Showing posts with label Erin Palette. Show all posts
Showing posts with label Erin Palette. Show all posts

Tuesday, October 22, 2013

Other Peoples Thoughts On My Mind

Points of Interest:

A Night At The Improv
Noisms does it again with a great post about Improvisation. I not only like what he has to say here and how straight forward he says it, but it also gives me an excuse to refer to this post of my own on the subject.

Hive Mind
When not going on about Ponies or Pistols, Erin Palette of Lurking Rhythmically actually writes some seriously well thought out Traveller material. Read her take on the Hivers here. While not identical to the way I see them and use them in my current campaign, this has definitely given me food for thought and is an excellent possible insight into this little understood major race of Charted Space.

Don't Switch Off Your Targeting Computer
Do you listen to RPG podcasts? I started to about a year or so ago. For the most part, many of them are pretty good but aren't talking to me, if you know what I mean. One that constantly impresses me is Play on Target, hosted by Sam Dillon, Lowell Francis (of Age of Ravens), Brian Cooksey and Andrew Goerner. I learned about it through the Age of Ravens blog and I have to say I really like it. It doesn't have fancy effects, amazing music or any special features - it just talks about games, game theory, experience running different types of games and analyzes various genres and styles. I like it for the fact that the group discusses so many different games (including D&D) and makes references to things that work and don't across a wide range of systems. Highly recommended.

AD
Barking Alien

Tuesday, March 19, 2013

For Future Reference

Inspired by Erin Palette's post revealing the star-spanning vessel used in her Traveller campaign, I thought I'd take a moment and show you the one from ours.




This vessel is designated as a Laboratory Cutter, similar to and yet very different from the traditional Lab Ship normally encountered in Classic Traveller.

The original Lab Ship is a ring with a pylon/tube extending from the inside of the ring to the center space where a small launch (shuttle) connects with the vessel. In this design, the ring is the ship, with the launch merely a support vessel.

In our version, based on a design created by my friend and I about 15 years ago, the ring houses the labs, staterooms and other elements but the control deck/bridge, Jump Drive and such are part of a modular cutter that connects to the ring is a fashion similar to the classic version.

The major difference is that in the original the ring is the ship. In the version above, the cutter is the ship and the ring is the support vessel.

Due to the need to depict the vessel's interior as clearly as possible, the lab/support ring has been omitted for clarity. I may show an interior shot of that in an upcming post. The overall design of the central cutter is based on the 'Super Swift' from Space:1999. 

AD
Barking Alien







Wednesday, March 6, 2013

Might As Well Jump

If you haven't already checked out Erin Palette's post on how Maneuver and Jump Drives work in Traveller, take a moment to do so. It's really good stuff. Plus, it's Erin Palette actually talking about gaming and how often does that happen? ;)

I kid, I kid, I am the kidder.

Now, I have nothing so cool as an intelligent and well thought out scientific essay on the technobabble of our mutual favorite Sci-Fi RPG (or at least one of them). Instead, I have a cool illustration of the alien Za'Tachk, another member of the Hive Federation...




And a cool chart showing how 'fast' Traveller's Jump Drive goes IMTU. See, in the Traveller Universe I have been using for the last 20+ years or so, Jump Drive is slightly different than the way it has been traditionally presented in canon.

Generally, when a starship enters Jump Space, it is there for a week. So, a Jump-1 vessel goes 1 parsec in 1 week. Likewise, a Jump-6 vessel (the most powerful and effective Jump Drive there is) goes 6 parsecs in 1 week. Now, how long would it take a Jump-6 vessel to go 1 parsec.

Simple. 1 week. It takes 1 week to go from Normal Space to Jump Space and back. It always takes 1 week.

That did not sit well with my collection of Star Trek, Star Wars and related Sci-Fi IP buddies, so we have an alternate breakdown of how long a starship is in Jump Space and how long it takes to travel a given distance. Like so...




So the skinny here is that as drives improve in power they are also more efficient to some degree. Regardless however, the key is always that it takes 1 week to go the number of parsecs equal to the drive designation. Also, if you have a Jump-5 Drive it should take you two week (2 x The Drive Designation) to go 10 parsecs. A Jump-2 vessel will take two weeks to go 4 parsecs, etc.

