The Alexandrian

Archive for the ‘Roleplaying Games’ category

Go to Part 1

BACKGROUND: A bandit gang had laid an ambush in the Hole in the Wall. About an hour ago, an Osiran serpent squad attacked the bandits. The Osirans were disappointed when the bandits fought to the death, denying them living prisoners for their nano-embalming vats (Encounter 4).

LAY OF THE LAND: This encounter was designed for a battlemap from Keep on the Shadowfell. (It can also be found in Fantastic Locations: Fields of Ruin.)

Roadside Ambush - Keep on the Shadowfell

  • The bodies of a half dozen bandits lie scattered around the hole in the Wall. Any inspection of the bodies will reveal distinctive circular brands on their shoulders.
  • Conspiracy (Easy): The tattoos mark these as members of the Circle Gang. They’ve nomadic raiders who cycle through these parts every few months.
  • Nature (Easy): There are clear signs that other bodies have been dragged away from the area.
  • Perception (Easy): In a nearby copse of trees, the PCs can find another 6 bodies wrapped in cerecloth.
  • Science (Moderate): There are puncture marks on the corpses. They look like snake bites, but the snakes must have been huge.

ENCOUNTER: Once the PCs have spent a little time investigating the scene, the Osiran serpent squad returns to finish collecting and prepping the bodies. They include a Serpent Commando, a silver drake, and three giant silver asps. All of them have silver scales that glisten like mercury. The serpent commando wears a tunic formed from bands of ebon and lapis lazuli

Egyptian Incursion - Serpent Commando

Egyptian Incursion - Silver Drake

Egyptian Incursion - Silver Asps

REWARDS:

  • Bandits carry 1d6 pieces of Ancient Junk (Gamma World, pg. 81). (It’s strange that whoever killed the bandits didn’t loot the bodies.)
  • 1 Omega Tech card per PC from the Osirans.

CLUES:

  • The Osiran Snake-Warrior has a Ford Family Militia Badge pinned like a badge of honor to the front of his tunic. (Moderate Conspiracy check to recognize the badge as belonging to the Ford Family. See Encounter 3.)
  • The serpents’ trail leads to the Nano-Embalming Compound (Encounter 4). Following the trail requires a skill challenge (complexity 1, 4 successes, moderate DC).

Next: The Crater

This is a quick scenario I threw together in a couple of hours for Gamma World. It was designed to serve as an introductory adventure for 1st level characters.

Dime Mystery Magazine - May 1937BACKGROUND: Over the past few months, intermittent meteors have been hitting the area around town. The force of the meteor impacts (or perhaps something special about these particular meteors) have been tearing open interdimensional rifts. Locals have started referring to them as “techno-meteors” because high-value tech has often been found in the area around the impact craters.

THE OSIRANS: A meteor struck down around 10 PM last night. The rift it opened pulled through a Lesser Emperor of the Osiran Empire and his entire funerary chamber. (Osiran Emperors retire into a state of cryo-torpor, sending their virtual consciousness into the Land of the Dead while continuing to wield great influence over the Empire through their religious cults. But that’s largely irrelevant for the purposes of this adventure. The visual motif you’re looking for here is Techno Pulp Egyptian.)

Bereft of his crystalline pyramid, the Lesser Emperor is less than amused. Having determined that he has no way of returning home, however, he has decided to launch a Conquest. If he’s successful, the result would be a Neo-Osiran Empire of papyrus cults and Art Deco pyramids in which the dead serve as eternal slaves. (Or some bastardized, post-apocalyptic fiefdom built in its image.)

OSIRAN TIMELINE:

  • 10 PM – Appear in Crater.
  • 1 AM – Leave crater and establish a new Tomb for the Lesser Emperor.
  • 4 AM – Move equipment to Nano-Embalming Compound.
  • 8 AM – Attacked Ford Family Bunker.
  • 10 AM – Attacked the Roadside Ambush.

