Face ‘Splosion on a Sword’s Edge

The last posts included campaign scenarios with Swords Edge in an alternative history and then a straight fantasy setting. This time, let’s look at something closer to science fiction.

This is being cross-posted as an update to the Sword’s Edge Kickstarter, running until 20 April 2017.

Ive been sharing some of the genres in which Ive used Swords Edge, and these are generally outside, or at least different, from those provided in the text. This time, its kind of sci-fi, but really its a computer game adaptation.

One of the adventures Ive written for Swords Edge is a science fiction actioner. Ive been a fan of Borderlands for quite some time, as you may have noticed if you’ve read this blog for any length of time. I had developed a simple system to replicate the shoot em up style of play, but it didnt really work as I wanted. Swords Edge is one way of doing it, so here are some of the narrative characters I created to mess up PCs in Face Splosion.

Assault Bots (Average minion) 12
Concept: Killer-Bot, +2

The Assault Bots are the cannon-fodder, sent in to get blown up real good by the PCs. Theyre minions, so one shot is one kill, but at Average, they arent complete push-overs.

At another point, the PCs will need to crack a secure program, and instead of just having intrusion countermeasures electronic, the system has an actual AI providing the security.

AI (Good regular) 17
Concept: Digital Ninja, +2
Phy -2; Cha 0; Cun +2

At one point, the PCs face up to the underboss, a kind of boss fight but not the big boss. This is Helmut, the brain of the big bads bodyguard put into a robots body. Hes definitely tuned up to ruin someones day.

Helmut (Good Hero) 17
Concept: Cyborg Warbot, +4
Phy +4; Cha +2; Cun +0
Heavy Armour (Phy) +4, Rocket Launchers (Phy) +2

So those are three of the characters that the PCs on Anesidora will run into in my own little version of Borderlands.

You can find the Sword’s Edge Kickstarter here.

You can find out more about Sword’s Edge here.

You can read about my obsession with Borderlands here.

My attempts are Borderlands RPGs are referenced here.

Cutter’s Headspace

Inspired by our character creation sensation for Todd’s Headspace game, here’s a little Headspace fiction. The names are changed, as is the precise situation:

In my head canon, Cutter is played by Ha Ji-Won

She sat there, staring at the drink, knowing it wouldn’t help but lacking any other alternative. She had died. No, not her, Stocker. The boss. He had died. But she had been in his head, she had witnessed it. More, she had endured it. She had shared his mind as Stocker died. That was after Whistler disappeared into the grid. Mills might have still been alive, she didn’t know. If not dead, Mills had lost her implant, had lost her link.

Dead by any other name.

In there, in the head that held remnants of her teammates, still dwelt the ones who lived. Their doubts added to her own. Their grief piled on top of hers. Even when she slept, their nightmares intruded.

She had plenty of her own.

Was their some change in the pressure in the room, some palpable tension that rippled along its surface? As much as she tried to turn it off, she had become attuned to emotions, maybe even to thoughts. It was as if someone had opened a sepulchre and the stench of the dead wafted out.

“Hello Cutter”

Her hand almost went to her pistol. He kept it still and on the bar. She turned her head to meet Ashton’s eyes. She didn’t know if he had a uniform of charcoal suit, white shirt, and red tie, but she had never seen him in anything else. The two brutes flanking him, just a step behind, should have had a corporate brand on their forehead.

She offered him the most insincere smile she could muster. “What’s Hayashi-Senko doing sending it’s best and brightest into this dive?”

Todd runs Broken Ruler Games.

Headspace is published by Green Hat Designs.

You can find Headspace at Drive Thru RPG.

Designated Marksman for Starship Commandos

Starship Commandos should be out soon. It is in the final stages of layout right now. It’s going to be 6X9 or digest size. Right now, we’re looking at 47 pages, which means it may be possible to put out a very thin book. I have to look at the cost per copy to see what the price might be, but the PDF will be out first.

image by algol

To give you an idea, here’s the character that’s presented in the book. It’s different than what has been presented before because the game uses the mechanics from Riggers. The way Riggers runs is pretty much perfect for Starship Commandos.

So here is Sgt. Sara Cooper, the designated marksman for the 121 Marine Special Armour and Tactics squad.

Sgt. Cara Cooper, Designated Marksman

Concept
Scout d8

Traits
Physical d10; Mental d12; Social d20

Training
Stealth d8, Awareness d10, Marksmanship d10, Athletics d12, Survival d12, Tracking d12

Harness
J25S Long-Range Reconnaissance
Stealth d6; Long-Range Sensors d8; Indirect Fire Support d10

Flaws
Disconnected, Unconventional

Pivot
Never the Innocent (Cooper will not target non-combatants, Ever)

Heinlein Meets Cameron

Right now, a second proof copy is winging . . . rolling? . . . posting its way to me and I’m in a holding phase until all is settled. I don’t feel it’s wise to move forward on other projects publically until I have fully delivered Nefertiti Overdrive. For those who don’t know, I technically delivered Nefertiti Overdrive‘s PDF on time, but things are not looking good for the print copies. And I can’t market Nefertiti Overdrive to the wider world until the backers have their chance to get their product, so probably November.

