Saturday, 2 August 2008

Rebuilding the Known World

I decided to restart the campaign world, again using a campaign system I found on the Net as a base (of course, by the time I’d finished messing with it, it has ‘evolved’ somewhat). The system is called the Microlite Campaign System. Basically, you design what you need and no more, add to it as you need and as the games are played. Using a hex map, pick a hex and this is the start ( in my case, the town of Kularni). Then, in each of the surrounding hexes, place an encounter of a suitable level to the campaign ( so mine are fairly low-level). I then ran an adventure for Ben C and Joe, to get used to the system and then did some more design work on Kularni (so there were a few NPC’s to meet and places to spend money). I then ran a further adventure (the Ogre Hunt) that Daniel, Ben and John joined in; meanwhile I went back and revised the first adventure, building on some leads they had found. I also (provisionally) located a couple of other places on the map that had been mentioned; these were further away and as of yet I have no idea what lies in between. Map travel is simple; each hex is about 4 hours travel, so two hexes is a normal days travel. Should the PC’s all get horses (or something) I may revise this, but it’ll do for now. Because Ben C and Joe and talked about the first adventure; they all decided to head back there. During that adventure they found a map to another adventure; I now located this on the main map and finalised the design work so that this is now ready to play. Meanwhile, Ben and Joe had expressed an interest to seek out the Tomb of Karian, which is on the Far Isles; so I have now started developing that area. Also, back in Kularni, more work is going on, there is now a more detailed map of the place.
So, the campaign world evolves as the games are played, reacting to meet the needs and wants of the players; rather than the more ‘traditional’ method of creating the world and history, then dumping the players in the middle of it. I do have some idea of how things came to be, but at the moment I’m keeping an open mind.

Introducing Castles & Crusades

Returning to fantasy RPG’s, introducing Castles & Crusades. This almost a remake of the ‘original’ Dungeons and Dragons from back in the 70’s, but with the benefit of 30 yrs + development. Very rules light; a task resolution system that doesn’t involve lists and lists of skills and feats, shortened spell lists and some rationales behind the rules ( wizards can’t wear armour? Well, yes they can wear any they like, but cannot use any class abilities (eg: cast spells) unless they take it off). A lot is left open to the ref to customise; again something that the Great Old Ones amongst us, who grew up with the original, will appreciate. It was also endorsed by the late EGG himself (RIP Gary), who rewrote the entire Castle Greyhawk campaign for it.

