Showing posts with label Star Trek. Show all posts
Showing posts with label Star Trek. Show all posts

Saturday, October 13, 2018

Ensemble Casts, & Proactive vs. Reactive in Solo RPG's

Ensemble Cast
Since it's October, and Halloween is just around the corner, my thoughts usually turn to Horror this time of year (not that they every really stray too far from it to begin with...).

When my thoughts turn to horror (gaming) I invariably get back around to pondering one of my favorite sub-gene's of horror: The Slasher Movie. I've pondered over how to run one of these as a successful Solo venture before, and have been doing so again as of late.

I'd come up with what I think may be a solution to some of the issues I've foreseen when I got side-tracked last night by Netflix's release of their new series "The Haunting of Hill House" which led me to one of the OTHER sub-genre's I brood over when this mood comes around: The Haunted House, which I'd also like to run.

The ensemble cast of 1963's "The Haunting", the great adaptation of "The Haunting of Hill House"

The solution I've come up with addresses some problems that I now realize BOTH have in common. One is Ensemble Casts. It's a subject I've discussed in the past when trying to figure out to run a "Star Trek" thing. I'll get that in a bit, as it's something I want to discuss at length, all on its own.

But the one that really hit me today when considering both sub-genres alongside each other is THIS: Proactive vs Reactive in Solo RPG's, which is what inspired me to post in the first place. In the past I've discussed a bit about how I thought "mission oriented" RPG's were much easier to run Solo. I realize now what I was struggling to articulate in that view is The Difference Between Proactive and Reactive in RPG's.

That is to say: Proactive would be the so-called "mission oriented" RPG's I mentioned earlier. They give you a goal, someplace to go, and something to do. On the other hand a Reactive one would be one where you wait for things to happen, then you respond accordingly.

The latter of the two are the ones I've struggled with. In order to make Reactive games work you have to have something to react TO. The only way I've ever solved this problem was content generators. Lots and lots of content generators.

It occurs to me as I write this that perhaps the main difference between Proactive and Reactive is the Proactive front-loads all your Random Content, whereas in Reactive you generate as you go, which means you need somewhere to go and something to do until then, since really PROACTIVE becomes REACTIVE to some extent once you start playing, as you roll new terrain, random encounters and so on.

All of this talk of Proactive vs. Reactive might be apropos of nothing, but I do think it is important, and somewhat instructive, to think about which structure the type of game or genre you're thinking of has, so as to look ahead to what some of your needs are going to be.

I think one of the things I've always struggled with in Reactive-type games is: Who is my character? Where am I going? What am I doing? I always likened it to wanting to have no more knowledge than the character. That is to say: the teens in a Slasher Movie don't KNOW they're in a Slasher Movie. The people that move into a Haunted House don't KNOW they're in a Haunted House Movie. Until all the fun starts. I'd like to be as surprised as they are.

I haven't solved that one. Without LOTS of purpose designed random tables (that STILL might produce results that didn't fit well together) the only option I can see right now is deciding what kind of "movie" you're making ahead of time and casting accordingly? At the least you might have to have some kind of random generation of "Who" and "Where" which might suggest (or let something like "Mythic" generate suggestions for you) of the "What" and "Why"?

ANYHOW, the idea that I have is on a way to handle Ensemble Casts, and deal with the Where They're Going and What They're Doing questions to some extent. At least until the "fun" begins.

The idea was inspired by the RPG "The Final Girl". In that game, 3+ players each create 2-4 characters or so, writing them up on index cards, which are put into a "pool". No one owns the characters, but each scene each player picks a character to play for that scene. There are a number of Introduction Scenes where we get to know these characters and establish Connections between them.