NOTE: Most Omega Tech scavenged during this adventure should be given a distinctly Egyptian flavor if possible.

THE HOOK AND SET-UP: The PCs are based out of Hogtown. Hogtown is your standard, post-apocalyptan settlement. It’s a thin veneer of civilization that’s trying to stretch itself out over as much territory as it can manage.

The PCs work as a team of specialized troubleshooters for Boss Hog. They’re called into his office first thing in the morning: He’s got a job for them. Last night his observatory (a huge, rickety structure in the center of town that Boss Hog refers to as being “three stories tall” although no one locally knows why he’s measuring it in tall tales) observed a meteor strike to the west. The PCs need to head on out there, secure the site, and gather up any valuable tech in the area before other scavengers show up and pick it clean.

(Boss Hog can either be a petty tyrant who just wants the stuff to aggrandize himself. Or he can honestly be trying to make Hogtown into a place where people can get by just a little bit better and the tech will be serving the community. I dunno. See where the snout-nosed little bastard takes you.)

HEADING OUT: The meteor strike is on the other side of Cataclysm Wall. This is a weird wall of jagged rock about thirty or forty feet deep that was thrust up out of the ground during the Big Mistake. It runs for dozens of miles and is a real pain in the ass for navigation in these parts. Fortunately, during the Militia Wars that wracked the region after the Big Mistake several holes were blown through the Wall. There’s a dirt road that runs through one of these holes not far from where the meteor went down.

Conpiracy (Easy): The road is kept in pretty good condition. There are quite a few farms north of the Wall, and they all bring their goods to Hogtown on this road.

Conspiracy (Moderate): The hole in the Wall is a natural chokepoint for trade. Which means that bandits are known to lay ambushes there.

Next: Roadside Ambush

D&D Gamma WorldSomething I didn’t delve into with my review of D&D Gamma World yesterday was the sample scenario that’s included in the back of the rulebook.

The brief advice given in the rulebook on creating adventures tells the GM to prep a railroad. The sample adventure, unsurprisingly, delivers just such a railroad. (It even goes out of its way to warn the GM not to create any significant diversions from “the main adventure”.)

This, of course, is fairly predictable. But beyond the railroad, this sample adventure — “Steading of the Iron King” — is one of the most bizarre scenarios I’ve ever read. It consists of seven combat encounters and virtually no connective tissue whatsover.

Let me unpack that statement a bit: We’ve certainly come to expect WotC’s modules to be completely dominated by combat encounters. But what makes this particular scenario remarkable is that it gives almost no indication of how the GM is supposed to transition the PCs from one combat encounter to the next.

The first three encounters are easy enough: Every day for the past month, a robot has come down out of the hills, fired a single rocket at the town’s wall, and then blown up. The PCs follow its trail up into the hills and find a tower full of bad guys. They attack the tower (Encounter S1), go through the door and fight some more bad guys (Encounter S2), and then go down a flight of stairs and fight some more bad guys (Encounter S3).

But this is where the adventure gets weird for me. Because they have now entered the “Steading Warrens”:

After the adventurers enter the steading and make their way to the installation of the Ancients beneath it, the encounters between poster maps are not physically connected. They pass through dozens of interconnected chambers, descend stone or metal stairs, and occasionally find straight connecting passages. These corridors, tunnels, and chambers aren’t shown on the battlemaps.

And that’s pretty much all you get.

As an experienced GM, of course, it’s fairly trivial to handle this sort of thing on-the-fly. A new GM, unfortunately, would probably be left floundering. (Which is unfortunate, because in many other ways the Gamma World boxed set would be an ideal introductory product.)

One can, of course, also comment on the eye-opening revelation that WotC thought an adventure consisting of one thin hook, seven combat encounters, and nothing else represents a good evening of gaming.

But the reason this scenario particularly caught my eye is that the almost complete absence of connective tissue actually calls a great deal of attention to the fact that we so rarely do pay attention to the way in which content is connected in an RPG scenario.