Friday, 1 August 2008

Paranoia 02.04.08

Following the fun we had playing Citadels and Munchkin the week before, and also following the chaos that most of the RPG’s I had run began to descend into; I decided to run a session of Paranoia. This was Second Ed. as my copy of the new Mongoose one hadn’t arrived. The players were Ben C, Charlotte H, James H and Richard ? (Matthew ? was on holiday; a pity as I think it would have been right up his street).Paranoia, for those new to it, was the game that turned the basic concept of RPG’ing (teamwork, loyalty, explore and get the treasure etc.) on it’s head. Paranoia is set in an underground complex called Alpha Complex, controlled by a well-meaning but deranged Computer [Serve the Computer. The Computer is your Friend.] The Computer wants you to be happy and so employs teams of Troubleshooters to go out, find trouble, and shoot it. The main object is to survive; usually at the expense of others. Of course, they have the same goal. Imagine a film of 1984 made by the Marx Brothers and you’ll get something of the idea. I pregenned the Troubleshooters so I could arrange a secret mission for each one, gave them a brief overview of what they knew of their world (i.e.: basically nothing) and they started in a red-painted room with a button and a blank panel on the wall.Of course, someone pressed the button and the panel lit up, counting down from 60….59….58….57… A search for doors proved futile so they cowered in the corner of the room. When the counter reached zero a slip of paper slid out of a slot beneath the screen. On it were instructions to report to the Equipment Room. A panel slid open, revealing a corridor. A conveyor belt took them through a series of chemical sprays that first dissolved all their clothing to sludge, then dissolved the sludge to another kind of sludge, then baked it hard with infrared lamps and finally sprayed them with jets of warm water., before depositing them in a room containing some red clearance jumpsuits, reflec armour and laser pistols with red barrels.Richard used an unauthorised colour (blue, way above his security clearance) to write on his PID (Personal Information Document = Character sheet) and was questioned by his Friend, the Computer. Appearing to be deaf, he was restrained whilst the Personal Hygiene Auditory Exploratory Cleaning Module cleaned out his ears. He survived with only a few bubbles down the nose. The briefing screen ordered them to report to the Equipment Room to collect mission equipment; again Richard said he couldn’t hear properly. The PHAECM came into use again but this time….ah well, his head exploded.Shortly after, his replacement clone arrived out of the corridor and, with Ben finally elected Team Leader they set off along another corridor; emerging onto a balcony part way up on the edge of a huge warehouse about five miles across by four miles deep. Some argu…. discussion ensued about what to do next; it was then they discovered they were standing on rail tracks, with a huge cargobot rumbling towards them. They ran off down the tracks; but Charlotte resolutely stood her ground; stating that she liked ‘bots (? – news to me!) The cargobot got to within a few feet, then with a “Warning! Warning! Activate anti-Vermin Removal System”, lasered her into little pieces, then carried on. (Memo: in Paranoia, if something looks like it might carry weapons; it probably does).Further on, the others had reached a platform off the tracks and the ‘bot rumbled past. Charlottes replacement clone arrived by flybot carryall and they all examined the platform. A control panel with a dial, some levers and a large button. Some fiddling around led to the platform rapidly heading downwards at terminal velocity. Pressing the button applied the emergency brakes, resulting in them slamming into the floor of the platform. James tried to climb over the edge of it; when it began to move again he tried to climb back, landed on the control panel and yet again they were heading floorwards at high speed. This time, they got it to stop at the level of the Equipment Room, to be met by Muzz-Y-HED and fined for being late.Whilst being outfitted (all carrying two backpacks each!), Ben asked if could write on the back of his PID as there wasn’t enough room on the front. Not a good idea. He was awarded some Treason Points for questioning the design of the PID which was done by CPU Service Group under Computer Directive B1123/24/678/B.2. Maybe Richard really was deaf, because shortly afterwards, he asked the same question, with the same results. They also got their Mission Briefing: - go to Room A – here and take item from it to Room B.With the jackobot leading the way, they headed off to Room A. The ‘bot tried to take a shortcut through a Blue corridor; obviously they had all learnt by now as they all refused to follow and the ‘bot had to be ordered back. Going the long way, after about 10 miles they reached some food vats ( a long hall; they were on a catwalk with bubbling vats criss-crossed by pipes – a cross between Willie Wonka’s Chocolate Factory and a sewage plant). Realising that the ‘bot could not cross the pipes; Ben ordered it to go back and meet them on the other side. Charlotte did not want to sent the ‘bot away; accusations of being a treasonous Commie ‘bot lover flew, and first Ben, then Richard shot her; she fell into the food vat, where she quickly dissolved, (quite amusing as Charlotte had made this up; it wasn’t in her pre-generated character).Eventually getting across a slippery pipe to a balcony on the other side, they found a Cruncheetyme Algae Chip Dispenser and got some food ( the kids broke here to get some food and a drink; they ALL came back with ready salted crisps – a Red packet, cleared for their security level, and Mars bars, again red and black. Surely they didn’t think that their Friend the Computer would penalise them for eating Salt ‘n’ Vinegar (Green) or Cheese ‘n’ Onion (Blue))? Charlotte’s new clone met them and eventually they arrived at Room A, along with the jackobot.. They found that the object was a large metal thing that practically filled the room. Despairing at this, Richard appeared to express a deathwish, The Computer showed concern that Richard was unhappy and suggested he took a Happiness Pill. This put a slight smile on his face. Ben took two of them and got such a beaming grin that his head cracked in two. His new clone arrived by elevator shortly afterwards.Charlottes and Richard were sent to find Room B; they found it on the level below, directly below Room A. Charlotte had some fun trying to get the lift to work to get back; at one point she was heading upwards at escape velocity; then downwards, then sideways etc. Finally she pressed the button for Level 42 and got back to Room A. There was discussion going on about cutting through the floor when the game was called due to time.Thus ended the game. It was great fun and produced a lot of laughs. Paranoia is true free-form improvisational theatre; other that the basic mission and the starting room and corridor, everything else was improvised and extrapolated from what was being said and done at the time. Also, at one point, the game of Power Grid on the next table was disrupted by Matt laughing at what was going on.Yesterday, my copy of the new Mongoose printing arrived. Still reading it, but it has been totally revised to bring it up to date with the 21st Century. Alpha Complex is now an economy and you can even sell stuff on C-Bay! The game system has been overhauled and streamlined and looks good. I’ll be running some games in the summer. Ben loved it and said it was the best RPG session he’d played..