I was thinking about how to convert this game to Solo when I had the following idea, for handling scenes with ensemble casts.:

  • CHARACTERS: Write each Characters name on an index card. You are either going to play all the Characters, or have one Main Character and play one of the "NPC's" in scenes that this character is not in, etc. If you choose a Main Character you can then pick one of the NPC's to be your next Character if that one dies, etc.
  • LOCATIONS: Decide if the game is going to take place over a wide area or a isolated location. These are where your scenes are going to take place, and write them down on cards. For example: if you decide your Slasher Movie is going to take place at  Summer Camp, you might write up the main rooms of the Lodge on separate cards (or make a little sub-table of rooms on a card that just says "Lodge"?), Lake, Woods, Council Fire, Boat Dock, Garage, Barn, etc.
  • SITUATION: Write up a number of cards with "Situations" typical to whatever type of "movie" you're playing. Continuing with out Slasher example, let's say: Sex, Drugs, Music, Booze, Dancing, Pranks, Spooky Story, Teasing, Banter, Quarrel, whatever tropes you want.
  • NOW:  each scene draw (X) number of Characters (dice for it or decide, whatever), a Location and a Situation. Your Characters and Location are self explanatory. The "Situation" is something that you introduce during the scene. Choose which character(s) the Situation apply to, and feel free to be as liberal in your interpretation as you like (i.e. if you draw "Sex", maybe you chose two characters who run off somewhere to "do it", maybe it's just innocent flirting, or maybe a Character lusts after someone who isn't even aware of their existence).

So there's the idea in a nutshell. I see it as a way to decide at least who's in the scene, where it takes place, and what their motivation is, until your Game Master Emulator of choice kicks in and the session "gets some legs" and  takes on a life of its own, and things start happening.



Sunday, November 8, 2015

You down with (Gamer) A.D.D?


Yeah, you know me...


Gamer A.D.D. (Attention Deficit Disorder). It's become a running joke in gaming circles. It's funny, although I worry that it in some way trivializes REAL A.D.D. (which is certainly not my intent).

In any case, it's become a shorthand for being easily distracted from one's current RPG pursuit(s) by the "new shiny". The proverbial "grass is greener on the other side" syndrome.

While I'm still firmly committed to getting a Supers game off the ground, I'd be a liar if I said there aren't other games tempting me. As a Solo gamer now, I feel like I (we?) am/are even more vulnerable to the dreaded Gamer A.D.D, as with a group, once everyone is on board with a game, usually it takes on legs of its own and the train keeps rolling. I'd say there's not a lot of suddenly skipping from one game to another on the whim of one person in a group.

In any case here are a few of the other Games I'd Like To Play:

My sci-fi crush
 "White Star", oh how you tempt me. Ever since I picked this up just for the intent of adding material to the Star Trek thing I was tinkering with, it has pulled at me strongly to do as a stand-alone thing.

I love the "generic with the serial numbers filed off" vibe of it. I could totally see playing in a style of the cheesy post-Star Wars sci-fi movies of the 80's, like Battle Beyond the Stars, Starcrash, The Humanoid, The Ice Pirates, or Galaxina, which I love. (Just like in my mind, all of my D&D sessions look like the cheesy post-Conan fantasy flicks of the 80's like Hawk the Slayer...)

With the recent release of White Star supplement Five Year Mission the urge is as strong as ever. It even gives me thoughts of the Trek thing AGAIN...
tempts me to Trek on again





The recent trailers for the new Bond flick "Spectre" got me to thinking, I haven't played a modern action/adventure game in a LONG time, not since Hero Games "Espionage" back in the 80's. But I was a BIG action adventure guy back in the day, eating up flicks like "Die Hard', "Lethal Weapon", "Rambo: First Blood Part II", and a particular favorite "Commando".

Even my choice of reading material back then skewed to the Men's Adventure novels of the 80's like Mack Bolan (the Executioner), Able Team, Phoenix Force, and so on.
Meet the guy who inspired Marvel to create "The Punisher"





So I was curious to see what kind of Spy &/or Action/Adventure games were out there. Though the modern digital age has been a huge boon in the options of readily available, affordable, gaming material, it can also be a BANE too, in that it can be an enabler of one to give in to the urge to ACQUIRE and COLLECT, especially since they are, y'know, so readily available and affordable...

ANYWAY, after shopping around, two games caught my fancy for simple and rules light that look like they'd be a lot of fun that I gave in and picked up, "Covert Ops" and "Dogs of W*A*R", the former being aimed at a more espionage bent (though it looks like it would really cover the whole gamut), while the latter is firmly aimed at those Men's Adventure novels I mentioned earlier.



