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Sunday, June 21, 2015

Super Giant Stars in a Singularity Network

The Astrogator / Warlock got a Super Giant star (being exploited by a species of synthetic starfish creatures to lens a wormhole (one of many such wormholes)) angry over its exploitation, and as its lashed out with a massive solar eruption, the plasma filament was instead sucked into the singularity, emerging not only in the other wormhole apertures, but at the source.  this was irreparable, sucking the star apart and into chunks throughout the network of wormholes.  Many ships, both invading, as well as friendly were lost.  The fleet having been recalled from Arkay space were transported through the singularity to the elemental plane of Water where the stellar fragments promptly began to explode in novae.  Moving through the superdense medium was accomplished on the fly by tuning the shields to agitate the water into a bubbly steam and allow faster travel.  Ships were lost, but he larger ones were able to escape and find a harbour of sorts in large floating coral reefs while repairs were made.

Alien, synthetic starfish were thought allied with the Dsato via their mutual master of a Cthulhoid creature akin to Pyray, The Whisperer in the Abyss.

The surviving fleet, again through the actions of the Astrogator / Warlock was able to reenter normal space.  This is where last week's game ended in the main action.

The Scout / Psylock (Psi Witch) had to end the Astrogator's service int eh Humanosphere to save her being Court Martial'd, and had her join the independent Scout Service to save her life.  Her initiation into the scouts was upon the planet Emerald Heights, down in the swamps, and consisted of the player being encouraged through the process by me and the Scout player.  The PC confronted an undead Psi-Witch Warlock and killed her by dropping the undead into a Warlock Pit of Positive energy.  The blast KO'd the PC, but she awoke with maximised HP for her level.  The Scout / Psilock's Blindfighting duel will have to wait, as the player is expected out due to Fathers' Day.

Bio-enhancements were tried by the unsung Technical crew PCs who did all of the unglamourous work that saved the fleet, and one PC was less than thrilled with his pick of four Power / Mutation rolls, ending up (I think) with Doorways, kind of like 5e Banishment spell or Gamma World's Planar Travel mutation.

We'll see how this week's session goes.

Thursday, June 11, 2015

Necropolis Comic

Through a Google+ post in my stream, I discovered Necropolis Comic.
I fell in love with it, and I just had to bring it to you.
It is a Tumblr thing, but I have posted it at the bottom of this very blog.
Do yourself a favour and ogle it.
It reminds me of Wolfe's Urth of the New Sun = High Praise.

Thursday, June 4, 2015

June 4 2015 Update

The Thursday group are talking about becoming land holders and the bigger game.  They are returning from the crashed ship with cryonic gear and a medical officer who they think is an android.  Slunk the formerly-Elf Warlock has mutated a bit, helped Merope to convert from Frostism (Lady Arctise) to Siltism (Lord Worm).

My Weekend crew keep going with a D&D 5e game and the Encounter Critical UWoM game I am writing.  The writing is going along nicely.  I'm working on vehicles right now.  It'll have OS conversion built in, and a much faster CharGen than EC does, even with more stuff added.

I'd like to go into more detail about ECUWoM, but I don't want to jinx or overshare: show, don't tell.

I have plans to release material for Goblinoid Games Starships & Spacemen 2e, and also use GORE for another version.




Wednesday, May 13, 2015

(Very) Random Encounters in Context

Based on this discussion: LINK to Tenkar's Tavern

I don't prep.  I roll encounter dice and read 3s as evidence of activity if someone is tracking, 2s as obvious recent activity or tracks (what have you), and 1s as encounter events.

Next, I grab my Koplow dice, now dubbed Quisitor dice, comprised of a Greater Than/Less Than die and a Likelihood die, roll them together and determine if something actually happens.

After I know something happens, I roll two colour dice (red through violet) and use that to stimulate my imagination/understanding of the situation, taking terrain, time of day, season, etc. into account.

If the Quisitors give me a high likelihood of an event, and the colour dice suggest it is hostile, I then roll critter dice (again, Koplow), to impromptu create a type of thing to be encountered, doing away with the need for monster lists.

Then to determine strength of encounter, I roll a d20 or something that makes sense for circumstances, then in the ten seconds or so this process took, I ask the players to roll perception or initiative, etc. to then describe the results.

Monday, May 4, 2015

Urutsk Space Age hack of Encounter Critical

Sunday Evening Game-

The crew of the HSS Arden formally sides with the first group of Arkay against the Dsato who refuse to acknowledge their existence and have incurred 40% of their sphere. Some portion of the Dsato (sided with a cantankerous group of [more] belligerent Arkay) fire a missile at the HSS Arden. The Arden's captain tells the PCs to 'F' them up.' The PCs proceed to do so, and using my mass combat rules, they take over the Dsato ship crewed by 80 with a force of 15. Taking control of the bridge and shutting off life support helped that. The Humanosphere now have a Dsato ship and have agreed with the Dsato, that this means war. The majority of Arkay have aligned/allied with the Humanosphere.

The percentage Ability Score bonuses I have in the playtest document are too high, and it was good to confirm that in play. I'm working on that and speeding up chargen a lot through easy techniques.

Other good stuff going on in the development.

Tuesday, April 28, 2015

Great Images for the Microgame Trilogy

Remote Mongolian Tribe of Eagle, Reindeer, and Wolf trainers
LINK

Tuesday, April 21, 2015

IMAGINATIVE third microgame in the FALCONSCRY and BLADESLINGER series

IMAGINATIVE is the story of the Eastern Ogres struggle.


I can see both closing out the microgames, or equally, opening up even more of them.

Do you enjoy these modular microgames?  Want more?


With these three, rather a lot can be played out, and what has been left out of the rules opens more up to each group's interpretation, which I think is  a benefit rather than a liability.

My solution for a character sheet has been to fold into quarters a sheet of paper, and write a name for each character, their Abilities, and three pieces of equipment, including their respective weapon.

The fourth quarter panel is tempting me to fill it.
Suggestions?