Long absence

Hmm..has been quite a while since I posted anything. There hasn't been a lot of RPG'ing going on recently at the club or at home.

Around Oct 07 I ran a short 2nd Ed AD&D adventure at Halesowen Boardgamers; it was a bit of a mess and didn't play very well. I can't find the notes for it so it'll have to fade into obscurity.

Thursday, 23 August 2007

My first game of Corporation as an Agent

Corporation – Operation Pisces
23.08.07

Well tonight, I got to play in a game of Corporation. My character is female, named Jodi Kazan. Originally trained as a pilot for the Western Federation; currently working for a little-known Corporation called Amazon, based in the SA Freestate.
The mission briefing was thus: although much of the flora and fauna of the Earth has been destroyed, there are creatures that survived. Reports have come in of sea creatures (sharks, whales, jellyfish etc.) been sighted with cybernetic modifications. This is illegal under UIG law and Amazon itself acts to preserve what is left of Earth’s wildlife. The source of the creatures has been traced to an undersea lab complex. My job was to go in and destroy the labs.
I was supplied with scuba gear, an electric spear gun and five explosive charges with radio detonators. Transport was on a fast jetboat out to the target zone. Making sure the captain wasn’t peeking, I got changed into the scuba gear and took two of the explosives plus detonators, plus the spear gun. I left my Cougar behind (stupid!)

Swimming down into the ocean, I saw a metal cylinder with a hatch and a window leading into a cliff; over this was a huge open pipe, large enough to take a whale. Looking through the window, nothing was visible to I went in via the hatch. It was an airlock; inside the cylinder were two scuba suits. The ceiling was the underside of the pipe; a hatchway with a locking wheel paralleled the pipe. Stepping through, led to a corridor under the pipe with three doors leading off. Suddenly there was a surging sound, as if something large had passed down the pipe. Picking the left-hand door; it led onto a L-shaped corridor. At this point a guard rounded the corner. I pointed the electro spear and, putting on my best intimidating voice, said “Drop the weapon and turn and face the wall. This is a high-power electro weapon, at this range my friend, it will fry your brains.” Unfortunately, he wasn’t intimidated and pulled his gun, putting a shot into me. The histonamide and synaptic modulators were well up to handling this (but it still stings); realising that the spear gun was pretty ineffectual out of the water and cursing my stupidity in not bringing the Cougar; I launched into a close combat assault. I tried to grab the gun off him but got shot in the chest; at point blank range; I fired the electro spear and hit him for maximum damage.. He broke and ran for the door. I tried the Voice again “Hold it right there. This thing is now set to full power and I’ve got a perfect shot.” This time it worked and he surrendered. Quickly relieving him of the pistol and ammo, I marched him down to what seemed to be a rest area with some spare uniforms and helmets. I learnt there were two other guards and two laboratories. There was no way of locking the door or restraining him; but I don’t kill unnecessarily. I produced one of the explosives and armed it; then I got changed into the smaller of the two uniforms ( it fitted; maybe they do a “one size fits all”) “Now, you are going to stay here. And to make sure you do, I’m going to put this bomb outside the door. If you open the door, then the proximity detector triggers the bomb. Do you understand?”. He understood. Closing the door, I deactivated the bomb and moved back down the corridor to the main passage.