"Covert Ops"in particular has really got me enthralled. There is a lot of ideas and good game crammed into that rules light package. All of the Random Generators for Major NPC's, Enemy Organizations, Master Villains, Missions, and Security and Traps alone are worth the price. I can already REALLY see running it RIGHT NOW, as a very zero prep, pick up and play, stand-alone adventures type thing, not unlike the Mini Six powered "Monster of the Week" thing that I still want to get back to at some point.

Another genre that I love is the Western. It's a genre that I'm intimately familiar with, having grown up at the tail end of the the heyday of the T.V. Western, and having a Dad who's a fan of the genre instilled a love of Cowboys and Gunslingers in me that has endured, so as such I've had an idea for a "Boot Hill" sandbox for some time that I'd still love to explore at some point.

SO, back to the titular subject of Gamer A.D.D, I wonder if as a Solo gamer that this couldn't end up being a POSITIVE, as we're really free to jump around, experiment, and play whatever we want, WHENEVER we want.

The biggest challenge for me is just to get past that feeling that I'm "cheating" on one game with another, or that I'm "abandoning" one game for another.


I tend to be a absolutist in my thinking, AND in my hobbies and gaming. I'm a real "all or nothing, all in" kind of guy. That's something I'd really like to get over, as when I look at the images posted of so many great games, I really want to make room for them all in my gaming life.

Friday, October 2, 2015

...of Simulations and Sandboxes

By George, I've GOT it! (I think...)
While stuck at work on a slow Friday night, I've been mulling over the "What I Want To Play" series (#4 is sitting half finished in draft now), D&D, & RPG's in general, when I had another minor epiphany.

While thinking on some of the other games I'd like to play that I haven't covered yet versus D&D, two words burbled up from my subconscious that have been rattling around in my head for a couple of weeks now:

Simulation.

Sandbox.

While re-reading the 4th edition "Pendragon" RPG (one of those "Games I'd Like To Play") and looking up things online in regards to it, I stumbled across one quote that said (paraphrasing from memory) that "Pendragon was less of a RPG and more of a simulation" due to its system of Virtues and Vices to ensure that characters behave in a certain, consistent way, to their beliefs and character.

..."less of an RPG and more of a simulation." I rather liked the sound of that.

I think one of the things I've been consciously seeking, without necessarily being AWARE of it per se, is simulation in my RPG's. I want tables and rules that run the world and everything that happens in it, other than my character. (Hence my recent comment that I want my games to be "virtual reality" and that I want "to control my character, and the game to control everything else".

I know one of the reasons, among others, that I chose D&D for my first Solo was the huge amount of material available for it. Random tables for nearly any occasion and situation if you look hard enough. I think this is one of the reasons it worked so well. That kind of plethora of material powers the Simulation.

The other thing I want (that I've been more aware of) is for all of my games to be like a sandbox. Less "sit down & just have an adventure" and more "go anywhere, do anything, live the life of my character". Again, this is why D&D worked so well. Plethora of material, fits the style of play.

And I think this is also why I've had such problems otherwise (except for the "Monster-of-the-Week thing, which by its NATURE is episodic, thus I DON'T want or NEED a Simulation OR a Sandbox).

The problem I've been having is I want a bunch of the other games I'd like to play to be Simulation Sandboxes.

Star Trek? I wanted to live the life and career of a Star Fleet officer fresh out of the academy with an open world space sandbox to explore and unfold around me.

Superheroes? (Another genre I'd like to be playing) I want an open world sandbox simulation city where my character can and go and patrol like Spider-Man and crimes, events, and THINGS just HAPPEN, while maintaining a personal life, a secret identity, and so on.

Now, to be fair, I have scoured far and wide on ye olde intrawebz, and HAVE acquired a fair number of resources for both of the above (and maybe a few others). Supers in particular I was able to amass a decent collection of "stuff" to enable this type of play.

But for some reason I think I've had a harder time of wrapping my head around a "hexcrawl" sandbox-y style of play for the above. (Though I feel like I'm close to a breakthrough on a Supers game...there's something in my subconscious that just feels like the pieces are ready to fall into play and make sense...)

