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Battlestar Galactica - Starbuck

GM: Okay, you come up over the horizon of the station and you can see the trench up ahead. Three rebel fighters go roaring past.

Annie: I signal my wingmen to follow my lead and drop in behind them.

GM: Sure. You fall into their 6 o’clock and hit the thrusters, zooming up behind them.

Annie: I target the lead rebel pilot and take my shot!

GM: He’s dancing around in the ray-trace of your targeting computer.

Annie: The Force is strong with this one. I pull the trigger!

GM: The walls of the canyon are really racing past you. All this amazing superstructure just whirring by in a blur.

Annie: Great. I take the shot.

GM: Suddenly that old YT freighter you’d planted the tracking device on earlier comes roaring out of deep space! It shoots! [rolls some dice] One of your wingmen explodes!

Annie: What?!

GM: What do you do?

Annie: I… take my shot?

GM: Your other wingman, distracted by the appearance of the new enemy, loses control! They smash into your wing, careen wildly, smash into the wall of the canyon, and explode! Your own stabilizers have been damaged and you go hurtling out into deep space!

This kind of resolution dithering – where the players have declared their actions, but the GM isn’t allowing them to actually take and resolve those actions – is incredibly frustrating.

Sometimes the dither is caused by the GM prematurely asking the players what they want to do – after hearing the proposed action they realize that there’s additional information that they want or need to convey. (Or, if they’re improvising, details or cool ideas which popped into their head during the time that it took for the player to respond.)

Other times the dither occurs because the GM is waiting for someone to say the thing he wants them to do: Something cool is going to happen when someone tries to open the door, so any other action people propose will be put on pause until somebody in the group opens the door. (This also naturally leads to a narrower case in which only actions that would disrupt what the GM has planned are ignored – you can do anything unless it gets between them and that door.)

Another common form of dithering occurs when a GM responds to a declaration of action by discussing other options that are available. For example, I was playing in a cyberpunk game where I said I wanted to hack an electronic lock. The GM responded by pointing out that I could also kick the door down or just send my slither-bot under the door or physically pick the lock or…

Ultimately, when a player declares an action the GM needs to resolve that action and then describe the new situation: They need to move forward so that the next set of actions can be cleanly declared. (The only exceptions are if the GM doesn’t feel they have enough information to resolve the action or if the declared action appears to be based on a misunderstanding of the current situation. In either case, the GM should still be seeking the necessary clarification as quickly as possible and then driving forward into the resolution.)

Resolution dithering often becomes obfuscated when the GM can jump between multiple PCs, leading to a muddle where the GM can get an action declaration from one PC, not fully resolve it, move onto the next PC, get another action they don’t fully resolve, and then repeat cyclically – kind of bouncing around the group without ever moving the action forward. This seems particularly prevalent with neophyte GMs (possibly because their lack of confidence manifests as an unwillingness to make the sort of definitive declarations required of action resolution), and the resulting quagmire can be difficult to diagnose.

GM DON’T #3.1: THE REVERSE RESOLUTION RING

What I refer to as the reverse resolution ring is a kissing cousin with resolution dithering and, for me, is even more frustrating to experience as a player.

For example, I was playing in a game of The One Ring. The GM would describe a situation – like a guard dog growling as the party drew near – and I would say something like, “Okay, I’m going to grab some of the fresh venison from the deer we killed this morning and I’ll toss it to the dog to distract it.” The GM takes note of that, but then proceeds around the table collecting action declarations from the other players.

So far, this is probably fine: Getting a collective understanding of what everyone is doing before figuring out how it would all play out together can actually be a really good technique for a GM to learn.

But where the reverse resolution ring kicks in is when a form of recency bias causes the GM to resolve the proposed actions in the opposite order from which they were declared (starting with the last person they talked to and then working their way backwards to the person who actually kicked things off). This is a problem because, at some point during those declarations, the other players will often say something like:

“Oh! That sounds good! I’ll dig some meat out of my pack, too!”

