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Showing posts with label whining. Show all posts
Showing posts with label whining. Show all posts

Thursday, January 12, 2023

New Year, Who Dis?

 It's been almost a year since I last posted in this blog. Does it have any point anymore? Should I just set it aside and let it die? I don't know. Maybe I'll figure out an answer by typing words in this box.

It's not like I've been doing a lot of gaming. I played in a Call of Cthulhu campaign which was a run through the classic Masks of Nyarlathotep adventure/campaign. That was fun, with many gasoline explosions, dynamite explosions, 'splosions, 'splosions, 'splosions. Soon, I'll be playing in a Chronicles of Darkness game, as a high school history teacher who has a yearning for adventure and a burning desire to prove to herself that the paranormal exists. I have a couple of games I want to run in various states of preparation, but lacking a group or venue to play them with or in. I keep considering getting and learning Foundry VTT for GURPS, but that is both a fair amount of money and a serious commitment of time; not even to mention that I have other games than GURPS I'd like to run as well. Perhaps I'll just give up on the idea of using maps and automated tools over the internet and play on Discord, or maybe vanilla Roll20. We had plenty of technical problems getting just the Roll20 videoconferencing feature to work reliably, though.

Now there's the whole OGL 1.1 kerfluffle going on. In the end, I think it's probably for the best that people are giving up on it. Now, we can openly speak of Mind Flayers and Umber Hulks again, no longer constrained by the terms of a peace treaty that WotC offered to settle the T$R/They Sue Regularly wars of the '90s. It seems that they want to return to those days, which they should already know they are doomed to lose. You can't copyright procedures or rules. And good luck telling computer game publishers that you're trademarking "hit points" or "levels". Those ships have long sailed into the public domain. People not even involved with WotC have gotten nervous, but there's no way to revoke a contract that you aren't any party to, so WotC has no say in what happens with other companies that chose to use the same or similar language in their own contracts. Cepheus Engine remains safe, as far as I understand it (though I am not, myself, a lawyer). Still, people should probably switch to a better Open License, like CC BY 4.0.

I've spent time watching anime this past year. Such a fount of creativity, much more so than the really constrained and conventional shows on regular or even streaming TV of the US and UK and related regions. My top five of the last year were Bibliophile PrincessSPY×FAMILYMobile Suit Gundam: The Witch from Mercury, SHADOWS HOUSE (second season), and MADE IN ABYSS: The Golden City of the Scorching Sun. MADE IN ABYSS, particularly, is quite amazing fantasy that I can't recommend highly enough, and the anime so far consists of a first season, a movie that serves as a connection between the first and second seasons, and of course the second season, subtitled "The Golden City of the Scorching Sun". There is also a manga, which is the source material. I'd also recommend Requiem of the Rose King, which is loosely adapted from Shakespeare's Richard III with much added queer romance, and Urusei Yatsura, a remake of the '80s sitcom that gave rise to Teenagers from Outer Space and so served as a brilliant launch pad for Mike Pondsmith's career (not to mention, the creator, Rumiko Takahashi, has a tendency to create series after series that would each constitute the highlight of an entire career for anyone else). Speaking of Mike Pondsmith, Cyberpunk: Edgerunners is also a great bit of anime from the last year. Includes one of my favorite voice actors, Aoi Yuki, if you watch the Japanese dialogue version.

This season of anime has a lot of interest for me, so much that, for the first time in years, I'm probably not going to be able to watch every series that caught my eye. Aoi Yuki has a role in Spy Classroom, which has resemblances to Princess Principal and perhaps Assassination Classroom, the Urusei Yatsura remake is ongoing, The Magical Revolution of the Reincarnated Princess and the Genius Young Lady had a remarkable opening episode, In/Spectre is finally getting its second season, Chillin' in My 30s After Getting Fired from the Demon King's Army was recommended to me by someone who knew I liked Banished from the Hero's Party, I Decided to Live a Quiet Life in the Countryside (please do not fault me for these unwieldy, overdescriptive titles, they are currently fashionable in Japanese fiction) so I'm giving that a go, NieR:Automata Ver1.1a sounds interesting, and there are no less than three new fantasy series that caught my attention, Giant Beasts of Ars, Kaina of the Great Snow Sea, and The Fire Hunter.