With D&D, there is so much material available, and sandboxing and hexcrawling are such well trod paths, that it wasn't a huge stretch to get started, to figure out what to do, or how to do it.

With others, even though there IS material available (as stated above), there is still lots of prep to be done, and the style of play for these genres feels like strange, uncharted territory, that when contemplating, I've had trouble figuring out where to start, how to approach.

I don't know if I have any point to make. Just thinking "out loud" here. But I think quantifying and qualifying, putting a label on,  what it is you're trying to do in Solo RPG-ing (and maybe life in general, really) helps in some way to accomplish it. When you do so, it clarifies, sets guidelines, expectations, helps identify what the challenges actually are.

Maybe now that I have a clearer idea of what it is that I really want to do I'll have an easier time figuring out how to do it.



Tuesday, September 29, 2015

These are the voyages...(What I'd like to play pt3)

Classy Classic
Star Trek. Depending on your age and pedigree of geek-dom that one phrase may conjure up all different kinds of images. While I have viewed all and enjoyed most of the iterations of Trek, classic will always be "Star Trek" to me. The name conjures up that opening narration by Shatner, the legendary theme, the Enterprise *woosh*-ing by at warp speed and so on.

When I caught the bug to do a solo Trek campaign, the original RPG by FASA seemed like a no-brainer. I own it, have played it quite a bit, and love it. It does classic Trek fine (and to be honest, you could probably do TNG on with a little creativity. My longest running RPG campaign ever was set 20 years after STNG using FASA rules).

The only thing that really "bugged" me was that I had an idea I wanted to explore of starting of an Ensign at the beginning of their career and progressing them through play up through the ranks. While FASA does have rules for skill progression (via Skill Checks) there are no rules for promotion and so on. 

This was important to the type of game I had in mind, to basically have "XP" and "Levels" (ie a very mechanical, non-fiat based way to progress in rank). Which led me to THIS:

Totally not Star Trek with the serial numbers filed off. Seriously...
"Starships & Spacemen" is Goblinoid Games "Trek-like" RPG built on the retroclone ruleset that powers "Labyrinth Lord" (their B/X D&D simulacrum). While it isn't 100% Trek, it is VERY close. Close enough to house rule and hand wave the rest of the way.

It has XP based advancement though levels/ranks. Plus it has a few other features of its own that I really like (such as a "resource management" style "mini-game" based on your starship's power).

While shopping around there was another game I had my eye on...

Is totally Star Trek, with the serial numbers left on...
"WNMHGB" is a free, Microlite-20 RPG that captures classic Trek perfectly, with just a dash of humor. I could totally play it on its own and have a blast, but it didn't have some of the features I wanted (like the full range of stats), but DID have others, like the nice d20 system task resolution system and a lot of cool Talents.

"Since both "S&S" and :WNMHGB" are d20 derived though, it should be no problem to mix-n-match from them" I told myself.

That's when my troubles started.

Next thing I knew I was fiendishly planning on adding bits from "White Star", "Hulks and Horrors", "Stars Without Number", as well as "Labyrinth Lord" and "Mutant Future". I'd caught OSR DIY fever (thanks "White Star"!). I told myself this is my chance to be WAY more gonzo than I normally am.

On paper it sounds great, but the idea quickly grew into a monster that I felt like I had no control over and couldn't get a handle on.

Also, it was starting to feel decidedly "un-Trek" to me. While I was excited by the gonzo mashup possibilities, in my heart, I think I'd rather just let Trek be Trek, & save the gonzo for something less "established".

SO...back to square one? In a twist of irony, after I started working on "the project with no end" I ended up finding a good set of "rules" (or guidelines) on  Character Advancement in Rank. Which makes me think, maybe FASA after all...

FASA STAR TREK PROS

  • Captures Classic Trek perfectly, as it was designed to do
  • Easy and familiar system
  • No "conversion" required, all Trek material already built in


FASA STAR TREK CONS


  • ONLY does Trek
  • No official rank promotion. Above house rules a bit open ended.