Or:

“I shoot the dog with my crossbow.”

The latter negates the original declaration by solving the problem in an alternative way. The former ends up basically stealing the original idea (even when the player saying it was just trying to support what they saw as a good solution to the problem) – the copycat gets to be the one to actually do the cool idea.

In either case, the GM is essentially stealing spotlight time. They’re punishing the player who took initiative, which is directly problematic because that’s demoralizing and unfair to the player affected, and indirectly problematic because it will eventually have a corrosive effect on the willingness of the entire table to step up. Even if it’s just a subconscious reaction, eventually you’ll end up with something that could easily be misidentified as analysis paralysis, but is actually just a hesitation to pull the trigger when it’s just as likely to end up shooting you in the head.

(It actually reminds me of something that crops up in live theatre: One actor will come up with a funny bit of business or line reading. Other actors will see it and think, “That’s hilarious!” And then they’ll end up duplicating the bit in their own scene, which can often happen earlier in the play than the original actor’s bit. These derivative bits are often not as funny and only serve to sap the riotous humor of the original – which is often built on the straight takes which are supposed to precede it. It’s the director’s responsibility to make sure that this sort of undercutting does not happen. But I digress.)

The reverse resolution ring can get truly cancerous when it turns into an endless ring: The GM goes through the ring once asking declarations, goes backwards through the ring resolving actions, and then – since they’re back at the beginning of the ring – they ask that last player, “So, what do you want to do next?” … only to then go forwards through the ring again getting everyone else’s declarations. The GM can even convince themselves that they’re “balancing” things – this guy went last, so let’s find out what he wants to do first. But that player is now systemically screwed, doomed to forever get upstaged by the rest of the group until something disrupts the current pattern.

In closing, however, I will mention the exception which proves the rule: A reverse resolution ring can be an effective technique when it’s used to model initiative. In other words, when the GM asks those with the lowest initiatives to declare their actions first and then resolves from highest initiative down. The “punishment” is now modeling the poor initiative result, and grants a strong benefit to those with a high initiative result.

Go to Part 4: Thou Shalt Not Hack

Ten Candles: Apocalypse Dark

November 7th, 2016

Ten Candles - Stephen Dewey

APOCALYPSE DARK

The world ended awhile ago. At least, the world as you knew it: Famine and drought created desperation. Governments crumbled. Cities turned into wastelands. Marauders roamed the countryside.

But you survived. And you weren’t alone. You and a small group of others formed a compound. You secured it. You rebuilt your own little corner of civilization and for the first time in a long time each year was a little better than the last.

Then the darkness came. Those on watch that night said that the stars swam before their eyes. The moon winked out. The sun never rose. The scavenged solar panels became worthless silicate, of course. It was decided that the gas for the generators would be conserved, but that changed when They came.

Your friends. Your family. Those you saved and those who have saved you. One by one they’ve been taken by something out there in the dark. Now only a handful of you remain. The walls haven’t kept your safe, but they’re the only defense you have. Can they be reinforced? Or would it be better to abandon them and hole up in one of the buildings? You’ll figure it out. After all, if the Apocalypse couldn’t kill you, then you can find a way to survive this, too.

Areas of Note: Ramparts, the locked armory, barracks, the cornfields, the solarium

Goal: Hold the fort

Fortifications

Ten Candles: Aurora Australis

October 31st, 2016

Ten Candles - Stephen Dewey

Earlier this year I reviewed Stephen Dewey’s Ten Candles. Since then, it has easily become my most-played and most-demanded game of 2016. Everyone who experiences it falls in love with it. I want to help keep boosting the signal for this wonderful game, so as a special Halloween treat I’m offering a new module for the game. (For those unfamiliar with the game, each module offers a unique initial scenario. The game comes with 25 modules included, most of which can easily be used over and over again with radically different results each time.)

AURORA AUSTRALIS

Aurora Borealis

Dr. McMannus had said that there was something wrong with the aurora australis. That’s why he’d come down to Antarctica – to study fluctuations in the electromagnetic field of the planet. He’d taken a snowcat out onto the ice when the Dark came. You haven’t seen him since.