The change doesn't have a major effect on the game except that the character's don't age as quickly just getting from place to place. Also, it does (somewhat) encourage a bit more traveling in Traveller, which I am all for, but I am aware not every Traveller GM enjoys. Many prefer that their PC crews hang out in one place for a while. Not me. Part of the reason for this chart is that I want to play Traveller not Settler.

AD
Barking Alien





Tuesday, March 5, 2013

When Not Preaching To The Choir

I've got a few things I want to talk about in the fields of Science Fiction (Our Traveller campaign!) and Supers (Our upcoming, brand new Champions campaign!) RPGing, so I hope I have time available to do so this month. At the moment, things are looking to be pretty busy.

February was, as I noted recently, pretty low on page views, very likely because it was also pretty low on posts. A real bummer and a little bit of a surprise since the posts I did make were largely focused on Traveller and Supers, two things that usually bring a lot of people 'round the campfire. Ooh, s'mores are almost done! Where was I? Ah yes...

I did get more comments than usual and that's a good sign but my goal is to get a little more of both. I want a lot of people to come visit, stay a bit and talk. It's lonely here in this orbital pod all by myself.

Moving along...

As recent as yesterday morning, I was having a conversation with Erin Palettle about some material she created for a Traveller game she is running. The conversation inspired me to post something about the particulars of Jump Drive 'In My Traveller Universe' (IMTU TM*), which differ a bit from the traditional canon of the game.

I would prefer to post my material after she posts hers, so I am going to hold off on that for the moment. Instead, I will address something of the Superheroic persuasion, which I feel is of interest to gamers in other genres as well, although I've seen it in Supers more than anywhere else. This posts inspiration comes from conversations I've had with a fellow you may know as WQRobb. If you don't know him, well, consider what you're missing out on!

***

A Superheroes RPG is an extremely difficult game to run if your players aren't comic book fans.

I will amend that statement slightly. A Superheroes RPG is an extremely difficult game to run if your players aren't comic book fans and you are hoping for a Superhero Comic Book style campaign.




While it isn't too difficult to explain Dungeons & Dragons to someone who hasn't read Lord of The Rings or get someone who's never seen Babylon 5 into a session of Traveller, I would wish you good luck running Supers for someone who doesn't have a few dozen issues of The Avengers or Teen Titans under their belt.

With the Fantasy and Science Fiction genres, you can easily point to the medieval period of European history or an issue of Discover Magazine that discusses exo-planets and space travel. Fantasy goes back to fairy tales and the time of kings and knights. Science Fiction looks toward the future and the What If? of where we are going with technology and culture.

Supers is a strange bird (no, it's a plane...no, it's Super...ahem). It postulates an impossible now in which certain utterly ridiculous constants are common place and excepted.




For example...

One running gag in our previous Champions campaign was that one player refused to have his PC wear a costume, when all the other Supers of the world thought of it as not only normal but a given. Decked out in his leather jacket and shades he viewed himself as looking way cooler and more logical than any of the colorfully garbed, spandex lot. Unfortunately, all the NPCs, from fellow Supers to the Police to Reporters failed to understand why he dressed so strangely for an official Superhero. Many times our SHIELD-like organizations (PRIMUS and UNTIL) would tell him to get out of the way and get to safety, thinking he wasn't supposed to be at the battle.

PRIMUS Officer: "I'm sorry sir. This is a restricted area. There is a superhuman battle going on. All civilians must get to a safe distance."

ARCANE: "I'm a member of Project: UNITY. I have superpowers." (Shows Officer his ID).

PRIMUS Officer: "Oh I see. Sorry. Why aren't you in costume? How is anyone supposed to know?"

It was viewed as normal to wear a costume and a mask if you were a Superhero. It was tradition. Otherwise you're just some metahuman yahoo or worse, a poser.

On a related note, here is something that gets me (mini-rant warning)...

Sometimes, you have a group of players, all about the same age, who ARE big comic book fans. They've read and like a lot of the same comics and talk about what's happening in different titles all the time. Then, when you get together to create characters for a Supers RPG (Yes CREATE, not Generate, as the most popular Supers RPGs, Champions and Mutants & Masterminds, are both point-based systems that let you create the character you want to play) you get characters you would almost never see in an American Superhero Comic.