S&S/WNMHGB PROS

  • Easily to modify and houserule
  • Very "mechanical" advancement/promotion system
  • Lots of cross-compatible material and resources

S&S/WNMHGB CONS


  • Needs lots of "tweaking"
  • Almost TOO open ended. A bit overwhelming.
  • Not "really" Star Trek
***

NEXT TIME: A "frightfully cheerful" RPG...



Tuesday, September 8, 2015

Why ya gotta go and make things so complicated?!?

NOT YOU!!!
Work, life, and all the other aggravations in-between have gotten me to thinking perhaps I bit off more than I can chew when it comes to the "Star Trek-y" thing I'd been contemplating. My reach may have exceeded my grasp.

In addition to all the other daily issues one normally struggles with, I am a chronic Depression sufferer, which means it is often hard for me to find motivation or enthusiasm for much of ANYTHING at times.

Add to this trying to tackle a project out of my league (at the moment), with a lot of prep work required, and that just makes it worse. Then add guilt at thinking about dropping it, and it gets worse. And so on.

But the truth is, the more I think about it, the less enthused I currently am. All of the prep, and everything else that goes along with, is feeling like work. Work isn't fun. Thus exacerbating the issues above.

I'm starting to come to grips with the idea that, for now, I would really like to just PLAY and not do a bunch of campaign work.  That I should probably settle on one "out-of-the-box" system. Same for campaign setting, or at least one that I know intimately, or by default (modern), or emerges from play (D&D sandbox).

I think I need to lay off the home brew for now. It's too overwhelming and is standing in the way of actually getting something going. SO...I think I'm putting that project on hold for now, and may try to get something going that I can just improvise and freestyle better. More on that later.

Sunday, August 23, 2015

All mixed up



S&S, meet WNMHGB...

As mentioned previously, these are the two I'm planning on using for a "Star Trek" game, for reasons also mentioned previously. I'd be remiss if I didn't mention that you can get "Starships & Spacemen" from Goblinoid Games, and "Where No Man Has Gone Before" (for FREE) from Internet Archive (main site currently down).

Now, here is the mix I'm planning on using of each:

  • Stats: S&S. I like a lot of in the  Microlite d20 system that powers WNMHGB, but the reduction of stats is one thing I din't like. I want my CON & WIS (PSI in S&S) blast it!
  • Character Creation: WNMHGB. I'm torn. I like the old school 3d6 in order of S&S, but really, 4d6, drop lowest, arrange to taste really allows more of the "Starfleet" level of Heroic characters that one would expect, so that's what I'm going with.
  • Stat Bonuses: S&S. I love B/X D&D's spread from +1 to +3, which S&S is based on. So that's that.
  • Races: WNMHGB. S&S is "Star Trek" with the serial numbers filed off. WNMHGB wears its heritage proudly.
  • Classes: WNMHGB. There is a charm in it's 3 Classes: Yellow Shirt, Blue Shirt, Red Shirt. However...
  • Subclasses: S&S (Modified) ...I also like the B/X slash S&S style subclasses applied here (Command, Helm, Navigation, Science, Communications, Medical, Engineering).
  • Skills: WNMHGB. S&S only has four (Combat, Contact, Science, Technical). I like the spread of six in WNMHGB better (Communication, Engineering, Knowledge, Medicine, Physical, Subterfuge). Also under consideration is the Skills system added onto White Star in Hyperspace Messenger #4.
  • Talents: Has to be WNMHGB. S&S doesn't have them. They were one of the main motivators for the mash-up, as the original intention was just to strip races and other bits out.
  • Saving Throws: S&S. I like having different ones for different things (though I'm REALLY tempted to go "one size fits all"...thanks "White Star"!)
  • Psi Powers: I like S&S's take on them. WNMHGB really doesn't have one beyond the Vulcans more or less. There is a great White Star Supplement, Psionics, that I'll likely use as well.
  • Task Resolution: Tie. I really do like the "new school" d20 "unified system" mechanic in WNMHGB, but I'm also cool with a simple "roll under stat on d20" as well, so could go either way.
  • Hit Dice: S&S. All hail the d8.
  • XP/Level Progression: S&S. WNMHGB's is too "nu-skool" loosey-goosey for me.
  • Starship Combat: WNMHGB. It's the most "Trek-y" of the two, though I do like S&S's "mini game" of resource management via Energy Units & Power Points for travel, arming weapons, raising shields, and damage taken, & thus will be using it.
  • Travel/Map/Energy Usage: S&S. WNMHGB hand waves such stuff. I want it as part of my game.
  • Equipment: S&S (for the most part) with my own rules for Phasers. 
So, that's it. Since they're both descended from D&D, they're pretty cross compatible with little to no alteration. Same with all the other games I'm planning on looting for monsters and such.

