and only 4 or 5 of those alloted to actually playing their game of choice, do you want to spend that time agonizing over mechanics and looking up rules in your preferred corebook during a session or would you rather use that time to do research, find cool images, and then hit the ground running and proceed at a smooth, exciting pace?  

I'm sure for some the answer is, "I like worrying about all 6 PC's Encumbrance Initiative Modifier! Give me so much crunch my breakfast cereal is gravel!" Well OK then, go for it! Knock yourself out. For the rest of us, we want to get to the part where we explore the game world and defeat monsters. We'll be doing just that while you're still looking up the Movement Rules by Terrain and Weather in Chapter 25.B. 

A Little Light Reading

In the time it takes to learn, let alone master, some of the more crunchy, complex TRPGs, one could get a working knowledge of a half dozen Rules Lite games. This allows you and your group to sample a variety of different approaches to mechanics, genres, and settings. One of the big hurdles I heard about when trying to get gamers to try a new games is they don't want to take the time to learn a whole new set of rules. That makes sense if you are only familiar with rules that take a long time to learn. 

Learning 6 Rules Lite games in the time it takes to learn one Rules Heavy one may sound like an exaggeration but consider my own experience and obession passionate interest in Japanese Tabletop Roleplaying Games.

It took me less time to fully translate and understand Meteor City-Star Rainy Days, Tokyo Ghost Research, and the recently obtained Zookyo Island (basically a Crime Drama/Thriller take on Disney's Zootopia) then it did to get a handle on the Cypher System. Cypher isn't super Rules Heavy per say but compared to the the games I mentioned above, it feels almost cumbersome.

I've said many times in the past that my feeling is most RPGs are 20-30 page workable games buried under 300+ pages of overthinking and unnecessary junk. Sometimes you'll find a game where those 30 pages are more than workable; they're downright good! Maybe really good! It's also possible some of those 300+ extra pages contain some interesting and useful stuff. It just like game designers over design and over write the majority of games on the market.

Cypher comes in at 450 pages [for the PDF]. Meteor City is 58 pages, Tokyo Ghost Research is just 28 pages, and Zookyo Island is 40 pages respectively. That makes those three games together 324 pages less than Cypher. See what I mean? Much easier to read through all of those in less than half the time it would take to read the core Cypher rulebook. 

My point isn't 'Smaller is Better'. My point is simpler and less complex is easier to comprehend and explain to others. It's each to remember as well. If done well, it means a more direct design that gets to the crucial features quickly.

Light on My Feet

Another benefit related to the above is the ability to ad lib and improvise feels much easier in Rules Light games. There is less of a concern/fear that making a decision on the fly is going to have rippling ramifications that 'ruin the game' for everyone involved. 

Especially with games where the base Task Resolution mechanic is the same for virtually any and all actions, if you are unsure how to ajudicate something, default to that base mechanic. Easy peasy. And once again, since a mistake or bad call is unlikely to impact a dozen other sub-systems, if your judgement wasn't perfect you come up with something better for next time without much muss or fuss. 

In full transparency I just couldn't get into the Cypher System and complete acknowledge my difficulty in wrapping my head around it isn't due to its complexity but rather how the rules are explained and all the subsystem elements that I find don't gel with my gaming style. 

Light on Calories, Heavy on Flavor

I'm a tinkerer. It's who I am. I like to customize, modify, kitbash, and adjust things just so. 

It is much easier to change or even add rules to a Light Game. Too many houserules and adjustments to a Rules Heavy RPG can result in the whole thing collapsing around your ears. Rules Light games are far more forgiving in this regard. 

I remember my first [and arguably] most successful long term 'Well Known Fantasy RPG' campaign. Over the course of the 4 years or so that I ran it (which included playing it several hours each day, Monday through Friday, in the Summers) I made a lot of modifications and houserules. Each one was specificallydesigned to give the game, the world, and the characters a certain feel. Eventually, I looked at my book of notes on the game and wondered, 'Am I really even playing Well Known Fantasy RPG anymore? If not, why am I still using it at all? Why not find or make a game that does all these things I want to do?' 

I admit it was fun to customize Well Known Fantasy Game but in the end I switched to a simpler, less rigid, more flexible set of rules that suited the game I was running much better. 

***

I could go on and on with this subject (not unlike JB did with his post) but I have other projects going on I'd like to get to - many related to what would definitely be considered Light Games. I hope I gave you some idea of why I personally love Rules Lite games so much. Honestly some of my favorite RPGs right now are Rules Lite and I would rather run and/or play any of them a thousand times over than have to sit through one of the clunky, slow dinosaurs of gamings heyday. 