Your satellite uplinks went down when the Sun went out, but you were able to hear the world fall apart through the scratchy audio of your shortwave radios. There’s been some sort of interference (and it’s been getting worse), and when you’re trying to stay positive you can mostly convince yourself that’s why you’ve lost contact with everyone else, their signals vanishing into the night one by one.

All that’s left now is the harsh glare of the camp’s spotlights and the endless, icy expanse which surrounds you in every direction. Here, at least, the Darkness is not absolute: From time to time, the spectral arcs of the aurora still dance green and crimson across the sky above, casting their strange hues across the scintillating snows below.

Someone has activated a navigational beacon at Paradise Harbor. It might be that evacuation ship they kept promising to send. But this morning you also picked up a second signal, this one from Dr. McMannus’ snowcat. What you’re hearing doesn’t make a lot of sense, but it’s possible he’s still alive out there.

Areas of Note: pod habitats, prefab storage containers, snowcat hanger, radio tower, science lab, the endless fields of ice

Goal: Cross the ice and investigate the radio signals

Antarctica Snowcat

Go to Part 1

ERIC RADOM – NEURALITE CEO

APPEARANCE: A tasteful exalt morph with chocolate brown hair, sharp cheekbones, and a smile of pearls.

ROLEPLAYING:

  • Smooth and controlled.
  • Likes a big smile and a firm handshake.
  • Deflects specific questions by being a “big picture guy”, but “I’m going to have one of my people get back to you with that information ASAP”.

BACKGROUND:

  • Radom was a minor research assistant on the team that helped develop the second generation menton morphs.
  • Not a very good scientist, but very good at corporate self-promotion. Ended up as a mid-tier executive on Cognite’s Thought station in Venus orbit after the Fall.
  • Hand-picked to lead the Neuralite project, Radom is going to move into the lower ranks of the upper echelons of Cognite (assuming the project is a success).

NOTES:

  • He has an ego-cide implant to prevent being captured or interrogated. He has no cortical stack, but instead backs up to a Cognite facility using an ego bridge in his apartment once per week.
  • If questioned about the connection between Cognite and Neuralite, Radom will play it down: He purchased technology Cognite was planning to abandon and independently founded Neuralite in order to capitalize on it. (He may even suggest that anything shady about the situation is the result of him ripping Cognite off; “but sometimes the little guy needs an edge, right?”)

LAURA PANNA – NEURALITE CEO

APPEARANCE: A sylph morph whose elegant features are distractingly marred by the deep lines of worry that have been etched into its forehead.

ROLEPLAYING:

  • Bubbly. Constantly wanting to be liked.
  • Smiles and cocks her head to one side whenever she’s confused.

BACKGROUND:

  • Laura is something of a patsy. She is hopelessly naïve about what Neuralite is actually doing.

LYSANDER VANGELIS – NEURALITE HEAD RESEARCHER

APPEARANCE: An ostentatious menton morph, featuring the attractively bulbous forehead modifications which were popular about five years before the Fall. His skin is a glistening, gleaming silver that seems to pool the light of the room.

ROLEPLAYING:

  • Huge enthusiasm for his research. This can rapidly devolve in to “mad scientist”.
  • Initially opening and welcoming, but quickly dismissive of anyone who reveals themselves to be foolish or stupid.
  • Scratches the back of his head with both hands when particularly worked up.

BACKGROUND:

  • Official cover story is that Lysander was “stolen away” from Cognite by the upstart Neuralite. (In reality, he’s simply continuing work he started at Cognite.)
  • Vangelis has been experimenting with the psi-epsilon opener. It’s granted him several psi sleights, but has also frayed his sanity to the breaking point.

NOTES:

  • Vangelis is on the brink of utter madness. Over the course of the scenario he will deteriorate rapidly (particularly if put under any stress).
  • Maintains a copy of himself in his ghostrider module to assist himself in his research.