Now dressed as a guard, I entered the door at the opposite end. Still the huge pipe overhead. Following this through another door, it led to a large cavern. The pipe entered above, the cavern was filled with an array of cylinders and massive test tubes, holding sea creatures. There were also huge pools. Moving amongst these were white- coated scientists; as I watched they were modifying a shark, installing some kind of cybernetic jaw. Slipping out again, I paused for thought. At the other door off the main corridor I heard voices; laughing and joking. The other two guards?

Then a message came via SVC. The boat was under attack from a giant shark with a metal tail; the last thing I heard was “Don’t come up, help is on its way, repeat, don’t….”

Returning to the laboratory, I slipped in without being seen. The pipe was overhead, so I used my T- Jump (I’m a telepath – didn’t I say?) to jump up onto the pipe. I placed one of the explosives onto the pipe; then T-Jumped back down; again without being noticed.

Heading back to the other door, I opened it and marched in. The two guards looked up, one said something but I growled back “someone’s got to do the rounds” (Ok, they must have been blind). Through the next door was another laboratory like the first; I did the T-Jump up to the pipe and placed the second explosive.

Back with the guards; “anyone want a drink,” I said, before moving out into the main corridor. I quickly recovered the scuba gear; got suited up and then moved back to the airlock. There I was faced with a gruesome sight; pressed up against the window was the captain of the jetboat; entire left side of his body including his arm, missing. I activated the smeaker; to find that there was another boat on station.

Pulling the inner hatch to; I activated both detonators. Two muffled explosions from deep in the complex. I closed the hatch, then exited the airlock. Nearby, on the seabed, were the remaining explosives and detonators, so I collected these.

Swimming up to the surface, it appears that Histonamide is able to cope with oxygen narcosis, decompression stops were not needed. At the surface; I made it to the boat as, about 3 km away, appeared a huge shark with a metal tail …

=============================================================================
The game halted due to time constraints; but what a blast! I really enjoyed the game and it demonstrated just how versatile this system is. There are no rules for scuba diving, or specific Skills (although perhaps I could have sought out a Task Chip); so it was all made up on the spot.
We used Intimidate, Disarm and Bluffing; all of which, in other RPG’s; have complex rules. In Corp they don’t; so you’re more inclined to use them.

But, what makes this stand out for me, is that this entire Mission was conceived, written and GM’d by my 10 year old son Ben. And that, to me, is the grip that this game has.

Wednesday, 22 August 2007

Corporation - Redemption Spire Episode 2

The second episode opened in a briefing room back in Drome Spire. A further two agents had been drafted in to Division Alphanor and despatched to assist; as intelligence reported that there were higher levels of security than originally planned for and that the original exit route had been compromised.

The new Agents were Stoopod (Daniel), a gunbunny toting an M50 and Grave (Jon), a Teccie. They were given the same entrance route and took the next scheduled sub-orbital flight. Exiting over Redemption Spire, Grave landed safely but Stoopod was caught in the thermal updraughts and had to make a second attempt. On the balcony they found the rope the first Team had left and quickly abseiled down to the 643rd level. Making contact by smeaker they joined the others outside the door to the laboratory. Stoopod and Grave went to the guardroom and looted the bodies of their handguns.

This is where things started to go wrong. Moving down to the next set of doors and seeing the two guards; Stoopod eased the doors open and threw in a frag grenade. Unfortunately he missed his aiming point and the grenade fell the wrong side of the security station. It exploded but did little damage. It did, however, set off an alarm and alert the guards. The Division burst in through the door and a firefight started; then, with a tremendous roar, Stoopod cut loose with his M50, blowing both guards to pieces in short order. Riku shot out the (previously unnoticed) security camera. Searching the remains of the security station they found an X-Ray scanner (linked to the device round the door) and a commlink.