Yes, I do love Champions [4E], Yes, I love Traveller. Those are the exceptions though, not the rule. 

Sign me up for ALIEN, Footprints in the Night, Ghostbusters (Original, InSpectres, Mine), Meteor City - Star Rainy Days, Smurfs, Star Trek Adventures*, Super Happy Sentai Hour, Teenagers from Outer Space, Tokyo Ghost Research, Zookyo Island, and more...

Stay tuned and see what pops up next,

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Barking Alien

*Star Trek Adventures is arguably not Rules Lite but it is essentially a much less complex game than any of the previous versions of Star Trek. In addition, I find it really easy to run and to me it has the same feel as many of the Light Games I enjoy. 

I also ignore 30% of the mechanics. 

Bye now!




Tuesday, September 23, 2025

Behind Blue Eyes

Hello my little Smurfs!

Welcome to my totally smurfy 'Behind the Smurfs' look at our 5 session Smurfs RPG mini-campaign, 'The Smurfs and The Palace of The Silver Princess', based on the Basic Dungeons & Dragons adventure of a similar name, designated module B3. 

As I've expressed in [too few of] the posts recapping the game, this was an amazing games and one of the best Tabletop RPG experiences I've had online. In fact, given my commemorating 48 years of gaming last month, I would place this short campaign among the Top 20 of all time. It was that much fun. 

This is the part where I attribute much of the game's success to the incredible efforts of our Storyteller (Stephen) and my fellow players (Andrew, Brandon, Heather, and RenĂ©) and yes, they do deserve tons of credit for how well they pulled off their respective roles.

At the same time, I don't want to be remise in failing to give kudos to the game itself. The Smurfs Role Playing Game is a really, really good game. I mean REALLY good. I try out a lot of new RPGs each year. I like too few of them lately but a small number definitely have an impact on me. There aren't many I fall in love with. This game, this ridiculous premise for a licensed TRPG, is one such game. I absolutely adore this system and its handling of the IP. Fan-Smurfing-Tastic! 

B3 or not B3? That is the question!




Palace of the Silver Princess is a module with a fascinating and sordid history. I highly recommend reading up on this most peculiar adventure if your at all interested in 'inside baseball' stories about the TRPG industry from 'back in the day'. 

Stephen revealed that he'd initially picked this adventure because he'd wanted to "Run a group of Smurfs through a classic D&D scenario". He had played through this particular module years ago and recalled it having a distinctly fairytale quality. 

All that said, our version of this scenario was a huge overhaul of the old adventure. The final result was definitely more 'inspired by' the original than a faithful rendition of it. In all honesty, as Stephen himself put it, "The adventure is Palace of The Silver Princess in name only. Many elements were burrowed but playing through this as we did was a completely different endeavor and experience from playing through the real B3 module."

Order of the White Drakes

Sir Ellis is a Knight of the Order of the White Drakes, though we never really learn much about who they are and what that really means. I forget whether or not the original module goes into it but our Storyteller Stephen worked out some details should the subject come up. 

The basics were that the Order was from a nation far to the Northwest of Haven (likely the Netherlands or Germany), known for a rare breed of albino, fire-breathing dragons that live in their Southern mountains. Prospective Knights connect with one of these dragons and bond with it, enabling the two beings to sense each others whereabout and condition. 

Though the Order is a bit secretive, they are also known to fight on the side of the good and the just.

Whistling While They Work




Originally, Stephen intended to have the Dwarves play a larger part and did some research on how the folklore and mythology of France and Belgium treat these now iconic Fantasy beings. 

What he found was the Alsatian Dwarves, named for the Alsace region of Northeastern France, who are craftsman and artisans living deep underground. Heavily influenced by German and Norse legends, they are not too different from the concept of them we generally think of. There are some minor differences but more interestingly, there are other dwarf-like beings more akin to the German Kobold that might be fun to use in future Smurfs games.

Three Apples High




I made this image using a combination of Midjourney AI and my own art skills, through Photostudio, during the course of our third session and then continued to modify it up to the very end of the campaign. I eventually presented it to the group to a very positive reaction. 