Consider, if you will, all the ways in which you could functionally connect these encounters.

It’s a big, underground complex, so we could very easily whip this up as a traditional dungeon crawl: Put the various encounters on a map, draw some corridors connecting them, and let the PCs explore room-by-room and intersection-by-intersection.

Option 2: We could use skill challenges to navigate the complex. You could either have a fresh skill challenge between each encounter, or maybe successful checks on an over-arching skill challenge would bring you to each encounter in turn.

As another option, the GM could simply narrate the transitions (making a point of describing the dankness of certain tunnels, the strange humming heard elsewhere, and so forth).

How else could you structure and/or connect a sequence of encounters?

By this I mean, what’s the actual interaction — mechanical or otherwise — which happens at the table which moves you from one combat encounter to the next.

And this is, of course, the simpler version of this question. Remove the assumption that you’re moving from combat encounter to combat encounter, and suddenly we’d also have to take into consideration how each “chunk” of content is structured… and how are we deciding what an appropriate “chunk” is?

This is an area that I don’t feel gamers actually give much conscious thought to: We’ve learned a few forms subliminally and by chance, but because it’s largely an invisible bias we rarely consider whether there might be a better way of structuring scenarios.

Tagline: The Heavy Gear universe is perhaps the best in all of role-playing and tactical gaming – practically unmatched in depth, detail, texture, and life. This book is the key which opens this magical treasure trove of adventure.

My first review on RPGNet was of a Heavy Gear sourcebook and I would go on to post more reviews of Heavy Gear sourcebooks than of any other RPG. This is largely because I was more enthused about Heavy Gear than any other RPG of the time: I reviewed what I read; I read what I liked. This is one of the advantages of being an amateur reviewer: The professionals only get to review some of what they read and rarely get to read what they like.

Heavy Gear - Life on Terra NovaWhen you delve into science fiction or fantasy you will often find yourself encountering worlds either entirely separated from our own or at least placed so far in the future that the extrapolations from our current time have rendered them almost wholly different from what we know. When you encounter these worlds you will find that they often break down into two broad categories – those worlds which might actually exist and those worlds which have clearly been created merely to suit the whims of the author’s story and couldn’t possibly exist.

In role-playing we have all encountered the latter many, many times. (“If this dungeon is so close to the town why hasn’t it been looted over the centuries?” “Because the locals are all frightened by the monsters.” “Yeah, speaking of those monsters – what are they eating down there?” “Look, do you want to play or don’t you?”) Fortunately those of the former have grown increasingly frequent in our hobby (although, frustratingly, we are often prohibited from playing certain characters by the rules of the game).

Sometimes, however, you come across a real jewel of a world. A world so intricately detailed, so deeply described, and so excellently constructed that you realize that not only can you tell “science fiction stories” in this setting, but any story in this setting. Terra Nova – the world of the Heavy Gear game – is such a world.

THE WORLD OF TERRA NOVA

For more details on the history of humanity (which is presented in great detail within this volume) in the 4000 years which separate its time and our own see my review of the second edition of Heavy Gear elsewhere on RPGNet the Alexandrian.

Terra Nova is a world divided into two lush polar regions by the great deserts referred to collectively as the Badlands around its equator. Following a period of chaos in Terra Nova’s past the two polar regions coalesced into a series of leagues. Those leagues eventually allied with themselves to form the two great polar alliances – the Allied Southern Territories (AST) and the Confederated Northern City-States (CNCS). The Badlands have a few centers of power in the forms of city-states, but are largely settled only by isolated villages which are focused around “oasis towers”. Because the Badlands generally lacks the political power of the two polar alliances, it is easily exploited as a “neutral” battleground between the two. A little over a decade ago all of Terra Nova came together in order to beat back aggressive conquerors from Earth who had returned to reclaim their colony.

