Saturday, January 18, 2025
31 Days / 31 Characters - HE WHO GLISTENS IN THE AUTUMN TWILIGHT BENEATH THE THIRD AND SEVENTH MOONS
Wednesday, December 18, 2024
31 Questions for Barking Alien - Question 13
Whoa, Question 13 falls on a Friday the 13th? Sooo spooky! Except I don't have any specifically spooky questions. Bummer. Oh wait, I do have something awesome though...
Activate...The Omega 13!
Question #13 comes from Carl Stark, who Never Gives Up and Never Surrenders!
What RPG system would work best for a Galaxy Quest one-shot or campaign?
The YouTube channel RedLetterMedia recently featured Jack Quaid (Huey on THE BOYS and the voice of Boimler on Star Trek: Lower Decks) as a guest for a video discussing Galaxy Quest, which is apparently one of Jack's favorite films. It's very funny and if you're a fan of the movie, of Jack's, or RedLetterMedia's material I highly recommend checking it out.
It immediately got me reminiscing about the times I've run Galaxy Quest RPG games, including looking through my old notes. This question popped up in my email the next day. Kismet!
It's a hell of a thing.
Tuesday, May 16, 2017
Slippin', Slippin', Slippin' Into The Future
Take a look.
No. No it is not. Before I get into that...
My very first thoughts after seeing the trailer were, 'How best could I run this as a game?', and 'What system says, 'The Orville'?
Obviously I could simply adapt an existing game such as Starships & Spacemen (which this show basically is), the recently released Retrostar (that'd be neat), or even my old homebrew Galaxy Quest RPG.
At the same time, I'm getting a vibe off the show that a better approach might be a hybrid. It seems like it has funny characters, but a fairly serious premise. I am looking at something crunchier, and more serious than my Galaxy Quest rules, but at the same time lighter, and more - I don't know, 'wacky' maybe - than Starships & Spacemen.
I have some ideas rolling around in my head already. I'll develop them a little further, and see where it takes me. If anything pans out, I'll share them with you guys. If you have any ideas, please pass them on to me.
Looking forward to the adventures of the USS Orville, and whatever they inspire.
AD
Monday, April 18, 2016
Regrouping
What I am running, and with whom...
This is a bit like my past 'State of Gaming' addresses, but with the purpose of helping me to organize my thoughts as opposed to entertaining you my audience (My apologizes. Honestly, I haven't forgotten about you. I'll try to be entertaining anyway).
We begin with...
Dan's Group, and The Masked Age 66':
Following a pretty successful first arc of three, consecutive, Friday night sessions, we are going to alternate the campaign to every other Friday night going forward. On the nights I don't run, my friend Alex is running a Harry Potter/Wizarding World/Hogwarts game in which I am a player.
I am really liking the Hogwarts game a lot so I have no problem switching off. Basically it amounts to playing a Harry Potter game twice a month, and running Silver Age Superheroes with a Twist twice a month. I am absolutely good with that.
Oh course, the Superhero game is not without it's bumps. It's a tough group to please in some respects. I'm hopeful however.
The Google Hangouts Group, Kapow!, and Galaxy Quest!:
Whoohoo! I am super excited about this.
For about two years now my friend Keith has been running a really cool Superhero RPG called Kapow! in his own homebrew world. I have played a number of characters in the setting, but for the longest time now I've been using a Superhero named Equinox.
Equinox is actually a very old character I helped my friend Sergio create waaay back before we even knew about RPGs. When I discovered Villains & Vigilantes in 1982 we made up Equinox for a game, and he was so cool I decided to remake him for Kapow!
I've stepped in a few times as GM to cover Keith when he had a family thing, or had to otherwise miss a session (which in two years has been maybe three times. It is exceptionally rare). When I run, the players play a different group of heroes on my alternate setting of Earth-F-Omega, a variant on the Mutants and Masterminds Freedom City* Universe by Green Ronin.
I filled in with an Earth-F-Omega session three weeks ago, and ended up continuing the story even as Keith came in to join us. Tomorrow will be my last session of the arc. Keith then goes away on vacation for two weeks ( ! ), so I offered to run something else. Something different. That's when things got really interesting...