Why?! Please someone tell me why this is! It defies all logic. I get it if some of the players are familiar with comics and some aren't but when you gather a group of comic book fans and get un-comic book like characters...well...What the Hell?! Seriously.

(End rant)

I have tried to run Supers RPGs for those who don't know much about or even aren't into comics and it never goes well. It has gone less-than-horribly a few times but rarely close to what I would deem 'really good'. Maybe once but I got lucky, I had great players.

Why is this? That is to say, why is Supers hard to comprehend for the non-comic reader? Aren't comic books and comic book heroes the modern myths, filled with present day Daedaluses and Dianas? If you can understand a Wizard battling a Dragon why is Superman striving to fell Chemo so hard to wrap one's head around?

I honestly don't have an answer for this since I get it.

What do you all think?

AD
Barking Alien

*There is no actual trademarking going on here. ;)







Thursday, November 15, 2012

Not In A House. Not With A Mouse.

Although the blog itself has been quiet the last day or so, I have not been.

That is to say, I have been working on a number of things, personal and professional and somewhere in between, which have occupied my time offline. Fear not gentle reader, for I have returned and new ideas are a-brewin'.

***

I have the opportunity to run a one-shot this weekend, a break from our regularly scheduled Ars Magica campaign, and I am trying to narrow down the possibilities.

I am pretty sure I want to do something Science Fiction-y. I am still a bit Superhero-ed out from our Champions game, and I am running Ars Magica with my group regularly and a kind of modern day mythical game with the kids at the learning center on Sunday (sort of Percy Jackson meets Al Shard) so I think my Fantasy quota is more than filled (once again, for a guy who doesn't care much for Fantasy I seem to run it alot).

What Sci-Fi to run? Well that's the hard part...

My players are very particular. I wonder, aren't most players? I mean, my old NJ group was not so particular in the way my new NY group is. I suppose as members of a fandom, any fandom, we all have our specific likes and dislikes and we can abhor one with all the passion with which we love another.

That said, I am not, generally speaking at least, so all or nothing with my likes and dislikes as I find some people to be. For example, I love Star Trek but I don't hate Star Wars. I like Star Wars. I like it a lot actually. I just like Star Trek a lot more. I am a huge fan of classic Silver Age DC Comics but I don't hate modern Marvel Comics. I do vehemently dislike DC's New 52 however. More on this in a few paragraphs.

What I get from many of my players nowadays (except Dave, he's pretty flexible)* is how few things they seem to like. Ray likes Anime and Manga, well mostly Manga, but he likes One Piece and Hunter X Hunter. None of my other guys like One Piece. Ray's not into Mecha/Giant Robots at all (which I personally think qualifies him to be designated mentally insane but he's my friend so I'll just have to deal with it). Lee didn't really see the big deal about Mecha either (the madness may be spreading). Ray also doesn't like Star Wars. I've never met anyone before who actually didn't like Star Wars. Ray has issues (ahhh, teasing. I love'ya man!)

Marcus, well, it's just hard getting Marcus interested in something new. He's a very Green Eggs and Ham type of a fellow. He'll say he doesn't like something he often hasn't really checked out and than when he checks it out, he likes it. He says he's not into Star Trek but I know for a fact he's never tried it in RPG form. He doesn't want to though because, circular logic, he doesn't like Star Trek.






This dynamic is really frustrating to me as a GM who likes to try new things. It's also frustrating because if it were me in their shoes (and it has been as noted below) I would say, "Your last three games were awesome. You want to try Pin The Tail On The Donkey The RPG? I am so there!"

Case in point; I am not a fan of My Little Pony, old or new. When Erin Palette created her game Unknown Ponies: Failure is Awesome, I wanted to play. Why? Because I trusted Erin as a GM, a fan passionate about the show and a friend.

A few years back a friend wanted me in on his homebrew D&D 3.x game which featured a number of rules changes and additions (with some Pathfinder elements thrown in) as well as his own world. I said yes. Why? Because even though I've played in dozens of D&D campaigns by dozens of Gamemasters and only about 5% were any good (I am being generous), that doesn't mean the next one won't rock. I trusted the GM.

Going some years back (a little more than some at this point), my good friend Keith, who had moved to California, came back to NY after a while. An incredible player, it turned out he now GMed. My group at the time said that whatever Keith wanted to run would be cool with us. He said Deadlands. We all said. "AWESOME!". Then my friend Jason pulled me to the side.