To begin in the south, the AST is composed of four leagues – the Southern Republic, the Humanist Alliance, the Mekong Dominion, and the Eastern Sun Emirates. The Humanist Alliance was, in fact, the first league to form on Terra Nova. Based on the teaching of Yuri Gropius it is a realized utopia similar to the teachings of the ancient Greek philosophers (most notably Plato) – the only price of this utopian existence is freedom. The Mekong Dominion is a society based entirely upon the corporate structure. It is the economic and production center of the entire South. The Eastern Sun Emirates is a feudal society which formed around the power garnered from the distribution of supplies from the space freighter the Eastern Sun during the time of chaos which plagued Terra Nova centuries ago. Finally, the Southern Republic is supposedly a free democratic society – in truth the people have bargained away their power as voters in exchange for a comfortable and luxurious lifestyle. Further, the Southern Republic rules the AST – having been responsible for its formation in their wars of aggression.

In the North the CNCS is composed of three leagues – the Northern Lights Confederacy, the United Mercantile Federation, and the Western Frontier Protectorates. Similar to the Mekong Dominion the UMF is focused upon production. Unlike the Dominion, however, the UMF focuses more heavily upon the work ethic than upon the philosophy of “business is war”. The society of the WFP is focused upon its military forces. Like the society detailed by Heinlein in Starship Troopers (the book, not the movie) only citizens who have served in the military for a certain amount of time are allowed the right to vote – not out of fascist beliefs, but out of the belief that only those who are willing to die for their country should be allowed to control the destiny of their country. The NLC is a democratic society which is increasingly dominated by religious fundamentalism – although it, like the Southern Republic, is both the most powerful league of its alliance and has fought wars of aggression in the past it did not – like the Republic – force the formation of its league, and does not rule it with an iron glove.

There are two important city-states in the Badlands – Peace River and Port Arthur.  Peace River is ruled by a company known as Paxton Arms, and most of its citizens are employees of the corporation. Peace River and Paxton Arms have recently come into conflict with Port Arthur (a city-state established by Earth troops abandoned after the recent invasion, but which has since become a haven for Badlanders in need) because both city-states see it as their duty to protect the Badlands – and have different ideologies about how that protection is to take place.

This, in brief, is a broad picture of the world. Unfortunately I cannot go into the details of this world – unfortunate because it is in the details that this world truly shines. Every league (and the Badlands as a whole)  is a hotbed of activity. Besides the main conflict between the CNCS and AST (and, indirectly, the NLC and Southern Republic), there are numerous other conflicts at large. The Badlands are torn apart by the Badlands Revolutionary Front, the Saragossa People’s Front for Independence fights the oppressive government of the Southern Republic, revolutions dot the Eastern Sun Emirates, the Humanist Alliance is attempting to secretly prepare for a break from the Southern Republic, and the entire globe is plummeting towards war.

Beyond simple conflict, this world is exquisitely detailed. Not only do you learn of the “big picture”, but you learn the little details which can be so important while roleplaying. What foods do people eat in a given location? What drives the local economy? What do people wear? What music is popular right now?

You will be hard put to find a campaign setting – particularly a science fiction campaign setting – on the market today that allows you so many options and provides you with so much detail.

CONCLUSION

Although not a direct part of this product, it is important to remember that the story of Terra Nova is not only evolving – it is evolving in a very deliberate, easy to understand, easy to follow method that is alien to nearly every other game system I have ever encountered. (See my review of the second edition rulebook for more details on this.)

As a result in buying into this world you not only buy into a world of incredible depth and detail – but a world where that depth and detail is evolving and progression.

In short, not only should you buy Life on Terra Nova because of the incredible strength of the product itself, but due to the incredible strength of supplementary products which the purchase of this book will open up for you.

Style: 5
Substance: 5

Author: Gene Marcil and others
Company/Publisher: Dream Pod 9
Cost: $19.95
Page count: 160
ISBN: 1-896-776-00-0
Originally Posted: 1998/05/16

D&D Gamma World

November 9th, 2011

D&D Gamma WorldD&D 4th Edition Gamma World is neither D&D nor Gamma World nor a 4th Edition.