Keith proposed that going forward one of us (he, or I) would run a game for several sessions, or perhaps a month or so, and then the other would take over and do the same. He will be continuing Kapow!, while I plan on a Science Fiction/Space Opera type series. As a test run, I will be GMing a short Galaxy Quest adventure over the two weeks Keith is gone.
More details as I have them. Very excited to get the best of both worlds out of my Wednesday night online game.
Last, but not least...
The Barking Alien Gaming Group, and What Comes Next:
It's been well over a month since I've met with the players in my Barking Alien Gaming Group.
For a short while there it looked like that particular gaming group incarnation had run its course. Luckily, that is not the case. I had a nice sit down discussion with two of the players, and I'm going to try to redouble my efforts to make a game that works for this bunch. In exchange, one of the players will try to overcome a few of his...um...less endearing habits...which often threaten to derail our games. The other player I spoke to will try to keep the first one on track, and act as an intermediary if the player, and I bump heads.
As I look at what I am running, and playing with the other groups I'm a part of, I have to say I'm pretty happy I'm getting the opportunity to run two of my favorite genres already. I'm running Superheroes with one, and I'll soon be running Space Opera/Adventure with the other. I don't need to run those with my monthly group. I am free to tackle something else.
But what?
Then it hit me, and if it didn't make so much sense I probably would've hit it back.
Aerth. My Dungeons & Dragons-But-Not setting of almost 35 years. Superheroic, Anime Influenced, Folklore Fueled [Vaguely] Medieval Fantasy.
System wise I won't be using any form of D&D however. I want to enjoy this. I'm going to be adapting Ars Magica for this campaign.
Yes. I'm going there.
AD
Barking Alien
Wednesday, September 30, 2015
Direct Hits
The next few posts are not all I have to say on the subject of comedic RPGs by a long shot, but they are all you're going to see of the theme month gimmick for September. As we are now into October already, I want to switch to my next theme, Horror, and Fantasy.
Just like September, I am going to play fast, and loose with the overarching motif, so some remaining material from September may yet find its way into the new month of posts.
Here promoting their self-titled album, sentients and sophonts across the cosmos, please give it up for our musical guest...
From the Anime FLCL, or Furi Kuri
By The Pillows
Near Miss
A Science Fiction Comedy campaign very much in the vein of Hitchhiker's Guide to The Galaxy meets This Is Spinal Tap.
The PCs were members of a musical group of misfit aliens travelling around the universe getting into one crazy mess after another. The name of the band, Near Miss, was also the name of a garage band I was in with some buddies from high school (who were incidentally the players in the group plus one, or two others).
Neo-Tokyo Crimebuster - Furiransu Keikan
Using a hybrid of the Advanced TFOS rules, and the rules of Mekton II (foolishly trying to make the R. Talsorian 'Interlock' systems actually interlock), Furiransu Keikan (roughly, Freelance Police) was an Action/Comedy set in a cyberpunk future where various corporations police various regions. Citizens are welcome to chose, and pay for whichever 'Law Enforcement Provider' they wish.
The PCs represented a small-ish, independent police precinct trying to make a name for themselves in the crime ridden, high tech city of Neo-Tokyo. Inspirations for the game included (but were not limited to) Dominion Tank Police, Blade Runner, Mobile Police Patlabor, Barney Miller, and Starsky and Hutch.
A Science Fiction Time Travel/Action-Adventure/Murder Mystery campaign inspired by my friend Avram Grumer in which the entire plot is revealed in reverse order, starting from the end of the story in the first session.
Each session afterwards was set a few days to several months before the previous one. The last adventure had the players joining the Time Patrol, and being confronted on their first mission by their older more experienced selves who were out to stop the campaign villain's creation.
Wizard of Oz - End of the Rainbow
We're going to pause one last time for a commercial break, but we'll be right back after this...
AD
Barking Alien
Sunday, February 9, 2014
Obscure Thinking
I'm doing my best here, OK?
Ahem...
The premise of this particular challenge is 'Obscure Game Blogging Challenge'. By 'Obscure Game' it would seem the author means 'Anything that isn't D&D'.
He begins by noting, "No doubt about it, D&D dominates the gaming scene old and new. That is not necessarily a bad thing, as D&D is a solid game (both in terms of system and genre) with an enormous fanbase. It serves as a ‘lingua franca’ for the gaming community, much as English serves as a global language for the world. As Nelson Mandela said, “If you talk to a man in a language he understands, that goes to his head. If you talk to him in his language, that goes to his heart.” Make no wonder then that D&D has captured the hearts of so many for so long."