Beginning with Brash Smurf at 3 apples tall and going left to right, we have a Green Fairy Protector of Haven, a Growler, a Goeblin, a Dwarf, two average Humans, and an Ogre. In the upper left hand corner we have the original creature known as the Decapus, a monster created specifically for and appearing in B3 - Palace of The Silver Princess. In the background is Fellbane, the 'White' Drake. 

As for the Player Character Smurfs, a funny running gag throughout the game was related to their height; they were all repeatedly referred to as '3 Apples Tall' even though they're also very clearly not the same size. Apathy is the shortest, followed by my character, Smurfcornflower. Brash is specifically noted as being 'average or standard height for a Smurf' so he alone is three apples high. Next is Smurfhoneysuckle and finally, Suave is the tallest. 

***

Got to play a one-shot not too long ago but other than that I am definitely missing this game and really hope to be able to play Smurfs again in the near future. I would also love to game with this group again. What a great bunch!

Anyway, smurf you all soon,

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Barking Alien




Monday, September 8, 2025

STAR TREK MEMORY BANKS

It all begins with Star Trek.




Happy Star Trek Day everybody! It's Star Trek's 59th birthday, with The Original Series first airing on September 8th, 1966

A major contributor to my life long love of Space Adventure Science Fiction, the original Star Trek television series has sparked my imagination since I was a very small boy. I would play Star Trek with friends the way other kids played Cops and Robbers, complete with toy Phasers and walkie-talkie Communicators. We collected Star Trek Action Figures, went as Mr. Spock for Halloween, and just ate up anything related to Space...The Final Frontier.

FASA's Star Trek, The Role-Playing Game was therefore a dream come true for me. It was the first tabletop RPG I purchased with my own money, completely by myself. Up to that point, I had received all of my game books, boxes, and dice through holiday or birthday gifts. I did buy Villains and Vigilantes with my own money before I got the Star Trek RPG but I split the cost of the former with a friend. This felt different and it remains a special moment for me within my time in the hobby.

From purchasing the FASA RPG in 1982 to my current Modiphius Star Trek Adventures game, now in its 11th year, it is safe to say I've run A LOT of Star Trek. From innumerable one-shots to several long term campaigns, I've run so many scenarios in the Star Trek universe I could start a new campaign tonight and have it last decades with only material from previous games. 

And that, in a manner of speaking, is what this MEMORY BANKS post is all about. To celebrate Star Trek's Anniversary I thought it might be fun to give you some examples of original creations that have appeared in my various Star Trek games over the years. Everything that happens in one of my games becomes part of that universe's canon, so all the elements entered into the 'Barking Alien Memory Banks' can be reused in a future session months, years, or even decades later. 

Now you can include some of it in your games.

Initiating Uplink...Memory Banks activated...Display onscreen...




The Bonhomme Richard


The first Bonhomme Richard to appear in a campaign and the one that started the tradition
was a Bonaventure Class Survey Vessel based on the USS Bonaventure 
from Star Trek: The Animated Series. CG rendition by Aaron T. Harvey. 


The USS Bonhomme Richard (Good Man Richard) is destroyed in every campaign I've ever run. It isn't the same Bonhomme Richard but rather any ship christened with that name ends up in a very bad way, often resulting in the loss of the vessel and all its crew. We've seen ships with this dedication lost to Spatial Anomalies, Klingon Battleships, Interphasic Aliens, a Sentient Computer Virus, and more. 

It has been suggested that the name may be cursed but we are beings of Intellect, Reason, and Science. We know for a fact that there is no such things as a 'curse'. For this reason, starships continue to be dubbed the Bonhomme Richard.

Cross my heart and knock on wood.

Starfleet Starfighters - The PT-009 'Attack Craft' and 'The Mars Defense'


PT-009 Attack Craft in mid-ground of image.
Concept Art by Andrew Probert.


Largely inspired by this concept art from the incredibly talented Andrew Probert, my longest running TNG Era campaign had the PCs' ship carry three PT-009 Attack Craft. Never referred to as Starfighters by any character in the campaign, neither PC nor NPC, it was clear that that's exactly what they were. 

In one Episode/Session two squadrons of these are launched from Mars, making up a protective group known as the Mars Defense Perimeter, a reference to a similar group in the Star Trek TNG episode, 'The Best of Both Worlds - Part II'. In the episode the Borg are coming to Earth and three tiny, roughly missile-shaped pods are launched to stop it. Seriously. It was so ridiculous and pathetic looking that my friends insisted that our campaign feature something far more substantial. Given that Mars is the site of the Utopia Planitia Shipyards, I agreed that it needed considerably better guardians than a few unmanned space darts.  

