One avid RPG player's blog primarily about RPGs, namely Star Wars in it's various forms, but also about other random stuff as the mood strikes.
August 7, 2017
RPGaDay Question #7
Question #7: What was your most impactful RPG session?
My answer to this one lies oddly enough in a short campaign of Vampire: The Masquerade, one that took place while I was in college and thus in my early 20's.
In terms of RPGs, it was a heady time for me, with my getting to learn about and experience a great many different systems. Now those that know me also know that I don't have a very positive point of view towards White Wolf's World of Darkness, or as I've taken to calling it, the World of Over-Bearing Angst. But, there was a time, very early on in the setting's life cycle, where the angst level hadn't gotten overwhelming and the dark broodiness of the setting hadn't begun choking the fun out playing the RPG.
Admittedly, I was more a fan of Werewolf: the Apocalypse than the other settings for their World of Darkness, mostly as playing one of the Garou was a more visceral experience, where your character had the opportunity chance and the power to directly attack the ills of the world; yes, I'm aware that the system tends to catch a lot of derision for pretty much being superheroes for furries, but a lot of those same folks have a tendency to overlook the many problems that their beloved Vampire: the Masquerade had, where the players often ignored the struggle against their inner monster and instead embraced the inhumanity of being a vampire and used it as an excuse to do some pretty horrid things.
That said, I did agree to play in what one of my friends would be a semester-long mini-campaign of V:tM, and that one of the goals would be to explore the loss of one's humanity in the wake of becoming a monster. The characters were varied and with one exception (a Caitiff combat monster) rather intriguing individuals from a variety of clans, with an added wrinkle of two of the PCs, myself and one other, being ordinary Mortals, with the understanding that at some point, our characters would be Embraced (presumably by one or more of the vampire PCs). Another element of the campaign proposed was the dangers of power, of how it could corrupt and to what degree should one submit to authority?
Sounds pretty interesting, right? Yeah, it didn't quite work out that way. Of the seven players (five vamps, two mortals), four of the vampires decided they liked working for the local Prince, a truly Machiavellian creature that ruled the city with an iron fist; pretty much nothing happened in the city without his tacit approval. The fifth Vampire, a Ventrue that had been a crusading attorney prior to her Embrace, was the only one to seek to circumvent the Prince, but she was too useful to the Prince (plus he had an unhealthy fixation on her, even for a vampire), and so the other vampire PCs were instructed to "make an example" of the Ventrue's daughter, who was one of the two Mortal PCs. The other Mortal was my PC, a twenty-something aspiring rocker named Michael Cross from the wrong side the tracks (prime material to be vamp'd by either the Brujah or the Toreador), and who in the course of the campaign to that point had managed to convince the Ventrue's daughter that he wasn't a total lost cause, leading them to become friends before developing into romantic partners.
I think the GM's idea was that the four vamp PCs would reject this as a brutality too much, and turn against their inhumane master. Well, you know the saying about GM plans and what happens when they meet the players. Suffice to say, they went over the top with the ensuing carnage, with the four players reveling in their ability to be unabashed monsters. At the end of the session, my PC was left to bleed out after being horrifically beaten, the Ventrue's daughter was left barely alive but catatonic from the trauma both physical and mental, and the Ventrue herself was so horrified she nearly considered ending her undead existence in a final act of defiance. It was some scary stuff, with a couple players being uncomfortable afterwards with what their characters had wrought in the throes of their Frenzy.
So that's the set-up for what lead into what is my most impactful RPG session, which to be fair was something of a two-parter, occurring on consecutive nights. Pretty bleak, right?
Now, a couple weeks before the atrocity described above occurred, one that was bad enough for the GM to almost consider giving up gaming in general, I'd stumbled across a set of fan-created rules for a particular character type, one associated with what is probably one of my all-time favorite films. I'd handed them over as I'd found the fan supplement to be fairly amusing, and figured nothing more would come of it.
A couple nights after that session, the GM stops by my apartment and asks if we can talk. I agree, figuring at the very least he wanted a sounding board if he should continue or not, which made since as I was pretty much out of campaign. So imagine my surprise when he told me that he wanted me to rebuild my Mortal, only no longer was he Mortal, and to make use of a slightly-tweaked version of that fan supplement I'd stumbled across.