Stoopod opened the door behind the guardpost; he was hit several times by gunfire from a door across what appeared to be an engineering lab. He slammed the door; Grave tried to throw in a grenade but was hit as soon as he opened the door.

The commlink crackled to life:- "G74, report status...... G74 please respond...." Winter was designated to respond but was unable to think of anything to say (he had been busy applying a medpack at the time). "G74, please report status.....G74, please respond....". Winter finally thought of something... "Uh... hello" , he said. A general alarm went off (klaxons, flashing strobes, steam jets(!), the lot). "General alert...security breach on Level 643... Squads 365 and 568 to investigate"

It gradually dawned on them that perhaps the mission was FUBAR, so they made plans for escape. Picking the lock on the double doors at the end of the corridor, they exited onto an L-shaped corridor; facing a bank of elevators and some stairs. The indicator on the elevator showed it was on its way up.

Now things got worse. Stoopod, Riku and Grave took positions facing the elevator doors; whilst the others ran off down the corridor. The doors opened and two guards wearing full combat armour, carrying machine pistols, exited the elevator. Stoopod let fire a full burst at the nearest guard; only to see with dismay the flickering glow of an ion field take most of the damage. The guards returned fire, injuring Stoopod and Grave. Riku moved back into the corridor leading to the laboratory and climbed out of the window.

Grave tried a dive and roll to get past the guards and ended up next to one of the huge glassteel windows.Stoopod ran off down the corridor, bullets zipping past him.

Meanwhile, Winter and the others ran up the stairs to find a helipad with a Gates-Learjet GL61 helicopter. At the opposite side of the helipad a squad of guards were exiting a stairwell. They piled into the 'copter and tried to get it started. Stoopod joined them. Grave tried to gapple a guard and take him as a hostage but he messed it up and had to run for his life up to the roof.
The helicopter took off with Grave flying. Riku called via smeaker for pickup; there was some debate over this but Grave hovered the 'copter over the balcony and Riku climbed in. It was then that Ilyana, in the co-pilot seat, noticed on the radar two blips closing fast. Her PDA identified them as X40 Pursuit helicopters, armed with RPG's. Stoopod opened fire on them with his M50 but did little damage. A few RPG's were fired; then Riku climed into the co-pilot's seat and took over. With his piloting skills they escaped and rendezvoused with an E.I flying wing carry-all out over the South Atlantic.

The debriefing session:
Colonel Kazan reviewed the Mission statements and reports. There were a lot of accusations thrown (GM: this was a fun bit to listen to; basically everyone blamed James for setting off the alarm; but he didn't. Players, please take note: NPC's are not stupid. As soon as the grenade went off, one of the guards triggered a local alarm linked to a central security station. Hence the call on the comlink.)
Riku handed over the 500c scrip and the ODESSA file.

Board of Review Findings:

1. The Mission was a failure
2. The killing of the two unconcious guards was unecessary. Missions must incur the minimum collateral damage; these people could be EI customers
3. The use of heavy weapons on Missions of this nature is to be reviewed
4. There was evidence of insubordination within the Division. Refusal to follow a Division Leader's orders is a disciplinary offence. It is the judgement of the Board of Review that this was the prime cause of the failure of the Mission.

. The Divison are insubordinate, belligerent and uncordinated. Deep cover traing is to start immediatly
===================================================================

Well, that was my second session of Corporation and it went with a blast! Having gained two extra players during the break; I had to get them there somehow. However; it was clear right from the outset that Daniel was not going to accept Ben as a Division Leader.

GM's thoughts:
There was a marked tendency and train of thought to fight to the bitter end. I think this is a legacy of computer games. One all the alarms started going off; they were all for fighting it out. When I suggested the possibilty of escape; most of them looked blank; or said they would get shot to pieces.

Wednesday, 8 August 2007

CORPORATION

Corporation – The first game Weds 08/08/07

This was the first playing of Corporation at Halesowen Boardgamers. Corporation is a game set in the 26th Century, where Earth and its surrounds are controlled by vast mega-corporations. The players are Agents of a Corporation, undertaking various missions. The game only came out last year, the rules are excellent, well-written and work well and the rulebook itself is a work of art. Check out http://www.corpgame.com/ for further info.