I don't know how to break it to him, English is:
A) Not the language with the most speakers. That is Mandarin Chinese.
B) Not the language spoken in the largest number of countries. That is Spanish.
B) Not the accepted diplomatic language. That is French.
English does have the second largest number of speakers worldwide after Chinese but it, like the countries that speak it, has something of an inflated ego.
So IMO does D&D.
Granted it was the first and yes, it does have the lion's share of participants and fans, far in excess of any other table top RPG I think it is fair to say, but it does not speak to my heart. Far from it.
Since March is going to be dedicated to my Muppets RPG, I thought I'd do what I've been doing lately with these types of things and answer it all in one post.
I'm crazy like that.
1 What was the first roleplaying game other than D&D you played? Was it before or after you had played D&D?
It was either Gangbusters or Boot Hill. I am not certain I remember which I tried first.
fashion it is. Unfortunately, it failed to embrace the changing market properly and got bogged down
in its complexity instead of playing up its flexibility.
No idea how to answer this question. What makes a flumph or hook horror iconic? They are
iconic to D&D players but trust me, non-gamers have never heard of them. It's not like a
dragon, a unicorn or Pegasus.
What about the Rancor or a Tribble? I bet more people know what a Tribble is than a hook horror.
Probably Ars Magica. I don't like the fantasy genre very much but Ars Magica feels like everything D&D is missing. The setting feels right, the magic is both wondrous and versatile and the monsters are based on real world mythologies. Also, the system, while not perfect, is very interesting and easy to get accustomed to. Character creation is waaay more fun and interesting than D&D for me.
Haven't played a lot of Spy RPGs but I really loved the James Bond 007 RPG from Victory Games. I wish I could tell you exactly why. It mostly boils down to them getting the feel of the movies and setting correct. Also, some great supplements.
I love Supers gaming and I have two main favorites, Champions 4th Edition and Mutants & Masterminds 3rd. I love them because they enable the players and myself to create exactly the character they want, allow for amazing diversity of character and scenario designs and are at the same time somewhat tactical, require the Player and PC to be smart, not just super.
Where do I begin. Science Fiction is my favorite genre and I have a lot of favorites. I think my #1 top pick would be Traveller for that hard science/space opera feel, Star Trek (Last Unicorn Games and FASA) for the space exploration meets cinematic feel and Star Wars (WEG D6) for just being fast paced, easy and flat out fun.
Not hugely into Post-Apocalypse games but I have had fun with Gamma World, the Japanese TRPG Crash World, The Morrow Project, Apocalypse World and even After The Bomb.
All of them. I mean, I love Toon, Teenagers From Outer Space, Hunter Planet, InSpectres, Men In Black, Tales from The Floating Vagabond, Red Dwarf and so many others. I love the ease of play, light on mechanics, heavy on theme. I love the generally upbeat nature of comedic games, even when they are dark comedies.
Did I mention I created a Muppets RPG? Because, yeah, Muppets RPG. Oh and Galaxy Quest. Yeah.
Another genre I am not really big on but I would have to say either Call of Cthulhu, our homebrewed variant of Chill or our homebrewed variant of Stalking The Night Fantastic. Horror games require a big buy in and than being OK with dying easily. Most are not scary enough. They lose the horror part of Horror in favor of gore and shock. Not the same.
Not sure my favorite but I enjoyed Bushido and Land of the Rising Sun (despite them being a bit too crunchy), Flashing Blades (same) and of course Boot Hill. Well, OK, our heavily modified, kitbashed and homebrewed Boot Hill. It rocked though for sure.
The questions keep ending with 'Give details'. I wish I could. I haven't played some of these games in a long time. Others I play so often I wouldn't know where to begin. If I had expanded this to the entire month that's probably when I'd be able to really think about more extensive answers.
Hmmm, what games actually qualify in this category? Castle Falkenstein? Space: 1889? Godlike? Heck, even Ars Magica sort of fits in here. Indeed, I love all the games I've just mentioned. I hope I get to run some of them again soon.
I will say that with alternate history games, I don't always use the provided setting but rather my take on the setting. Since these are games because on divergent paths of actual people and events, I often find history books a better source of ideas than the games themselves.