Until then, I am in a holding pattern, but I can tell you what is coming next.

Starship Commandos.

Armor by Odobenus

This game has been around for a year and a half, maybe longer, but while I was working on getting Nefertiti Overdrive out, I didn’t have a chance to do anything with it. Right now, I’m cleaning it up and preparing it, hoping that it will get the chance to get out into the wild.

Starship Commandos is about the MARSAT – Marines Special Armour and Tactics – a special purpose squad within the Colonial Marine’s MEU – Marine Expeditionary Unit. The conceit is that human colonization has identified life on other planets, just not sentient life.

Until now.

The idea would be to publish an 8,000 to 10,000 word rulebook and then the introductory adventure which sets up the opposition in the game I ran.

How is this coming out? I don’t know yet. Do I want to try to Kickstart a 20 page PDF? I might be able to get some real art, but then again, the Kickstarter itself is a whole separate project from the creation of the work, and sometimes takes more effort – since it hits on talents I don’t have.

I’ve mentioned before about Patreon, and that is something I am strongly considering.

Or do I just say “fuck it” and release it with some stock art, a very basic cover, and see how many I can sell for $2.99 USD?

We shall see. But likely not until November.

You can find out more about Starship Commandos here.

RPGaDAY2015 Day 18: Favourite SF RPG

#RPGaDAY2015 is the brainchild of game designer Dave Chapman. Basically, each day in August there is a question about RPGs. This is day 18.

Favourite SF RPG: Is almost impossible for me. I have very rarely played SF RPGs. I guess the most recent one was an SG-1 game when I was living in Halifax back in 2004. Supers is its own category, so I am really and truly stuck.

Can I say Fate Accelerated because we had a great Firefly game using those rules?

Can I say Old School Hack because Kirin Robinson – its creator – ran a kind of Star Frontiers hack using that at Gen Con in 2013?

Can I say the unnamed game I cooked up in university for our long running space opera campaign?

You’re going to have to accept one of those. I don’t have that much experience.

Gen Con – Train in Vain

As you may have heard, I’m running a couple of games with a system I was calling Fancy Pants but now has two names – F#ck You Up and Face ‘Splosion. Yesterday I told you about F#ck You Up: Gangwar. Today, let’s looks at Face ‘Splosion.

I’ll be running Face ‘Splosion: Train in Vain Thursday evening. It sees the characters arrive on the planet Anesidora in an attempt to get the secret location of a vault filled with alien artifacts known as the Pithos out of a mole within Cronus a mega-corporation with both mining and manufacturing interests. Anesidora was once a mining colony but has since been mostly abandoned. Mostly.

Just in case it’s not clear enough, this is a riff on the concept behind the Borderlands video games.

The characters for Train in Vain are:

The Assassin (picture Zer0)
Elements: 2d6/1d10 – Alertness; Stealth
Tools: 2d8/1d12
Plasma Blade; Hologram Projector
Traits: 2d4/1d8 – Physical; Social

The Deathbot (picture Gaige’s Deathtrap)
Elements: 2d4/1d8 – Electronic Brain; Hover Drive
Tools: 2d6/1d12 – Plasma Claws; Laser Eye Beams
Traits: 2d6/1d10 – Physical; Mental

The Gunslinger (picture Nisha)
Elements: 2d4/1d8 – Fast; Cunning
Tools: 2d8/1d12 – Big Bore Pistols Akimbo; Attitude
Traits: 2d6/1d10 – Physical; Social

The Leader (picture Maya)
Elements: 2d6/1d10 – Presence; Mythic Entity
Tools: 2d4/1d8 – Communications; SMG
Traits: 2d8/1d12 – Mental; Social

The Mad Scientist (picture Gaige)
Elements: 2d8/1d12 – Science!; Make things go BOOM!
Tools: 2d6/1d10 – Electro-static Plasma Atomizer; Sonic Screwdriver
Traits: 2d4/1d8 – Mental; Social

The Scout (picture Mordecai)
Elements: 2d8/1d12 – Awareness; Survival
Tools: 2d4/1d8 – Bioform ISR/Strike Asset (hawk); Big Ass Rifle
Traits: 2d6/1d10 – Physical; Mental

You can find my Gen Con calendar here.

Read more about Fancy Pants here.

Fallout Noir

Those of you who have been around here a while are aware I’m a big fan of the computer games Fallout 3 and Fallout: New Vegas. Fallout 4 has been announced, and already it is providing inspiration. How is that possible, you might ask, given that we know next to nothing about the story? It’s the imagery that has piqued my interest.