I should probably add that anime isn't a perfect dreamland of endless creativity. There is plenty of convention there and potboiler series are not exactly uncommon. I can't bring myself to watch hardly any series that is billed as "isekai" at this point (some exceptions include InuYasha, The Executioner and Her Way of LifeThe Saga of Tanya the Evil, The Vision of Escaflowne, and Ascendance of a Bookworm), anything described as shōnen causes me to reevaluate any interest I might have had, and even my beloved mahō shōjo stories have sort of bogged down into endless repeats of Pretty Cure (with some notable exceptions—the latter being much better than you might expect) or start off strong and then collapse. This season, outside of Pretty Cure (Delicious Party♡Pretty Cure is coming to an end and Hirogaru Sky! Pretty Cure is getting ready to start), there isn't even a single magical girl series, unless you really stretch the definition. At least there is a second season of Tokyo Mew Mew New to look forward to next season.

Back to gaming, I find myself with a renewed interest in Fading Suns, and both Barbarians of Lemuria and Majus are on my shortlist of games I'd run. I'd really like to run a GURPS Voodoo: The Shadow War game, though rather than train a new group to that system I'd rather run Majus. If I were to run GURPS at this point, it would either have to be players who already know the game or else start off with a run-through of Caravan to Ein Arris as a means of teaching the game, starting with a stripped-down set of rules and adding more options as the journey across the desert continues. I still need to go through that adventure and adjust the characters, as it was converted at an early stage when 4E was still operating under the assumptions that governed 3E. As a result, the characters are extremely over-skilled for their descriptions, with mere bandits (to pick one example) wielding weapons at a level of skill more suited to highly-trained commandos. It's like running across 8th level fighters—level title: "Superhero"—everywhere.

That last reminds me, too, of the old City-State of the Invincible Overlord. I've been thinking about that product a fair amount. The idea of "city as dungeon crawl" is one that holds a lot of sway in my head. However, both because that product's copyright is currently owned by a less-than-savory person and because it was always operating under some odd assumptions as to the demographic makeup of its setting, I would rather create my own version, one where there are perhaps fewer shopkeepers who qualify to run their own domain and attract a body of troops, even where not every noble is given a class and level. It would also give me a chance to refine some of the mechanics (I'm not fond of rolling for one type of encounter in the even turns and another type in the odd turns, for example, maybe use a d12 instead of a d6, with type I, general city, encounters on a 1 and type II, local neighborhood/street, encounters on a 2 each turn). I am still interested in the "crapsack city" feel of the CSIO, too, which is not something I am seeing in other city products I've seen under development lately. Maybe I should write an entire post on the "city as dungeon crawl" idea sometime.

Well, I don't think I've come to any conclusions about the future of this blog now, but I do seem to have come to an end of things to talk about at the moment. Maybe I'll write more before another year has passed.

Sunday, March 27, 2016

More Thoughts On Megatraveller And Such

The late John Berkey did some
cool spaceships
Yeah, I've been quiet here for a bit. Still dealing with some personal issues, but at least I've had some time to think about gaming again. Time to post something, so that you all can remember that I'm here!

I really love talking with the guys over at the G+ Classic Traveller group. They've given me a lot of things to think about in regard to the game, and pointed out places where later Traveller has changed things. For instance, it's clear that in the original release of the game, known as "LBB77" because it was released in 1977 (as opposed to "LBB81" for the revised version in 1981 and "TTB" for the slight revision from that which was The Traveller Book), there was much more emphasis on the sandbox elements and less on any interstellar imperiums or whatever (though the latter was still understood to be present in the background). Examples that affect this included the randomly-placed "Jump routes" or "spacelanes" of LBB77 that became instead the Referee-placed "communications routes" of LBB81/TTB. Interestingly, the communications routes, despite requiring more thought and effort from the Referee, have less impact on the game because the Jump routes determine where a traveller can get regular passage or a crew can buy pre-made navigation tapes. This limits the locations that the player-characters can travel to until they can improve their situation (either by getting the Generate program to make their own navigation tapes or somehow convincing a non-player ship to transport them outside of the normal shipping lanes, probably for a higher fee). The communications routes don't have the same impact on the game at the table, though extra rules found in, for example, The Traveller Adventure and other sources can allow the communications routes to have some effect.