Ars Magica. No question. Magic that can be cast on the fly, or with rote or spell, magic item design and research, Wizard Duels and a host of other rules and ideas that make playing a mage feel like you are doing and being something special.
D&D and its cousins have, IMHO, the worst and least interesting magic system in the history of gaming.
Depends on what you mean. Hero System/Champions has the most flexible, balanced and yet easy to screw with systems ever. Mekton is fantastic for more than just Giant Robots. It's good for Starships, space stations and vehicles as well. Traveller's Fire, Fusion and Steel was also quite awesome and perhaps the best for individual devices and personal weaponry.
I don't like crunchy RPGs overly much and yet, I love Champions. Many people view Champions as very complex and certainly crunchy, but because most of the crunch is behind the scenes and not as in your face during play (at least the way we play it), I think I can accept the level of crunch that runs through it.
Most 'fluffy' games are pretty enjoyable to me, though I'm always searching for that sweet spot between rules-lite and crunchy that will give me exactly what I've been looking for in a game. I find it easier to add a little to a fluffy game than take away a lot from a complicated one.
Star Trek is probably my favorite established setting to game in, especially when focused on the era of the original television series. Next would be DC Comics of the Golden Age to right around Crisis On Infinite Earths.
I don't usually like the settings of games.
That is to say, as awesome as the Traveller canon milieu is, MY Traveller canon milieu is much cooler. I have recently read a number of posts in a number of places touting how cool Mekton's setting was. First, Mekton had a setting?! Then I thought about it and realized, oh yeah, it did have a setting of sorts in that 'Algol' thing. Yeah. Never used that in any way.
The default settings of 90-95% of all RPGs that aren't based on some known IP are, well, I'll just say it, they suck. Never use them and if I do it's with major modifications.
Not sure how to answer this one. I mean, is Teenagers from Outer Space a narrow genre game? It focuses on a specific style of Japanese Anime and Manga comedy but, there are hundreds of those and they're very different in the details. Is Star Wars or Star Trek considered narrow because each only focuses on a single IP? Marvel Heroic? DC Adventures?
I really can't, or don't, think of any of these as narrow.
D&D. It stinks.
But, if we are talking about non-D&D games, I'd have to say RIFTS and Torg, both of which I can't stand.
First and foremost I think both have really weird rules that, for very different reasons, make each game cumbersome, unnecessarily crunchy and no fun for me.
Second (and a very close second mind you), with exception of Superhero games, I really don't like kitchen sink games or settings that try to be everything. I find that they lack a cohesive feel, an easy and accessible theme that can help me see their worlds. When I try to imagine the world of RIFTS, all I imagine is a chaotic mess with no rhyme, reason or purpose.
But wait Adam, didn't you read the 100 pages of source material scattered across a dozen splatbooks so that you know what's going on? Why no, I didn't. I have no interest in doing that. Bugger off you wankers.
So many really and still we gave them a try. Except F.A.T.A.L. After casually looking through it I laughed and never touched it again.
The most broken huh? World of Synnibarr?
Fantasy Games Unlimited's Space Opera. I have no clear idea in my head how we played that game but we played the heck of it at one time.
Hard to say. Marvel Heroic, while not really sleek, has a modern and workable system that is a lot of fun to play. I think the One Roll Engine of Godlike and Wild Talents perhaps. Great games.
Probably Star Trek. There have been some great Star Trek RPGs over the years but the fact that there hasn't been an official one in a while really surprises me.
Other than that, Galaxy Quest. Seriously. If any company reads this and wants to make a Galaxy Quest game, drop me an email. I have it all worked out. It functions beautifully.
Really? Star Trek first and foremost.
After than, believe or not, Star Wars. I am a much bigger Star Trek fan than I am a Star Wars fan but WEG's D6 Star Wars game is a work of art. Pure genius. Hits the Simplicity vs. Detail sweet spot like few others.
And my Muppets game of course. I'm just saying.
Risus? I think I'd have to say Risus.
I found it so inspiring that I made it the basis of my Muppets RPG before refining and distancing the rules further and further as I went along. Still and all, I think much of my current views on game design, why we make things the way we do and what the point of it all is, has been heavily influenced by Risus.