The players were the junior members of Halesowen Boardgamers, all Executives of Eurasian Incorporated. Ben C played Riku, a droid engineer; James played Winter, an Observation specialist; Matthew G played Fish, a Hacker; Matthew played Gaarak, a Security Specialist (thief); and Charlotte played Ilyana Dumas, a master of unarmed combat equipped with some assassins devices.

After an introduction to the game system they were given a briefing sheet. I ran Redemption Recovery, the intro mission in the rulebook; but wrote it out again and statted the guards; plus noting some useful rolls. Told to choose a leader and given the designation Division Alphanor, they elected Ben. A few prompts from Kazan, their Briefing Officer about equipment and had they considered exit routes etc. and they were ready to go. Their mission was to travel to Redemption Spire, Cape Town and recover a stolen piece of cybertech from a Comoros reverse engineering lab. The entry point was to exit a sub-orbital shuttle above the Spire and, using drop suits, land on a ledge on the 644th floor

On the shuttle, gaining access to the cargo bay was relatively easy and they exited approx. three miles above the Spire. Gliding down, they were caught in a vicious thermal up draught; Garaak landed ok but the others had to try again. Ilyana and Winter landed the second time but both Riku and Fish had to make a third attempt. Fish nearly snagged a communications antenna on the way in.

Ilyana swung down off the ledge and through the middle window on the 643rd floor. To her surprise it was open! As the others followed she scouted the room, noting a computer terminal on a desk, a chair and a filing cabinet.. The cabinet held sheets of paper with rows of numbers; nothing of interest. Noting a line of light under the door and correctly surmising that it probably led onto a corridor; Riku slid one of his AV bugs under the door and linked into his PDA. The bug showed a corridor with a security camera and three doors, the middle one transparent. Fish set up his computer using the rooms data socket and hacked into the camera. The image showed three doors; the left hand one had a sign [G74], the middle transparent one read [DECON] and the right-hand one read [CHEMICAL STORE]. Fish looped the camera signal to show an empty corridor (nice idea Matthew G!).

Deciding it was safe to enter the corridor; Riku slid a bug under the door marked Chemical Store, but it was dark inside. Ilyana noticed the transparent door led onto a corridor lined with red-glowing lights, ending with another transparent door. Winter and Gaarak, at the door marked G74, heard a radio playing Skansa music. Summoned by smeaker (sub-vocal communicator); Riku slid an AV bug under the door. The bug showed four guards in combat armour and helmets in a guardroom.

A plan was quickly decided. Winter opened the door, threw in a KO gas grenade, then slammed the door. When they opened it again there were still three guards awake, a fifth was unconscious in a doorway at the rear. Without further ado the Agents opened fire on the guards and a vicious fire fight erupted. At its height, Fish withdrew back to the office to check on the cameral looping. Winter took heavy damage but eventually the guards were taken down. Gaarak executed the other unconscious guards (“ because they are witnesses!”. The radio was still blasting out Comoros Skansa; outraged by this, Riku threw the radio down the toilet.

They checked out the other doors; the Chemical Store held, well, chemicals; one office (identical to the one they had entered by) had 500c slip in a drawer (slip is unregistered cash, illegal under UIG rules) and the other office held an encrypted data disc labelled ‘ODESSA’. Riku took both the disk and the slip. He intends to turn them over to Eurasian.

Opening the transparent polymer doors; the Division ascertained that there was some kind of scanning device at the far end.

The game stopped at this point due to time constraints, and is to be continued in two weeks time.

This was my first running of Corporation and the game delivered in every area. The rules are simple; intuitive and yet flexible enough to cover every situation (the thermal up draughts mentioned above being a case in point). Combat is fast and effective (it must be noted here that I down-powered the guards; cash-strapped Comoros wouldn’t have guards with ion shields guarding a tin-pot facility like this). Having said that, Winter is down to 1/3rd of his HP; thus demonstrating that Agents are above-human; not super-human.