LYSANDER VANGELIS

Eclipse Phase: Psi-Chosis - Lysander Vangelis Stat Block

Morph: Menton

Skills: Academics: Biology 80, Academics: Genetics 80, Academics: Nanotechnology 70, Art: Bodysculpting 50, Beam Weapons 50, Control 50, Deception 30, Fray 40, Free Fall 55, Hardware: Aerospace 50, Interests: Black Market Drugs 50, Interests: Genetics Research 70, Interests: Morph Designs 65, Interfacing 30, Kinesics 40, Language: Native Arabic 90, Language: English 45, Medicine: General Practice 65, Medicine: Gene Therapy 75, Medicine: Nanomedicine 70, Medicine: Trauma Surgery 60, Networking: Criminal 35, Networking: Hypercorp 45, Networking: Scientists: 55, Perception 50, Pilot: Spacecraft 25, Profession: Lab Technician 60, Profession: Medical Care 65, Programming 70, Psi Assault 50, Psychosurgery 60, Research 55, Scrounging 55, Sense 40

Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Eidetic Memory, Ghostrider Module, HyperLinguist, Math Boost, Medichines, Multi-Tasking

Gear: Backup Insurance, Dr. Bot, Drive (5 doses), Ego Bridge, Fabber, Frequency (2 doses), Guardian Angel Bot, Muse, Nanobandages

Psi Sleights: Instinct, Pattern Recognition, Penetration

Armor: Armor Clothing (3/4)

Ranged: Stunner 50 (DV 1d10 ÷ 2, shock – SA – 200 shots)

Psi: Decerebration 50 (EP, pg. 371)

Psi: Onslaught 50 (EP, pg. 371)


CONWAY FEREN – NEURALITE CHIEF SECURITY SPECIALIST

Conway can be used to bump up the difficulty of any encounter with Neuralite security personnel.


CONWAY FEREN

Eclipse Phase: Psi-Chosis - Conway Feren Stat Block

Morph: Bouncer

Skills: Academics: Astronomy 40, Academics: Engineering 35, Art: Writing 30, Beam Weapons 50, Blades 45, Climbing 75, Demolitions 35, Fray 55, Free Fall 65, Freerunning 45, Hardware: Aerospace 50, Hardware: Robotics 50, Infiltration 30, Interests: Brinker Groups 60, Interests: Esoteric Muslim Traditions 40, Interests: Habitat Infrastructure 50, Interests: Outer System Habitats 50, Interests: Scum Black Markets 45, Interfacing 25, Kinesics 45, Kinetic Weapons 55, Language: Native Arabic 85, Language: English 35, Language: Spanish 30, Medicine: First Aid 45, Navigation 55, Perception 50, Persuasion 30, Pilot: Spacecraft 55, Profession: Security Procedures 60, Protocol 30, Research 35, Scrounging 45, Unarmed Combat 65

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Grip Pads (+30 Climbing included in stats), Oxygen Reserve

Mobility: Walker (4/20), prehensile feet

Armor: Body Armor (10/10)

Ranged: Medium Kinetic Pistol 55 (AP -2, DV 2d10+2 – 100 shots)


Go to Part 1

For information on using proactive nodes, see Advanced Node-Based Design.

PROACTIVE NODE – NEURALITE MERCENARY CREW

Eclipse Phase - Reaper

If Neuralite becomes aware of the PCs and decide that they represent a serious threat, they’ll a freelance mercenary pair named Lorn and Ares. (PCs may be able to trace their hiring back to Neuralite.)