Standing ovation to S. John Ross. *Applause*
I don't know if there is an OSR product I've enjoyed most. I have enjoyed the ones I have enjoyed all equally. And that equal amount is roughly between 'somewhat' and 'more than a bit'.
If you play Last Unicorn Games' Star Trek RPG, I can not recommend Steven Long's Spacedock supplement enough. It is, as it is billed, an Advanced Design and Construction Manual for starships, space stations and other large, space capable things in that game and in the Star Trek universe. A labor of love and a work a brilliance. It is also absolutely free. You rock Steven!
Mythic Europe and The Medieval Handbook (various editions) from Ars Magica are supplements I go back to again and again. If you are playing D&D they are probably not needed. If you are setting your medieval fantasy in an actually medieval world, read these books.
Aaron Allston's Strikeforce for Champions is a must have for anyone running a Superheroes RPG. It's a sourcebook and supplement and much, much more. What it is in short is a 'How To' book on running a Superhero campaign by someone who not only wrote for the Champions RPG, but who ran a successful Champions campaign and put down the hows and whys of his success in a guide even a veteran GM would find fascinating and useful. Highly, highly recommended.
31 What out-of-print RPG would you most like to see back in publication? Why?
So many. So, so, so many.
Hunter Planet is often my number one choice for 'Games That Didn't Get A Fair Shake'. I would love to not only see it back in print but I would love to do a new edition, with the creator's input and advice, that expanded and updated the theme a bit. Loved the idea for this game.
Let's see, what 'obscure' RPGs did I cover here? Hmmm...Star Trek, Star Wars, Traveller, Champions, Ars Magica, Gamma World, Villains & Vigilantes, Mutants & Masterinds, DC Adventures, Mekton, Teenagers From Outer Space and Toon among others.
Yeah. Obscure games.
AD
Barking Alien
Sunday, September 23, 2012
The RECESS Report - Part II
I was only able to talk to a few of my fellow GMs at RECESS and all but for the briefest of moments. However, one mini-conversation in particular bares sharing but again, not until the recaps are over.
Now you've got something to look forward to and a reason to return to Barking Alien. Aren't I a clever pooch.
***
Following the Muppets RPG session I went to lunch with my girlfriend Jenn, her friend and hopefully now mine Lisa and my good buddy and GM of our current Hunter X Hunter campaign, Ray. Lunch was good, the beer I had was surprisingly tasty and I was ready to return to the frontlines. The ladies left us to do their own thing and Ray and I went back in to RECESS, he to his game (He ran Marvel Heroic) and me to mine...GALAXY QUEST!
***
'A Riddle, Wrapped In A Mystery, Inside An Enigma'
***
Taking in a little of R&R over at a Thermian Space Station while their vessel underwent some important repairs and upgrades, the commander and crew of the NSEA Daring, NTR-6269, receive an emergency request from the station's Chief Administrator.
It seems the Thermians have intercepted a weak and continually fading distress call from the NSEA cruiser Vindicator. The Vindicator, commanded by our own commander's long time rival, is a tough and powerful ship. What could cause it's CO to call for help?
Highlights!
First - AWEsome Characters!
The Commander was played by my good friend Andy who I know through the group I gamed with and ran for over at my FLGS, The Compleat Strategist. His character, Commander Thaddeus Shaw, was a almost a cross between Futurama's Zap Brannigan and Ben Stiller in Zoolander. He seemed to have the miraculous ability to slip out of his NSEA uniform and into a floor length, velvet robe, complete with martini in hand, and back again in the blink of an eye.
The Science Officer was played by a great guy named Ed who I got the chance to game with at my first RECESS. He played the Security Chief in a game of Starships And Spacemen run by the incomparable E.T. Smith. Here, in the Galaxy Quest game, he did not disappoint.
In addition to being the Science Officer, he was also the Token Alien. A member of the Cerebellian species, his name "To you would be a stream of unintelligible static. Do not try to say it, you do not have the parts. Call me Primus." To say Primus was pompous and full of himself and his vast intellect would be an understatement. He was hilariously, gratingly intelligent. Any time anyone said pretty much anything, Ed would reply, "Yes. I know."