The PT-009 is a Sublight/Impulse, single being spacecraft, armed with Phaser Cannons, Micro-Photon Torpedoes, and light Shields. It is extremely quick and agile, being ten times more maneuverable than a standard Type-8 Shuttlecraft and considerably faster at Impulse than a Type-11. It is a difficult ship to pilot and if a character lacks a specific Attack Craft Piloting Skill or Focus, increase the level of Difficulty or number of Successes needed for any given action by at least 1 (or one Difficulty Level depending on system). 

The Morena / Meropean Chelons


Commander Merot, Chief Engineer and 3rd in Command,
Miranda Class, USS Odyssey

The highest ranking Morena in Starfleet as of 2290


A sentient, starfaring species from the planet Moren (also known as 'Merope II' or '23 Tauri Aa II'), the Morena (plural and singular are the same) are amphibious humanoids descended from a shell-less, turtle-like ancestor. Instead of a shell, the Morena have flexible armor plates on their heads and backs. They possess webbed hands and feet but are primarily land dwelling at this point, returning to the water for various courtship, reproduction, spiritual activities and rituals, and for fun of course. Morena just enjoy swimming. A Morena's eyes have evolved for operation in low-light and underwater conditions but can adapt to Federation/Starfleet standard illumination with time and exposure. Their vision extends into the ultra-violet range. 

Although there are some biological similarities between the Meropean Chelons and the Rigellian Chelons, the two species are not directly related in any way. 

A curious element of Morena sociology, philosophy, and culture is that they self-professed perfectionists. Although individuals can become obsessive in this regard, the Morena's cultural drive is to try to achieve 'perfection' in whatever it is they do. What constitutes 'perfect' can vary from individual to individual but a Morena never does anything half-heartedly. Their government includes a 'Council of Perfection' that advises the other legislative and executive bodies, identifying flaws in various laws or operations and constantly seeks ways to improve and perfect them. 

Sometime after First Contact with the United Federation of Planets in 2239, the rather impassive and even-keeled Morena became fascinated with the emotional displays of other intelligent species. Most notably, they were intrigued by Human emotion, the Vulcans' apparent lack of emotion, and the intense emotional reactions of Andorians. It became common practice for Morena to choose an emotion or mental state and attempt to 'perfect it'. This eventually developed into a major aspect of their civilization, organically growing from fad curiousity to common planetary pasttime. 

For example, a Morena might decide to be 'Enthusiastic' and react to any and all situations with positive enthusiasm. After at least 5-10 years of this practice (on average), when the individual feels they completely understand the emotion they've chosen, they have a small celebration with close friends and/or family in which they display their chosen mental or emotional state for the entire event. At the end of the party, the oldest, youngest, and closet peer are assembled and judge whether or not the Morena has 'mastered' or 'perfected' being Enthusiastic. If so, there is much joy, drinking, eating, singing, etc., and return to a more normal way of life. They might also choose a new emotion or mental state to perfect.

If not, if their mastery of the chosen concept is deemed 'imperfect', the hosting Morena thanks everyone and then leaves their own party, encouraging everyone else to enjoy themselves. The Morena then proceeds to take a contemplative 'walkabout', a few days to a week off to figure out where they went wrong. What was it they missed? Upon their return they are likely to try again for a shorter time, 3-5 years, before throughing another such celebration. 

Morena entering Starfleet Academy are given psychological screening to ensure their chosen mental state will not interfere with their potential duties and the safety of their future crewmates.

We've had at least 3 Morena Player Characters over the years attempting to perfect 'Calm', 'Gregarious', and 'Determined' to both exciting and hilarious effect. My current Star Trek: Prosperity campaign has a Morena NPC, Engineering Ensign Megop, who was only recently assigned to the ship after graduating from Starfleet Academy. He is 'Meticulous' and its sometimes very helpful, other times very annoying to his fellow crewmates. 


The perfectly Meticulous Ensign Megop.


I forget what exactly inspired the creation of the Morena but their homeworld was mentioned in one of the FASA sourcebooks as a major Starfleet/UFP Shipyard. When one of my campaign crews ventured there during a mission I introduced a number of Morena NPCs working and managing the facility. 

Well, that's all for now. My brain is experiencing 'creative turmoil' so you're either gonna get some oddball posts over the next few weeks or hardly any posts at all. Which will it be? Who knows? That's the fun of it!

Heh. *Sigh*

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Barking Alien