In short, Michael was coming back from the grave, but not in a way anybody would expect...
Now, this session in which Michael returned as a mime from Hell took place before Wraith: the Oblivion did their supplement for characters coming back from the dead, so there were no official rules for playing a Crow-style character. The returned version of Michael was truly monster in terms of game mechanics, and seeing an opportunity to play a character type from a film I still enjoy do this day, I through myself into the role of an artistic soul that's been driven to savagery by the evil done, not only to him but to those he cared for and for the countless innocents whom nobody mourned.
So come that next Saturday, with the GM having told the group that he would continue the campaign for at least one more session, though sans the Mortals given what had happened; after all, one of them was dead and the other was catatonic, states that aren't exactly conducive to a fun role-playing experience. I won't bore you the reader with the full grisly details (this post is getting pretty long already), but to say that it was a transformative experience for me on what it meant to truly get into character is an understatement. Michael didn't show up right away, but when he did, I stepped into the room having gone all in, dressed in black with a long coat and my face done up in the variation of the Comedy mask that Eric used in the film. In the end, the four vamps were dead, most of which by fairly creative and symbolically cruel ways, with only one of them truly repenting for her sins before receiving the Final Death, and the Prince of the city learned the hard way that vengeance cannot be forever denied. In it's own way, that two-part session was incredibly powerful, with one of the players even writing her term paper for her alt-psych class about my performance; she was one of the few students to get an A from a professor who was notoriously demanding.
So yeah, that experience was highly impactful in terms of my playing characters. Before then, I generally saw the characters I made as numbers, and will admit that while not a munchkin, I was something of a power-gamer and frequently sought out how to squeeze the most benefit out of the mechanics without much consideration for the character itself. Of course, I find this to be a bit amusing, since Crow!Michael was as power-gamed a character as it was possible to build, but being able to fully and completely step into that role, gave me the insight to fully understand and embrace the role-playing aspect of role-playing games. I may not get quite as in-depth with my character portrayals these days, but that short stint of playing Crow!Michael is one that still sticks with me, it still impacts how I approach role-playing, and it probably will stay with me for the rest of my life.
After all, it can't rain all the time.
August 6, 2017
RPGaDay Question #6
Question #6: You can game every day for a week. Describe what you'd do!
Well this is kind of an interesting one.
Gaming wise, it'd probably be playing RPGs, as that's my preferred form of gaming these days. Though I might sneak in some time with a Zelda title, probably Link to the Past, Link Between Worlds, or Twilight Princess.
As for which RPGs I'd play, I wouldn't want to necessarily play the same one all week. So here's the run down in general order of preference.
Top of the list would be Fantasy Flight Games' Star Wars RPG, as I've yet to truly have a bad session with that system.
Runner-up would be John Wick Productions' 7th Seas 2nd edition, as I very much enjoy the swashbuckling feel of the system and how it empowers the players to have their Heroes be larger than life. Even when they're fresh out of the gate, a Hero in 7th Sea 2e can accomplish some pretty cool things, a feat that a lot of other RPGs tend to struggle with when it comes to newly created characters. I had an absolute blast while playing Estevan Santiago de Montoya del Castillo during a friend's adaptation of the Erebus Cross adventure series, getting into a number of fun sword fights and charming a number of ladies, even managing to win the heart of an otherwise standoffish Vodacce strega after not only defending her honor but giving her the space to make her own decisions (something that she wasn't used to given how Vodacce society places a lot of controls on those noble women with the gift/curse of Sorte).
There is of course Green Ronin's Mutants & Masterminds 3rd edition, which I have also very much enjoyed, especially when playing the Extraordinary Spider-Man, a PC that is a shameless homage to the well-known Marvel hero but with enough twists in his origin story (for instance, both his aunt and uncle are alive!) to make him not a complete carbon-copy of the original wise-cracking webhead. Even if my propensity for rolling absurdly well on rolls tends to leave our poor GM Eric on the verge of tears.
Also, there's two FATE related games I'd like to try out, especially as a player, those being Dresden Files Accelerated and Tianxia. I've been a fan of the Dresden Files series pretty much since I listened to the audiobook version of Storm Front, and while I've had a few chances to play around in that setting courtesy of Evil Hat's original Dresden Files RPG, I think the FATE Accelerated version would run a lot smoother and without nearly as many little hiccups as the original DFRPG had.