One of the initial pics from Fallout 4 had me thinking of F:NV. F:NV is a mix of the post-apocalyptic and western genres. This image made me think that Fallout 4 would also mix genres, specifically post-apocalyptic and noir. Given that I’ve published a sword & sorcery noir, you can imagine how this might have grabbed my interest. So what about post-apocalyptic noir?

The one aspect of noir that I think is important is an urban setting. Post-apocalyptic adventures don’t really need urban centres. In fact, most work without them. Fallout, though, has regular urban areas of different sizes, from towns to cities. These are represented in the computer game by groups of buildings and characters of varying sizes, but all much smaller than the populace they are to denote. New Vegas is actually a pretty small geographic area, but one can imagine that it indicates one of the larger urban areas in shattered North America. Rivet City in Fallout 3 is the same.

With examples like those, and the urban density the image seems to suggest, it is easy to imagine cities with governments and rudimentary law enforcement in this setting. Most of the plots and macguffins of hardboiled detective fiction could be ported into such a world as easy as they could a sword & sorcery one.

You could easily take your standard travelling group of troubleshooters that are regularly getting into messes as they move between points of light in the wasteland and bolt that onto hardboiled plots. Imagine something like Raymond Chandler’s the High Window, in which the characters are hired to find a treasure their employer believes was stolen by an estranged daughter-in-law. This could totally work, and work well, in New Vegas or Rivet City. Instead of a rare coin, it could be a piece of technology – though this would make a couple of the twists in the story a little bit difficult.

There’s also something like the Dashiell Hammett novel the Thin Man, in which Nick and Nora Charles investigate a dead body and get involved in a pretty messed up family. The key points of the mystery and the family would work just as well in a post-apocalyptic setting.

Just take a look at that picture and try to figure out the story behind it. I’m pretty sure it includes corrupt officials, femme fatales/homme horribles, criminals, and snappy dialogue.

You can find out more about the Fallout series here.

You can find Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery at Amazon and DriveThru RPG.

You can find out more about the High Window here.

You can find out more about the Thin Man here.

Edge of Inspiration: Armoured Up

There’s a lot of really cool stuff happening in Edge of Tomorrow, but the thing that caught my eye first was the power armour. It seemed very low-tech, like some of the rigs that have been proposed and even tested. Given that my game Starship Commandos also uses power armour, I think it’s evident I dig the idea.

But how do you use power armour in your game. What does it do?

It really depends on the system you are using. It might not even be noticeable, just another power/talent/feat that gives some advantages but doesn’t super-power the PC. In other games, it might amp up the character so much, she is far more powerful than characters without it.

For Starship Commandos it provided a series of benefits, and if one of these benefits applied to the situation at hand, the character gained a bonus die (best two dice added together against a target number). Without power armour, the characters weren’t defenceless, but they came to rely on their “harnesses” a lot, so when they lost access to those benefits – say, when someone triggered an EMP – they felt exceptionally vulnerable.

MJOLNIR Powered Assault Armor from Halo Nation

For a game like D&D, powered armour could basically be highly enchanted magical armour – giving AC bonuses as well as stat bonuses and perhaps some other benefits. In Marvel Heroic Roleplaying, power armour – like Iron Man’s – is simply the narrative framework for powers and does not necessarily make the character better or worse than any other character.

And, honestly, it’s not the mechanical benefits of power armour that intrigues me – it’s the aesthetics of it. Power armour just looks cool, whether it’s the armour from Edge of Tomorrow or something more like the suits in Halo.

You can read more about Edge of Tomorrow at Wikipedia and IMDB.

You find more Edge of Inspiration articles here.

You can find out more about Marvel Heroic Roleplaying here.

You can find out more about Starship Commandos here.

Edge of Inspiration: Purposeful

Once again, let’s look at Edge of Tomorrow as inspiration for your game. I’m having a lot of fun doing this, so I think I might continue on with other movies. Suggestions are always welcome.

Okay, so you have time travel in your game similar to the involuntary time travel from Edge of Tomorrow – why is that? I’m not asking why it exists in the game world, I’m asking what purpose does it serve in your game. There were likely many design reasons for time travel in the movie, but the narrative purpose was to allow Cage to go from a coward to a hero through intense training over a long period of time. It was a training montage, but actually lasting one day . . . one day that occurred over and over again.

You can use this conceit as well. As discussed in earlier articles, this might be to train up characters or to change their intent or outlook. They might live the same event over and over again, unwilling to make the sacrifices necessary to reach the preferred outcome, until they find a solution with which they are happy. This might be teaching them skills, or forcing them to examine their own motivations – which also happened in the movie. Cage didn’t just learn to become a warrior, he accepted self-sacrifice as necessary. He became willing to give it all to save the human race, something he had not accepted at the outset of the movie, in contrast to even the worst of the soldiers which appeared as supporting characters.