To boil that down: The newest edition of Gamma World is actually the 7th of that name. It is self-evidently not D&D. It also bears very little in common with previous editions of Gamma World (sharing with them neither setting nor mechanics).

With that being said, of course, one can still judge the newest Gamma World on its own terms. And what are those terms? Providing a “beer-and-pretzel” game that’s not meant to be taken very seriously, featuring fun, rapid-fire character creation plugged into an ultra-light chassis based on a super-streamlined version of the D&D 4th Edition rules.

And on those terms, the game is mostly a success.

CHARACTER CREATION

The core of character creation in Gamma World are the character origins. A random table of twenty different origins – Android, Felinoid, Hypercognitive, Speedster, Yeti, etc. – is provided. You roll twice and you character is the resulting combination of origins: Maybe you’re a Seismic Doppleganger; or a Giant Empath; or a Radioactive Hawkoid.

The origins you roll pre-determine the value of your prime requisites, but then you roll the rest of your attributes 3d6 in order. Your origins also provide you with bonuses to certain skills, and you’ll randomly determine another skill to receive a bonus.

At this point, everything else falls out in a fairly predictable pattern: Hit points. Armor class. Defense scores. Skill bonuses. Yada yada yada.

You get to pick your starting armor and your starting weapon, but everything else (including the rest of your starting gear) is randomly determined. The result is a character creation system which is theoretically very fast. In practice, I found that it bogged down a bit due to the calculations involved in combining two different origins. (Although this may improve as one becomes more familiar with the system.)

(Note, also, that the character sheets included with the game include a step-by-step walk-thru for creating a new character. The result, unfortunately, is a character sheet which is not terribly useful during actual play.)

What the system does succeed brilliantly at, however, is inspiring immense amounts of creativity as players seek to explain unique origin combinations.

When I rolled up a test character in the system, for example, I generated a Giant Hypercognitive. The result? The Jolly Olive Giant, seeking the lost legends of his tribe from before the Fall (when they were apparently provincial farmers) in order to unlock the secrets of greatness which are glimpsed in his furtive dreams of future potential.

My first real PC in the system was an Ectoplasmic Android. HAL Negative 9000 was the ghost of a shipboard AI from an alternate reality that crashed his spaceship into the Large Hadron Collider, triggering the apocalypse. Two arms of ectoplasmic iron have been bolted to his sides. He carries with him at all times an iPad 6 which he’s loaded up with a HAL 9000 soundboard app. He refers to the iPad as “Bob” and frequently has conversations with it.

What I’m basically saying is that this character creation system is fantastic. Flat out amazing. It forces the player to commit an act of creative closure in order to reconcile two disparate origins which have been artificially conflated, and provides enough random chaff (a skill, miscellaneous equipment, secondary ability scores) for inventive frisson. The result immediately catapults the player into their role while getting their creative juices flowing.

The game has received significant accolades and this extremely effective – and extremely exciting – character creation system has a lot to do with it.

ALPHA MUTATIONS

Your character will also possess alpha mutations. These are not, however, permanent features. Instead, you will draw a new alpha mutation card (a) every time you roll a “1” on a d20 or (b) at the end of every encounter.

(The explanation is that reality has been fractured by the Big Mistake that created the apocalypse. As a result, PCs can randomly “draw on alternate worldliness in which they naturally possess” these disparate powers.)

The goal appears to be to provide a constant flux of new tactical options in order to keep the game fresh and interesting.

In practice, however, I found that the churn rate on alpha mutation powers was too high. Because you’ll be forced to exchange your alpha mutation card at the end of every encounter, it creates a sense of urgency to use the power so that they don’t get “wasted”. The result is that the game seems to strongly “play itself” as you maneuver yourself into whatever position is necessary to trigger or use the current alpha mutation.

Perhaps this sense of urgency will be lessened once you’ve seen every power several times. But, if so, this seems equally problematic in other ways (as the game becomes stale).