As for Tianxia, it's wuxia-themed martial arts that can be as light-hearted and silly or as dour and serious as the group desires, though the default setting does tend to lend itself a bit more to the former given the fantastical nature of the kung fu techniques.
Finally, I would at least like to try out Star Trek Adventures by Modiphus Entertainment. Now to be honest, I've not had a chance to actually play this, but it looks like it could be a lot of fun. I find it kind of cool that the game actually lends itself to an episodic style of play, which makes sense as the primary source material was itself episodic in nature.
So, that'd be my week of solid gaming, if the option presented itself.
Tomorrow's question isn't going to take me nearly as much thought as it might for others, since the answer to that one may have occurred years ago, but it still stays with me to this day, for reasons I'll describe in my next entry.
August 5, 2017
RPGaDay - Question #5
Question #5 - Which RPG cover best captures the spirit of the game?
I had to think about this quite a bit, given the wide breadth of RPGs that I've played over the years.
But the final decision had to come down to a classic, that being the image of the undead badass gunslinger Stone from the original Deadlands core rulebook.
The image tells you right out that this won't be your typical Wild West RPG with the cover by artist Gerald Brom being quite evocative that this is not an hombre you want to tussle with.
The runner-up for me would probably the original cover for Shadowrun, which showed a team of runners fending off a corp security team against a dark cityscape background. Sums up the basics of what Shadowrun is pretty well, eh chummer?
Question #6 should be pretty interesting. See you tomorrow for the answer to that one.
August 4, 2017
RPGaDay - Question #4
Question #4:Which RPG have you played the most since August 2016?
So I sat down and thought about it, and the answer to my initial surprise was WotC's Dungeons & Dragons 5th Edition.
Largely, my Skype group has been playing our way through a modified/abbreviated version of the Curse of Strahd module, something I had suggested as one of our usual players would be out of the country on a religious missionary trip, with said player generally not being a fan of horror-themed settings.
Now, to be honest, while there have been some very creepy elements, I think this campaign has just reinforced my view that doing true horror in D&D borders on being a Herculean task, as the PCs very quickly become superheroes, especially if the bulk of your group is comprised of spellcasters of some type or another, especially if half of them have easy access to radiant damage, such as a Paladin or a Cleric. And if you're playing over Skype, it's even more difficult as the players are probably going to be in a comfy chair in the solace of their home, with the lights on and tasty snacks on hand.
Still, it's been a fun campaign thus far, and there's definitely some twists that our GM Eric has included so that even for veterans of the earlier Ravenloft modules (such as myself, having played the 2e and most of the 3e versions) makes the adventure feel fresh and original. Seriously, the guy doesn't give himself enough credit for the work he's done with Curse of Strahd.
As for Question #5, that's a bit of a tough one...
August 3, 2017
Catching Up on RPGaDay For 2017
So I'd seen this on the Facebook feeds of a few of my friends, and had meant to hope in on Day One. But that obviously didn't happen for assorted reasons.
Well, time to play catch up, and maybe even stay current with it.
#1) What published RPG do you wish you were playing right now?
This was a bit of a tough one, but 7th Sea 2nd edition wins out over Mutants & Masterminds. I really like what John Wick and his team did with the new edition of 7th Sea, and I'd love to play more of it.
#2) What is an RPG you would like to see published?
Honestly not sure I really have an answer, as most of the properties I have an interest in gaming in already have pretty solid RPGs. Maybe a Marvel RPG that centers on the Marvel Cinematic Universe and isn't quite as subject to the whims of the staff at Marvel Comics?
#3) How do you find out about new RPGs?
These days, it's mostly Facebook. I'm sure there's a number of small-press/indy RPGs that I don't hear about, but to be honest I'm already staring down the bullet of the "too many RPGs, not enough time" barrel, so don't really need to add more RPGs to an already long list.
As for tomorrow, the answer to #4 may well surprise a number of folks. It certainly surprised me once I sat down and thought about it.
July 29, 2017
Two To Beam Up! (Star Trek Adventures)
Okay, so yesterday I posted a quasi-review of the Star Trek Adventures RPG. So today's post, I'll be going through the character creation process for both a Main Character and a Supporting Character.