How else might you use involuntary time travel in a game? This might not be Groundhog Day, rather you might have the involuntary time travel move the character’s back or forward a set amount of time each time a character dies. It could be moving them back to the ultimate cause of the event that set the time travel in motion – maybe they all died during an epic confrontation with the being or power that initiated the jumps.

The time travel could also send them forward, jumping past events or situations on a road to a final confrontation. They might already be ready for the confrontation skill- and attitude-wise, but must leap over otherwise insurmountable barriers. Imagine your group faces a Balrog with no Gandalf in sight.

“Who’s turn is it?” asks Aragorn.

“Mine, I guess,” says Merry, reluctantly.

And Boromir cleaves off Merry’s head. BOOM. It’s a day later and they are in Lorien. Or, the fight the Balrog and someone dies. BOOM. Lorien.

In this case, it might almost be better as a total party kill triggers the jump. You might even go kind of videogame on this – if a character dies, there will be a jump, but the remaining characters need to complete the scene to trigger the jump. In the fight with the Balrog, even after Merry goes down in the fight, the fight continues until either everyone is dead OR the Balrog is overcome and this triggers the jump with dead characters brought back to life.

A kind of off-the-wall version of this would be fighting some kind of chronologically powered enemy and characters encounter periods of nul-time – time does not pass. The PCs, outside of time, are unaffected, but they cannot make progress – they are traversing time rather than geography to reach the opponent – and they must restart the movement of time by sacrificing one of their own. An interesting twist on this is having that PC permanently gone. A new PC needs to be created. You would need a lot of buy-in for that, and I think it works as a one-shot but nothing more.

I think time travel works best as it is used in the movie – as a method to allow characters to advance or otherwise learn and grow while experimenting with solutions to an apparently insolvable problem. This is much more a one-shot or single adventure rather than a campaign. I think this could wear thin relatively quickly.

You can read more about Edge of Tomorrow at Wikipedia and IMDB.

You can read my review of Edge of Tomorrow here.

You find more Edge of Inspiration articles here.

 

Edge of Inspiration: On Time

Last time, I looked at the character arc of Edge of Tomorrow and it could apply to your game. What about the rest of it? What about the time travel?

Just to mention: I’m writing a few articles on Edge of Tomorrow not because I think it is a superlative movie (I think it’s a good sci-fi actioner, but it’s not ground-breaking or extraordinary). I’m writing about inspiration and Edge of Tomorrow because it is a movie I’ve seen recently. I can take a fair amount of inspiration out of almost any movie, novel, or comic, and this is just today’s example.

The time travel in Edge of Tomorrow is interesting because it isn’t voluntary. Much like Groundhog Day (the most common comparison), at a certain point time resets back to another point. In Edge of Tomorrow, it’s the main character’s death.

This is difficult to port into an RPG unless it is one-on-one gaming, or you are using a system with multiple inputs for the same character. My experience and knowledge is with games which have multiple players playing multiple protagonists, and this presents one specific problem for this scenario – is it the death of one, some, or all of the PCs that trigger the reset?

Looking at this, I would decide first whether this is one character’s arc with the others supporting that arc or is this a story arc, one that encompasses the whole group?

Having a single character as the lead with others providing support does not need to relegate the other PCs to secondary status in an RPG. It generally does in a movie, but we aren’t shooting a movie. While the other PCs might not be changing, they can be more active than the PC who is. The main character might be indecisive, hesitant, ignorant, or have any number of personality traits that could make the other PCs indispensable and more active. Each character could have a role to play, a task they must complete within their niche that helps the main character advance or change. These tasks could each require the assistance of the other PCs to move forward. Everyone can be involved even though they are moving through a single character’s arc.

If it is a single character that is important, it is that character’s death which triggers the reset. This creates an interesting conundrum – do all the PCs retain knowledge of what occurred before the reset or are they like Vrataski, who doesn’t retain memories but is aware of the system and so ready to immediately side with the main character following the reset. Either can honestly work and be fun.

If it is a group story, I would argue it is best that the death of any of the PCs triggers the reset. This means the player with the dead PC is re-engaged immediately and it doesn’t split up the group. This also follows the logic of the movie: the Omega alien is said to trigger a reset whenever any of multiple Alpha aliens are killed, and this would map to how it could be done in a group dynamic.

I think the conundrum of death triggering the reset is one of the easier problems to address in adapting concepts from Edge of Tomorrow to an RPG. A tougher one, for me, is why does a death trigger the reset. What is the purpose of time travel in the game? Let’s talk about that next.

You can read more about Edge of Tomorrow at Wikipedia and IMDB.

You can read my review of Edge of Tomorrow here.

You find more Edge of Inspiration articles here.