Long live the OSR and the rise of the Retroclones. ;)

Saturday, August 22, 2015

What I'm getting ready to play

...getting ready to 'seek out new life and new civilizations'

Just to get anyone reading up to speed, my first foray into Solo RPG'ing was a B/X D&D hexcrawl that lasted quite a while. Lots of fun, and I plan on getting back to it, but was in the mood to branch out after a while.

I took the jones for a "Monster-of-the-Week" style game, and successfully ran a several session long adventure using the MiniSix version of the d6 system.

Also great fun, also want to continue, but gamer ADD got me to thinking about Star Trek.

I've shared my ideas on what I'd like to do on the G+ Lone Wolf Solo Roleplaying group before, but here is a quick (?) recap for context of my G+ posts of what I'm getting ready to play. Session recaps are to follow here, so I thought this would be useful.


So I'm still slowly putting together what I want to do regarding a "Star Trek" solo campaign. I would have been ok with the old FASA game (which I have), but character creation & starship combat for it is a little too slow, & no rules for RANK advancement (though I'm still REALLY tempted). 
I decided to give a look at "Starships & Spacemen", the D&D derived retroclone, if for nothing else all the random tables. 
This one has really grown on me, as I'm enjoying class/level based right now. Plus I LOVE its whole "space hexcrawl" approach, & Energy Unit resource management "mini-game" 
Still, it isn't "exactly" Star Trek, so I'd been looking over what will need tweaking to bring it more in line with the source material. And I REALLY need a different starship combat system than the one provided. Then it hit me:

www2.abillionmonkeys.com:3389/trek/ 

"Where No Man Has Gone Before" is based off of Microlite d20. Its starship combat system is close to perfect for what I need. Then I get to looking over all the cool Talents it has. I grok the d20 task resolution system (never really looked it over before). 
Now I'm planning on full on mash-up I think. ;) 
Oh, and "Starships & Spacemen" + its sister boardgame "Star Explorer", + "Where No Man Has Gone Before" + ITS sister game "Far Trek" = possibly all the Star Trek themed old school random tables that one could want. :D 
I am planning on putting together a list of what subsystems I'm using from each. Eyeballing the list I jotted down, it's about 50/50, & all of it character/task resolution etc related, with the starship combat from WNMHGB + the Energy Unit management & all the rules for hexcrawling in space from S&S. 
Another idea I had for what I think I want to use for supplemental material is : "Starships & Spacemen"/"Where No Man Has Gone Before" mash-up as the core + "Labyrinth Lord" (for monsters reskinned as alien flora & fauna) + "Mutant Future" (for PC's & NPC's reskinned as Alien Races) + "White Star" & "X-Plorers" & any/all material being released for them (especially stuff of a "Rockets & Rayguns" / retro sci-fi bent). 
Basically, the idea is "what if TOS was never cancelled?" (but with my own cast & crew). 
I'm looking at doing "my own" Star Trek, starting with the end of TOS (thus set in the midst of the "5 year mission", & disregarding all material that followed TOS, thus not feeling constrained to slavishly follow cannon of "what is to come". 
Set at the "southern" edge of Federation (between the Tholians & The Gorn) it will be mostly pure "seek out new life & new civilizations", with occasional guest shots by the Klingons, Romulans, Gorn, Tholains, & Orions. 
Been looking up tons of images of Aliens, Uniforms, Ships, Robots, Tech, etc. from old sci-fi shows & movies of the 60's - 80's to use as inspiration & to reskin right into Trek & preserve that "look" of TOS. So much cool looking "retro future"!
So, that's where all of this is going...more or less... :)