Jason said:

"Why did you agree to Deadlands? It's a Western with Horror elements. You don't like Westerns and you really don't like Horror. How are you excited to play this?"

I replied:

"'Cause it's Keith and whatever Keith is going to run is going to be fantastic."

Keith has never GMed for me before. Keith was simply put, a good friend, a creative fellow and this is what he wanted to run so it was (in my mind) a guarantee it was going to be great.

Sometimes I am right. Alas, not always.** But I'll be damned if I won't give it a shot.

That's what disappoints my the most with my group. It's like pulling teeth sometimes to get them to give something a shot. They all have their particular things they like and don't and they're both kind of narrow and kind of finicky about what they will try outside of their established likes.

Come on gang. Try a game, any game.
No guarantee it won't be lame but surely they're not all the same.
You do not like them but you won't play.
Try them. Try one. Try to play.
You might like one. Try one and you may I say.





AD
Barking Alien

*Dave definitely has his particulars as well but I gotta give it up for the man. He is a lot more willing to try than most of the New York crew.

**Deadlands turned out to be awesome. Keith was a great GM and he altered the setting a bit making it much creepier and more ghost story-ish.

The D&D game I mentioned...well...it just wasn't for me.

Unknown Ponies was interesting. While I was completely lost with the story of the adventure and how to approach it and the rule mechanic made for a frustrating time, I saw the potential in it. I thought it really could be a cool game onced worked on a bit more.





Tuesday, January 24, 2012

Voyage Into The Unknown...Ponies

I would be remiss in my duties as an advocate of trying something different (as well as a lousy friend), if I did not direct your attention to the blog of the amazing Erin Palette's, Lurking Rhythmically, and her My Life Pony: Friendship is Magic homebrew Unknown Ponies: Failure Is Awesome.


While I can't claim to be an expert on either the new My Little Pony series nor the Unknown Armies system, I do have a passing familiarity with both and this looks like a pretty solid interpretation. I really like the way Erin made the mechanics match the feel of the show and used terms taken directly from the MLP universe. This is the sort of thing I heavily endorse.

If you're a pony fan it's a must! If your an Unknown Armies fan you'll be WOWed. If you just want to take a look at how an IP can be easily and smoothly translated into an RPG, I highly recommend taking a gander.

AD
Barking Alien

Friday, November 25, 2011

Talking Turkey and Giving Thanks



I love Thanksgiving.

It is definitely my favorite holiday. So much so that I spent the entire day with my small but really awesome family, eat, laughed and didn't think about gaming one bit. OK, maybe one bit. Perhaps two. Ten times tops.

The point is, this holiday reminds of the things I consider myself lucky to have in this life, while all the while chowing down on my Mom's incredible turkey (never ever dry in any way - the best turkey anywhere!).

Things like...

My family. My Mom, Sister, Brother-in-Law, Nephew and close family friends who are so close you might as well just call'em family and be done with it.

My girl. I consider us both pretty smart and pretty lucky to have re-established contact and started seeing each other again.

My dog. I mean, she's my kid, ok? So cute, so smart, so well-behaved and she makes me smile every day.

My friends. I have quite a few and I am thankful for you all but I want to give a shout out to those who've been very close and special over the last year. Thanks Dave, Erin Palette and Selina. You guys have rocked above and beyond in 2011.

NerdNYC. It may seem weird to thank this entire group of people as I do not know them all and certainly few of them well, yet NerdNYC has given me a venue beyond this blog to try my Muppets RPG out on unsuspecting vic...I mean, open-minded players. Recently, on NerdNYC's RECESS facebook page, they said my Muppets game was in the Top 5 list of Most Wanted games at the event. Me. Muppets. TOP 5?! Wow. I am thankful for the ego boost if nothing else.

OK, enough of this sappy stuff. I need to get in gear and kick some Player Character butt. Champions again today. All gonna hit the fan.

Peace Out!

AD
Barking Alien


Oh yeah and the Muppets movie. Can't forget the Muppets movie.







Sunday, November 20, 2011

Empowered Powers Down


I regretfully announce that after only two sessions and much thought, I am discontinuing my Empowered inspired Mutants & Masterminds 3E campaign that I started over Skype.