MegaTraveller also made an assumption early on that greatly affected the way that game plays relative to the original version. That assumption was that a character attempting to do something would have a fairly high skill rating, such that the supposed typical character would be gaining a +4 DM from skill and attribute bonuses. That doesn't track with the original game, in which any level of skill above zero meant that the character had professional-level training in that area. That could probably be remedied by dropping all task difficulties 4 points, so that a Routine task is 3+, a Difficult one 7+, and so on (it would then be appropriate to add a difficulty level of Staggering between Formidable and Impossible, as Marc Miller's Traveller did). That could also mean that an average attribute of 7 could be re-centered on 0 instead of +1. Lacking a skill entirely would still increase the difficulty one level. In such a case, a Simple task would succeed without a roll (or perhaps require a roll if the total of all DMs is -4 or more, trying to get a total of -1 or higher), but could be increased to Routine or higher difficulty as usual for lack of skill or whatever. This change would also allow the character creation system to be scaled back to the original game's parameters, so that no "Special Duty" roll would exist to give even more skills.

On that topic, one of the benefits of being a Scout in the original game was the high incidence of Jack of all Trades skill. While that skill is more clearly defined in MegaTraveller (and allows higher levels of the skill to have meaning), I think that it should be returned to its original place of value, perhaps by adding (in addition to the "free retries" ability) the ability to offset the penalty for lacking skill. Probably give a +1 to unskilled use (only) for every 2 full points of Jack of all Trades skill, to a maximum of +4 (requiring skill-8, so pretty unlikely anyway). Again, that bonus would be in addition to the normal MegaTraveller benefit of being allowed one free retry of a failed task per Jack of all Trades skill level (taking the normal amount of time).

Another area to consider is space combat. The system in MegaTraveller is, simply, horrible. It's a kludge of the Book 5: High Guard system (originally intended for large ship actions) mixed with elements designed to make it more useful for small ships, and it was not developed well enough for actual use. That is to say, it can be used, but seems ultimately unsatisfying for either small or large actions. In the end, I think that I'd like to draw it back and make it more like the Book 2: Starships system or Mayday, or perhaps the range band system in Starter Traveller (or project it ahead somewhat and make it more like Battle Rider, which has always seemed to me like the nearly-ideal set of Traveller starship combat rules).

Which brings up some issues of design. MegaTraveller draws on the expanded weapon types available in High Guard. I'd like to drop at least some of those, such as meson weapons and associated technology. It might also be useful to include a weapon design system, such as that found in Traveller: The New Era (TNE) or Marc Miller's Traveller (T4). This is especially true for missiles, which could do with taking some ideas from Special Supplement 3: Missiles in Traveller. The design system in MegaTraveller moves away from the LBB/TTB in a significant way, though, by falling clearly on the other side of the so-called "small ship Traveller/big ship Traveller" line. When players are tooling around in 2700m³ ships, but the military have 270,000m³ light cruisers, there is an overwhelming power differential that deeply affects the feel of the game. This also doesn't match the historical eras which the game tries to emulate. The age of sail saw merchant ships that were no smaller than their military counterparts, while WW1/2 era tramp steamers were roughly the same size as military cruisers. For example, the OCEAN class steamer was about 10,000 tons displacement, while the Pennsylvania-class cruiser of the pre-war era was around 15,000 tons fully loaded and the Cincinnati-class cruiser was less than 3500 tons! To be fair, the latter were slated to be reclassified as Patrol Gunboats if they hadn't been decommissioned. I'm still not sure how to address that issue. Whatever happens, though, it will mean some significant changes to the design system. It also means that I will have to consider how to handle ship benefits from character creation, plus mortgages and other financial tools related to running the tramp merchant game. GURPS Traveller: Far Trader would certainly be of help there.