Starting off with the Main Character, I'm thinking of going with a Command-type, perhaps a youngish and not-as-seasoned version of Captain Kirk or Commander Riker. And while I'm not intending for this PC to be the commanding officer of a starship, I figure he'll still be adept in a leadership role either sitting in the captain's chair or leading an away team on a mission. I don't have a full name in mind, but I do have a first name in mind, that being Rafael, mostly as I'd been doing some reading up on Castille in the Nations of Theah Volume 1 for 7th Sea. I'll come up with a surname later on.
So Step 1 is choosing a species for Rafael, which is going to be a Human. I opt to put his three +1 modifiers into Daring, Insight, and Presence, putting those at 8 up from the base 7 that all attributes start at, and note the Human species trait for Rafael. I also get to select a talent, and I take Bold for the Command Discipline since I see Rafael as being a daring leader willing to take risks.
Step 2 is Environment, or where my character is from. I see Rafael as being from Earth, with the idea that he's of mixed racial heritage. Opting to have him be a West Coast native, I'm now thinking a blend of both Hispanic and Oriental, and come up with the surname of Tashiro. Back to making this character, I chose the Homeworld option which gives me a free +1 in one of the Attributes that is improved by my species bonus in Step 1. Since being a Human gave three floating +1s to assign where I choose, I could probably put the +1 increase from this step wherever I wanted, but I'm opting to instead put it into Daring, making that a 9; this is a guy that definitely isn't adverse to taking risks. I also get to increase one of Rafael's Disciplines (this game's name for skills) by one, which I'm going to put into Science, raising that to 2. I also get to select a Value, which is a Trait that represents a core value for my character, for which I jot down "Fortune Favors the Bold."
We move to Step 3, which is Upbringing. I don't have anything particular in mind, so I roll a d6 and get a 1, which is Starfleet. I immediately get the idea of a character that comes from a long line of Starfleet brats, with multiple generations on both sides of the family tree having served in Starfleet since it's inception. I get the choice of whether Rafael chose to accept or reject this upbringing; I go with accepting his upbringing and being proud that much of his family history is tied to Starfleet. This gives Rafael a +2 to his Control and a +1 to his Fitness. Being a Starfleet brat lets me increase one of his Disciplines, which I choose to put that point into Conn, giving him skill at flying ships and navigating the Starfleet bureaucracy. I also get to select a Focus, which lets my character be even more successful when making checks that fall within its realm, for which I choose Starfleet Protocol to give Rafael a strong grasp of how Starfleet operates as an organization. I also get a talent, and choose to take Mean Right Hook to make his unarmed attacks more effective, be it the classic Starfleet judo chop or the Kirk Hammer of TOS Trek.
Step 4 covers Rafael's time at Starfleet Academy. His choice of which academy track to follow is pretty simple, that being the Command Track. At this step, I chose to increase his Daring, Presence, and Reason by +1 each. Since he's going to be in the Command branch, I take a +2 increase to his Command Discipline (now a 4) as well as a +1 to Conn (now a 3) and +1 to Security (now a 2) to give him a bit more of an intellectual angle. I also get to select three more Focuses for Rafael, with at least one of them relating to his academy track, and choose Hand to Hand Combat (advanced combat training, which I opt to further refine as being trained in Wing Chun style of kung fu; blame my recent viewing of the Ip Man films), Helm Operations (knows quite a bit about controlling a starship), and Persuasion (being able to convince others to follow his lead). I also get to select another Talent, taking Follow My Lead to account for his command training and aptitude for leading during hazardous situations. And finally, I add another Value, for which I take "Know When to Bend the Rules Without Breaking Them." Being willing to take risks or face danger means that you can't always go by established protocol, but at the same time a commanding officer has to abide by the general spirit of the rules and regulations.
Step 5 is Career Length, and while I don't see Rafael as being a fresh, still wet-behind-the-ears young officer, neither is he well-seasoned veteran officer, so I default to experienced officer, which provides me with another talent choice, taking Starship Expert to give Rafael a boost when picking out the strengths and weaknesses of other vessels. I get a third value, which I decide to use to have Rafael be tied to another character in the group, selecting the female Vulcan medical officer T'leya, who is a very close friend from his days at the Academy. As to how close, after a bit of talk with T'leya's player, we decide that they were very close, perhaps even intimately so, leading to the value "T'leya is My Closest and Most Beloved Friend."