The Pilot was played by a fellow named Don and he worked out a bit of backstory on the actor playing his character, Lt. JG Clive Britten. Originally a popular actor on the British version of 'Galaxy Quest', where he played the Commander, the actor was let go when budget constraints eventually forced the BBC to cancel the show. Now, getting this second string part on the American version, with its better special effects but weaker writing (heheh, so British), the actor has turned to smoking up a bit and trying recreational pharmaceuticals. This last bit has been worked into the character of Clive Britten, an ace pilot hooked on 'Space Drugs'.
A really nice and interesting guy named Will played The Doctor. Will, it turns out, is the boyfriend of Emi, who was in the morning Muppets game. Will played Old Hock, an old country doctor with a preference for moonshine, banjo music and Kentuky Blue Grass underneath his feet. He had replaced a section of the floor in his Med Lab with soil and grew a mini lawn, "Right 'thar on the gol-durn spaceship."
I say Will was interesting because he did several things that impressed me. Most notably, his boisterous, 'Southern Redneck' accent was hysterical and nothing at all like his regular voice which was mellow and subdued. Also, he stated that this was only the 4th or 5th RPG session he had ever participated in. None of his previous games included any form of D&D, so I took a liking to the guy right away (snark!). Furthermore, he felt by creating this neat character, he also created a situation where he didn't interact with the other characters or the adventure very much. Old Hock didn't want to leave his comfort zone and sure as hell thought all this other folks on board were plum crazy. He thought that he may have designed him 'wrong' for the adventure.
I told he that if he was having fun, it wasn't wrong. We make the characters we want to play because before we sit down (especially at RECESS) we really don't know what kind of adventure it's going to be exactly. On the other hand, if you think it would be more fun to get more involved, find a way.
He honestly thanked me, we talked a bit more and I must say, it was a great experience to feel like I helped a new gamer find their gaming zen as it were. He eventually opted to join in by helping get a Shuttlepod over to this alien object we found floating in space. The object absorbed energy from starships but Old Hock had, in the ship's docking bay, an old solar sail shuttle that might be able to get around the issue. He also had some ideas, modified by the all knowing Science Officer, on how to vent oxygen to move the shuttle with resorting to powering up the systems. We imagined his shuttle was held together by duct tape and baling wire. It had a gun rack and an old confederate flag draped over one of the bunks in the back. It was referred to a few times as 'The General Lee'.
Almost forgot, Old Hock was also The Prodigy. What Geordi LaForge has for sight, Old Hock has for hearing. Large headphone like domes with TV antennae sticking out cover his ears enabling him to hear everything from a tiny pin drop to the subspace wake creating by an enemy starship hiding behind the fourth moon.
The Engineer was Shayara 'Zero-Gee' Jones, a firecraker of a young woman played by a firecracker of a dude named Floyd. No one asks why they call her 'Zero-Gee' and she ain't telling. Lots of great Technobabble from Tech Sgt. Jones, who was so in tune with her ship she could feel a power coupling loosen on 'A' Deck while walking through the cargo hold on 'U' Deck. There appeared to be a bit of a rivalry between the Engineer and the Science Officer to see who was smarter and more knowledgeable about NSEA technology and Sci-Fi physics.
Finally, where would Galaxy Quest be without the Glorified Extra, Security Chief Harkin. Yes, he got a name! Actually he did so well, the other players voted him Ensign Harkin by sessions end! With one hit point but jacked up combat skills, this brave and stalwart Crewman (played by a nice guy named Hans) saved the Vindicator with a well timed barrage of Pulse Missiles launched into a time travel slingshot effect that enabled the Daring to save her sister ship and then arrive to warn the Vindicator before it got into trouble in the first place.
Ridiculous you say? What part of 'Sci-Fi-Space-Opera-TV-Show' did you not understand?
In the end, the bizarre space artifact, named 'The Black Spot' by our Science Officer (even though it is not actually black. Nor a spot), turned out to be a manned satellite/space station of an alien species who were merely studying the region of space where the satellite had been placed. With the help of the Doctor, Ensign Harkin made first contact with the sexy, female alien captain before the Commander moved in and presumably made second, third and perhaps even fourths contact with her.
Great game, many, many laughs and a wonderful group of guys. I may run this again next RECESS, although I am not sure as there are a number of other things I want to try. We shall see.
***
A lot of inspiration on a good number of topics lately so, more to come.
If you're not hanging out with the cool kids on Google +, come round, take a load off and I'll put on a pot of coffee so we can talk.
AD
Barking Alien