Now for the more morose thoughts in this regard. I've been considering ways to write all this up, including the setting I have worked out, and sell it, but the specific details of Traveller's current licensing scheme seem to preclude it. Weird restrictions in the Mongoose OGL (you can't include the method to roll up characteristics, for example, which would prevent me from presenting the "genetic dice" necessary for the dynastic game that I eventually want to write up) and behavior that seems from my perspective to be somewhat erratic on the part of the original designer (I've heard that people have been billed for asking him questions - which rumor I can't check because I couldn't afford any such potential billing to find out if it's true or not!) combine to make it a minefield I'd rather not navigate, at least not alone. Another option would be to present the setting I have in mind through another system, but all of the other systems that seem even remotely suitable to my preferences are based on D&D, with character classes and such. Stars Without Number, White Star, Starships & Spacemen (either edition), and so on all seem to rely on elements that don't suit my setting and the aesthetic preferences related to it. I've been thinking that it might be time to dust off my old idea of retooling Flashing Blades for science fiction adventure. That might even be historically appropriate, since Flashing Blades drew pretty heavily on En Garde, GDW's first RPG. One possible problem with this idea is that Flashing Blades's system is more suited to swashbuckling action/adventure than the more gritty tone that infuses most of Traveller's various incarnations. If that becomes too much of a problem for me, I could always build it using one of the open-rule versions of the d% system found in RuneQuest, I suppose.

But I really wish that I could just use a properly-developed MegaTraveller as my basis.

Saturday, May 30, 2015

Ruminating On Gaming Projects

Because the best thing to do when stuff needs
to be done is something else.
Sometimes, you have to sit back and take stock. I've been letting myself run wild and take on a number of gaming projects. I'm not sure if I should continue with all of them, what priority I should put on them, and so on, so it is time to think about that. I'm doing it here because it might help someone else see how another person organizes his thoughts, because someone might mention something that casts this all in a whole new light, and because doing things publicly helps force me to discipline my thinking a little.

First, let me just catalog the projects I have active, or at least semi-active, at this time, not counting actually playing games:
  1. A Top Secret retroclone.
  2. A MegaTraveller retroclone/revision attached to a space operatic setting.
  3. Spectacular Science Stories (aka Rockets & Rayguns).
  4. A Fantasy Wargaming retroclone/update.
  5. A "sixguns & sorcery" setting for GURPS.
  6. Flanaess Sector (for AD&D 1E).
  7. Updating GURPS Voodoo: The Shadow War for GURPS 4E.
  8. Codifying my version of the Trait System.
  9. GURPS Greyhawk.
  10. A magic system for Flashing Blades.
  11. A mashup of Traveller and Flashing Blades.
  12. My ideal roleplaying/adventure game system (mostly in the notes stage). It should be "semi-generic" in that it is intended to cover a number of genres, but all with the same "tone", for lack of a better term.
That, you might notice, is a lot. Several of these projects are stalled for various reasons that I will get to in a moment. Note that some of these have been projects I've undertaken for nearly the whole four-year existence of this blog. If you've been reading this blog for a while, you might notice a couple of projects have been dropped from the "active/semi-active" list, such as the WRG Ancients-based RPG or a couple of attempts at an AD&D setting. The setting, actually, is also an ongoing project, but I'm not counting it here since it is purely for my own private use. I do intend to post about the current state of it at some point. The WRG Ancients RPG served its purpose and has been put to bed. Some of the ideas that came up in it have been incorporated into other projects.

Here's the thing, though. All of those projects kind of get in each other's way. For instance, I frequently find myself working feverishly at one of them for a while, then stepping away to another one, and when coming back to the first one finding out that I want to tear down some of what I'd already done and rework it. That's not really helpful if I ever want to finish any of these, and I do want to do that.

So, the first thing to do is to figure out what is most hampering each project at this point.