Furthermore, I suspect that the root of the problem is not the novelty of the alpha mutation cards. Rather, it is the fact that the alpha mutation cards make up a significant portion of your interesting abilities in each encounter.

OMEGA TECH CARDS

You will also receive random Omega Tech cards. These are “artifacts of advanced technology” which each have a single power that can be used once per encounter. (A few exceptions do exist.) After each encounter in which they are used, there’s a 45% chance that they’ll malfunction and stop working.

Mechanically, the Omega Tech cards work just fine. Since they don’t automatically burn up at the end of each encounter, they provide a strategic resource that can be meaningfully managed.

What I don’t like abut the Omega Tech cards, however, is that they’re designed to be rewarded randomly at the end of an encounter. Basically, they’ve hard-coded the old silliness of a monster carrying magic items it doesn’t use into the system.

Also: If you have two decks of cards in a game which are never supposed to be inter-mixed with each other, please don’t use the exact same back for both sets of cards.

OTHER SHORTCOMINGS

The streamlining of the 4th Edition ruleset into a simpler version of itself is handled pretty well. Unfortunately, there are numerous places where this streamlining simply takes the form of incomplete rules. One prominent example is the lack of rules for vehicles and mounts, despite the fact that a new character’s random equipment is actually quite likely to include one or the other (or both). But there are also several places where rules will be referenced which don’t actually exist in Gamma World.

One of the effects of streamlining the 4th Edition ruleset, however, is that Gamma World even more heavily emphasizes encounter-based adventure design. For example, there are no daily powers and there are no healing surges. The result is that your character basically resets back to a clean slate at the end of each encounter. There is virtually no strategic component to the game: The game is entirely tactical… and entirely bland.

4th Edition’s penchant for “leveling up the game world” to match the current level of the PCs has also never been more blatant. Tasks throughout the rules are defined only as being “easy”, “moderate”, or “hard”. The DCs associated with each descriptor depends entirely on the current level of the PCs.

Finally, the index is abysmal. I’m assuming they just had someone randomly generate page numbers and then randomly pick words off the pages they generated. After filling half a page with half-hearted page references, they realized the futility of the task and quit.

ACCOUTREMENTS

It should also be briefly mentioned that the Gamma World boxed set includes a couple of poster maps and a decent number of high-quality cardboard counters.

I’m not a huge fan of WotC’s “brown, green, and glowy” style for battlemaps, but these are fairly well done.

The counter selection, however, simply confuses me. The PC counters only account for roughly half the possible origins (which is perhaps understandable), but inexplicably some of the origins represented are duplicated. The monster counters also represent only a subset of the two dozen creatures in the bestiary (which is also understandable), but are not even sufficient for running the encounters from the sample adventure.

FINAL THOUGHTS

There is a little doubt in my mind that character creation in Gamma World is a complete triumph. I could spend an entire afternoon just rolling up characters and spinning tall tales.

Unfortunately, I feel the character creation system is merely the capstone to a fairly lackluster system. The streamlining of the 4th Edition system only places an even greater emphasis on combat encounters. The high-churn of alpha mutation cards appear to fight a largely losing battle against the bland monotony of the combat, but the churn itself becomes a problematic gimmick.

Can a game survive on character creation alone? Maybe.

I haven’t actually given up on this game yet. (I’m hoping to play at least a couple more times, and I’ll probably slide over to the GM’s side of the screen at least once before I’m done.) If it wasn’t for the character creation, that certainly wouldn’t be true.

But while the character creation makes me wish I could give this game a ringing endorsement, the reality of playing it (at least to date) makes that impossible. If it’s caught your attention, I won’t say that you should write it off. But you will want to approach it with a fair bit of caution.

Style: 4
Substance: 3

FURTHER READING

Gamma World – The Sample Adventure

Gamma World – Playtest Report

Gamma World – The Egyptian Incursion

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.