Step 6 is Career Events, and since I don't really have anything in mind, I break out a d20 and roll twice. The first result is a 5, which is "Required to Take Command." Well, that's about perfect for Rafael as you can find, forcing him to take charge during a dangerous situation. This gives him a +1 to his Daring (now an 11), a further +1 to Command (now a 5, which is the max you can have in a Discipline), and a Focus, for which I select Lead By Example to give him a "lead from the front" feel.
Now for Rafael's second Career Event, I roll again and get a 17 for "Special Commendation." Since the rules suggest you can do it, I opt to combine the two events, and figure that Rafael got his commendation for saving the lives of his fellow officers when he was required to take command. This gives him a +1 to his Fitness and a +1 to a Discipline of my choice, for which I select Security since I picture this as him having to take the lead against a threat to the ship he was stationed to. I also get one last focus, which I choose to pick Athletics to figure that he'd need to be in good shape during high risk situations.
And we come to Step 7, the Finishing Touches. Right now, Rafael has 54 points of Attributes, so he gets two further +1 bonuses, which I apply to Insight and Presence. He's also got 14 points' worth of Disciplines, and receives two +1 boosts, which I apply to Engineering and Science, raising them up both to a 2 and making Rafael a little more well-rounded in his Disciplines, which is a good thing for a command officer. I get one final Value, for which I take "Every Dilemma Has a Solution" to give him a spin on Kirk's classic "I don't believe in a no-win scenario" line from Wrath of Khan, but with not quite as much hubris. I'm also at the point where I choose Rafael's rank, and while my initial idea was to probably have him be a Lieutenant, after his two Career Events I choose to give him the rank of Commander, making him something of a hotshot officer that's quickly climbed the ranks. I also have to select what assignment on the group's ship this character has, and it quickly becomes clear that he's going to be the one sitting in the captain's chair, making his role on the ship that of the Commanding Officer. Since he's a senior officer, Rafael has a Type 2 phaser, as well as possessing the Starfleet uniform, communicator, and tricorder that come standard for all Starfleet officers.
Commander Rafael Tashrio (Main Character)
Traits: Human
Values: Every Dilemma Has a Solution, Fortune Favors The Bold, Know When to Bend the Rules Without Breaking Them, T'leya is My Closest and Most Beloved Friend
Attributes: Control 9, Daring 11, Fitness 9, Insight 9, Presence 10, Reason 8
Disciplines: Command 4, Conn 3, Engineering 2, Security 4, Science 2, Medicine 1
Focuses: Athletics, Helm Operations, Lead By Example, Persuasion, Starfleet Protocol, Wing Chun
Talents: Bold (Command), Follow My Lead, Mean Right Hook, Starship Expert
Equipment: Type-2 phaser, communicator, Starfleet uniform, tricorder
And so we have a young starship commander. Now, you may have noted that at no point do I make a distinction as to what century it is, so this character can work in either the 23rd or the 24th century. Personally, I'm leaning more towards him being active in the 23rd century, but that's due to my being more familiar with TOS Trek than anything. As for what sort of ship we're flying, that's yet to be determined, but odds are it'll be a Miranda-class, hopefully with the Multirole Explorer role.
Okay, so that was creating a Main Character, and now we go onto creating a Supporting Character. For this one, I'm going to whip up an Andorian science/communications officer, choosing to make this character a young female Ensign, whose name I'll suss out later.
I start with a pool of values for her Attributes, along with a +1 bonus for her species to Control, Daring, and Presence. I set her base values at Presence 10, Insight and Reason at 9, Control and Fitness at 8, and finally her Daring to 7.
Next are her Disciplines, which again have a pool of values to assign. Being she's primarily a science officer, I set her Science to 4, followed by Conn at 3, a 2 in both Command and Medicine, and lastly her Engineering and Security are both 1s.
Up next are Focuses, for which I get three options, one of which has to relate to her role on the ship. For these, I pick Computers, Linguistics, and Team Dynamics.