  1. I remain uncertain just what direction to take this: should it be updated to the modern world's War on Terror or should it reflect late-'70s/early-'80s Cold War? Each has its merits, and Merle Rasmussen recently presented an adventure for the original game set in the modern day.
  2. Rewriting the rules is a bigger task than I had envisioned at first. Yeah, that's mere whining and I should just get on with it, but the core of the game, the Task System, is turning out to be difficult enough to get the same sense in new language that I wonder if I really understand it. On top of that, I've been considering if I want to continue this way or approach the idea from another direction. That is, is MegaTraveller really what I want, or is there another, less drastic revision of classic Traveller that would be better?
  3. Writing a D&D-based SF game is more difficult than some might think, unless you're just re-skinning the D&D rules with SF chrome, which I'm not. Plus, White Star kind of did a number on my head for a while, since it explicitly took Swords & Wizardry: White Box and made it SF, which is sort of the remit of Spectacular Science Stories. Still, I'm plugging away at this one pretty solidly.
  4. I keep finding myself torn between the desire to present a more-or-less straight retroclone and the desire to update the game considerably. Reining in the latter tendency is exhausting. On the other hand, there were clearly some mistakes made in the original that need correcting.
  5. I'm having a sort of crisis of faith with GURPS. It was my go-to, indeed nearly only, RPG for a decade. As I have been examining what I like about RPGs, though, it turns out that GURPS fails at many of those things. Trying to make a random character generation system for it was sobering. I remain convinced that such a random character system for it is possible and desirable, but it seems like too much work when not being paid to write it. I still have much affection for GURPS, but I have things to work through in regard to it.
  6. Many of the same issues present with 3. are also problems here.
  7. See 5.
  8. While I still love the Trait System, I'm not sure that it fills my own needs anymore. It's kinda being superceded* by 12.
  9. See 5.
  10. Actually, nothing. I just haven't gotten back to it in a few weeks.
  11. It's a crazy idea. It's actually more just a "hack" of Flashing Blades as a space opera, but since Traveller is definitive for that sort of thing in my head that's how I conceived it. Mostly, I haven't yet really convinced myself that it's a good idea, so I haven't done much work on it.
  12. Work on this will be slow. I'm sort of thinking of it as "Hârnmaster, GURPS, Flashing Blades, PendragonRuneQuest, and classic Traveller have a mutant baby". At this point, I'm just writing down notes when I think of something related to it. I want it to have the detail options of GURPS, the breezy character creation of Flashing Blades, the integrated social systems of that game, the personality approach of Pendragon, and the gritty realism of Hârnmaster, RuneQuest, and Traveller. Or something like that. A lot of it is still very much in flux. This is my very own Heartbreaker. Maybe I should call it MOHb (for "My Own Heartbreaker").
I haven't even touched on the half-baked ideas I've had on which I haven't done any significant work. An adventure game that uses the Car Wars pedestrian combat and character rules (yes, yes, Autoduel Champions, Car Wars Tanks, and the Ob-Racing article) as its basis, probably scaled up 4x, so that 1/4" in Car Wars is a 1" square in the adventure game. An edition of Traveller that hits a spot somewhere between the Classic and Mega- editions (probably as a supplement to the Classic edition, since The Traveller Book is back in print). An entirely new Pulp Solar System setting, with my own versions of ancient Mars and swampy Venus (and the other planets). Returning to the WRG Ancients-based adventure game in a more serious fashion. My own attempt at GURPS Warhammer 40,000.

So, how do I prioritize these? I'm thinking that Spectacular Science Stories is my most important project right now, so that should be what I work on until it is finished, with the only intruding project being MOHb. After that, I'll pick whichever one is the most interesting to me at that moment (probably not Flanaess Sector, though, because that would be just too much SF all in a row) and work on it until I'm finished with that one, and so on. One project at a time might just be the best way to go.

What do you think?

*Some people say that this is an incorrect spelling of "superseded". Those people are wrong.

Friday, May 24, 2013

Nothing To Say

I confess that I've hit something of a dry spell of stuff to write about related to gaming. This is probably because I am not doing any lately. I want to get a solo GURPS Voodoo-based (but with 4E rules) thing going using Mythic Game Master Emulator, but I am balking at the logistics involved. I have a couple of electronic tools that should help, but I am seriously a Luddite when it comes to roleplaying games. If it isn't on paper, I have a hard time using it.

I am thinking about running a MegaTraveller game using my own setting. But I am also still interested in running a D&D-type game (maybe AD&D). I have a bunch of stuff that I've written toward the latter, but it isn't ready for prime time yet. This is something that I should avoid, though. I should just run it, and let the design work be done at the table. (This is me talking myself into it.)

I'm still writing something for the Obscure Games blog fest, or carnival, or whatever it's called. I'm going to write up some of my suggested changes for Fantasy Wargaming, after all. Wait, I have less than a week to go on that? AHHHHHHHHHHHHHH!!!!!!!

Also, I wasted my 200th post on this?