NEURALITE MERCENARY CREW (x2)

Eclipse Phase: Psi-Chosis - Mercenary Crew Stat Block

Morph: Reaper

Skills: Academics: Anatomy 45, Beam Weapons 45, Blades 70, Fray 70, Free Fall 45, Gunnery 55, Hardware: Armorer 55, Hardware: Industrial 35, Hardware: Robotics 50, Interests: Merc Units 50, Interests: Music (Synth Rage) 55, Intimidation 35, Kinetic Weapons 75, Language: Russian (Native) 90, Language: Arabic 60, Language: Mandarin 45, Networking: Autonomists 35, Networking: Hypercorp 60, Networking: Firewall 30, Perception 25, Pilot: Groundcraft 80, Profession: Security Ops 60, Profession: Squad Tactics 65, Protocol 40, Research 20, Seeker Weapons 50, Unarmed Combat 40

Implants: Access Jacks, Basic Mesh Inserts, Combat Armor (Heavy), Cortical Stack, Cyberbrain, Cyberclaws, Extra Limbs (4), Magnetic System, Mnemonic Augmentation, Pneumatic Limbs, Puppet Sock, Reflex Booster, Structural Enhancement, Weapon Mount (4, articulated)

Gear: Back-Up, Monofilament Sword, Muse, Portable QE Communicator, Seeker Rifle with Smartlink (Frag and High Explosive Seekers), TacNet Software

Mobility: Walker (4/20), Hopper (4/20), Ionic (12/40), Vectored Thrust (4/20)

Senses: 360-degree, Anti-Glare, Radar, T-Ray Emitter

Armor: Heavy Combat Armor (16/16)

Melee: Monafilament Sword 70 (AP -1, DV 2d10+5)

Ranged: Railgun Assault Rifle 75 (AP -9, DV 2d10+8 – SA, BF, FA – 200 rounds)

Seeker: Seeker Rifle (w/smartlink) 60; Ammo: Frag Seeker (AP -4, DV 3d10+6); Ammo: High Explosive Seeker (3d10+10)


PROACTIVE NODE – MODYA THE EXSURGENT

THE CALL: At some point after meeting the PCs, Modya calls: She’s not feeling well. She worries that her condition might be getting worse. She really needs some help and she wasn’t sure who else to call. She asks them to come and meet her at the balcony park she’s calling them from.

BALCONY PARK: A large, ovaloid platform suspended between two spindle-scrapers.

When the PCs arrive, Modya is in even worse shape: Protoplasmic bulgets erupt from her skin as her cell membranes rupture and then her body rips apart as the exsurgent virus takes hold of her. Something protoplasmic and horrible (a jelly exsurgent) tears its way out of her.

THE CHASE: The exsurgent, still fueled by Modya’s panic, will attempt to flee the scene. This triggers a chase scene featuring:

  • Dramatic leaps from one microgravity building to the next.
  • Accelerated microgravity freefalls.
  • Bursting through windows and racing across office complexes only to leap out the other side.
  • Disrupting an aerial dance routine being staged on a cobweb of wires strung between balcony stages.

JELLY EXSURGENT

Eclipse Phase: Psi-Chosis - Exsurgent Stat Block

Skills: Exotic Ranged Attack (Spit) 40, Free Fall 50, Perception 60, Unarmed Combat 40

Notes: Minimum damage from standard kinetic weapons and blade attacks.

Mobility: 4/16

Senses: Enhanced Smell

Armor: 12/12

Melee: Tongue 40 (DV 1d10+3 plus toxin)

Ranged: Spit Attack (area effect, toxin); Toxin: onset 1 action turn, duration 5 action turns, effect 1d10 ÷ 2 DV per Action Turn


PROACTIVE NODE – LYSANDER THE CONSCIENTOUS OBJECTOR

CALL FOR HELP: The still-sane fork of Lysander Vangelis that is running on his ghostrider module realizes that his alpha has gotten out of control.

This fork can be used to fill the PCs in on anything they’ve missed and warn them of the impending release of the epsilon psike-out (Node 5).

DEVELOPMENT: The fork might be able to actually copy itself out of the ghost module and escape. (Or it might request assistance from the PCs to accomplish that.) The fork might become an ally or resource for the PCs in the future, but it should be noted that even before he went insane Lysander Vangelis was still the sort of guy who would experiment with exsurgent virus strains on non-consenting civilian populations.

Go to NPCs


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