This has been a very difficult decision, made all the more difficult by the players.

You see, the players liked it. Maybe not loved it but they were definitely having fun. I personally think they did a fantastic job of creating cool characters, getting into their PC's heads and making the game entertaining. It was a pleasure to listen to them and their laughter over my speakers.

Unfortunately, I hated the experience of GMing it.

For one thing, GMing over Skype have been plagued by poor sound quality and calls being dropped. Not sure why. I'm playing in
Erin Palette's Legend of the Five Rings game and I rarely have any problem at all.

When I talk to my girlfriend over Skype, no problems (or very few). When I try to GM over Skype? Absolutely terrible. Just terrible! I tried running a one-shot the other day with a friend to test some new ideas I had for how to make a Skype game work better (see the next paragraph) and it amounted to asking each other, "Can you hear me? Did I lose you?" over and over for about 30 minutes before we gave up.

I was concerned that gaming online with Skype would severely handicap my ability to GM in the style I am accustomed to. I was right to the third power. I feel like a blind man with no hands being asked to point to the red light. I need the visual cues I get from my players to know how things are going, when to add something into the scene or take something away, and many other elements that make me the damn fine GM I know I am or at least can be.

I also keep wanting to show what characters or things look like, create maps, and other graphic elements but couldn't figure out how to do so without slowing down gameplay (which was already too slow as it was and slow gameplay is anathema to me).

Finally, the above mentioned factors drained away my enthusiam for the setting and I couldn't seem to get a plot of any worth formulated in my head. The few times I did get ideas I found I wasn't implementing them well. It was like I suddenly lost all my Gamemastering powers. I blame Gold Kryptonite.

No, I don't. I blame me. I just couldn't get it together and when I can't get it together to that degree I just start get disgusted with the whole process. It was probably the wrong setting and game for the medium. At the very least it was the wrong set up for my first attempt at this. I should gone simplier, easier or with something more familiar and focused.

Whatever. It just did not work for me.

It's very tough for me to accept defeat but in this case it's all I can do.

I apologize to my players. You deserved better. I endeavour to do better next time.

AD
Barking Alien







Saturday, November 5, 2011

Empowered...More or Less

Ran the first of my Empowered based M&M 3E sessions and I have to say I am really unsure about how I feel about it.

First, I want to say the players were amazing. No, you don't understand. A-MAZE-ING! Huge kudos go to
Erin Palette who all but stole the show as her character, party-hardy-goddess-of-having-a-good-time Debarchery.

Gwen, a new friend introduced through an old one (my good buddy, the often mentioned Dave) was excellent as Statuesque, a female, stone-skinned powerhouse.

Rounding out the group was Dave of course, whose character Grasshopper was played a bit too stiff and traditionally comic booky when compared to the other PCs and the setting. He certainly could have played it off as the straight man or focused on one of his character's key motivations (a strong disdain for the state of Superhero-as-celebrity that permeates the Empowered universe) but he didn't. I'll talk to Dave today and find out why.

In truth it was a ton of fun. So why as I feeling a bit bummed about it?

Well first, Skype sucked that night and we couldn't hear each other or the call was dropped for 75% of our session time. It was really annoying. It definitely slowed my pacing and threw off my GM mojo.

Second, I really, really missed not being there in front of the players. People in person rarely have any trouble hearing me. Also, I felt my energy level drain as I sat in my chair and looked at the computer screen. Boring. No watching people's reactions and expressions, no talking with my hands, no showing cool panels from the Empowered comic, no pointing to stuff to show distance. Bleh. I'll take playing at a table to playing online any day of the week.

Lastly, Dave put this bug in my head about getting back to my D&D-But-Not game world. I do love that world. I miss it periodically and now seems to be one of those times.

Anyway, a good game that could have been a great game. I will try to make it better each time.

Laters,

AD
Barking Alien






Wednesday, May 25, 2011

Cogs & Complexity at Lurking Rhythmically

Following a conversation we had together earlier this evening, the ever lovely Erin Palette has put up a post on rules, options and complexity in RPGs that brings up a neat way to handle such things.

I recommend checking it out and commenting/discussing it. Maybe, just maybe, future game publishers will look at the post and its comments and realize, "Hey, there may be a better way to go about this than we're used to."


One can hope.

AD
Barking Alien