Last steps are her default equipment, that being a type-1 phaser, a communicator, a Starfleet uniform, and a tricorder. Normally when a Supporting Character is first introduced they get a free boost to one of the above, be it a +1 to an Attribute, +1 to a Discipline, or an extra Focus, or a Value. Given this is an example of building the character, I'll give her that introduction bonus right now, selecting a +1 to her Reason. Finally, this young Andorian science officer needs a name, finally settling on Thralla Zynes. Put all the above together, and here's what her stat block looks like:
Ensign Thrala Zynes (Supporting Character)
Traits:Andorian
Attributes: Control 9, Daring 8, Fitness 8, Insight 9, Presence 11, Reason 10
Disciplines: Command 2, Conn 3, Engineering 1, Security 1, Science 4, Medicine 2
Focuses: Computers, Linguistics, Team Dynamics
Equipment: Type-1 phaser, communicator, Starfleet uniform, tricorder
As you can see, coming up with a Supporting Character is a fairly quick process, which makes sense as the intent is that the players will create these characters on an as-needed basis, for times when they might not be able to bring their Main Character on a mission, or there's only a couple of players and they could use some NPC support to shore up Disciplines that the Main Characters aren't quite so adept at.
Well, that's the two Star Trek Adventures characters I promised in yesterday's blog post. Honestly, I'd love a chance to get Rafael into a game to see just how well he works out as a ship's captain; as written he certainly does have that feel of a younger version of Kirk or Riker, or perhaps a slightly more seasoned version of NuTrek's Kirk, having lost much of the cockiness but still having the nerve to go with unconventional solutions to the current dilemma.
Until then, live long and prosper *performs Vulcan salute*
Starting off with the Main Character, I'm thinking of going with a Command-type, perhaps a youngish and not-as-seasoned version of Captain Kirk or Commander Riker. And while I'm not intending for this PC to be the commanding officer of a starship, I figure he'll still be adept in a leadership role either sitting in the captain's chair or leading an away team on a mission. I don't have a full name in mind, but I do have a first name in mind, that being Rafael, mostly as I'd been doing some reading up on Castille in the Nations of Theah Volume 1 for 7th Sea. I'll come up with a surname later on.
So Step 1 is choosing a species for Rafael, which is going to be a Human. I opt to put his three +1 modifiers into Daring, Insight, and Presence, putting those at 8 up from the base 7 that all attributes start at, and note the Human species trait for Rafael. I also get to select a talent, and I take Bold for the Command Discipline since I see Rafael as being a daring leader willing to take risks.
Step 2 is Environment, or where my character is from. I see Rafael as being from Earth, with the idea that he's of mixed racial heritage. Opting to have him be a West Coast native, I'm now thinking a blend of both Hispanic and Oriental, and come up with the surname of Tashiro. Back to making this character, I chose the Homeworld option which gives me a free +1 in one of the Attributes that is improved by my species bonus in Step 1. Since being a Human gave three floating +1s to assign where I choose, I could probably put the +1 increase from this step wherever I wanted, but I'm opting to instead put it into Daring, making that a 9; this is a guy that definitely isn't adverse to taking risks. I also get to increase one of Rafael's Disciplines (this game's name for skills) by one, which I'm going to put into Science, raising that to 2. I also get to select a Value, which is a Trait that represents a core value for my character, for which I jot down "Fortune Favors the Bold."
We move to Step 3, which is Upbringing. I don't have anything particular in mind, so I roll a d6 and get a 1, which is Starfleet. I immediately get the idea of a character that comes from a long line of Starfleet brats, with multiple generations on both sides of the family tree having served in Starfleet since it's inception. I get the choice of whether Rafael chose to accept or reject this upbringing; I go with accepting his upbringing and being proud that much of his family history is tied to Starfleet. This gives Rafael a +2 to his Control and a +1 to his Fitness. Being a Starfleet brat lets me increase one of his Disciplines, which I choose to put that point into Conn, giving him skill at flying ships and navigating the Starfleet bureaucracy. I also get to select a Focus, which lets my character be even more successful when making checks that fall within its realm, for which I choose Starfleet Protocol to give Rafael a strong grasp of how Starfleet operates as an organization. I also get a talent, and choose to take Mean Right Hook to make his unarmed attacks more effective, be it the classic Starfleet judo chop or the Kirk Hammer of TOS Trek.
Step 4 covers Rafael's time at Starfleet Academy. His choice of which academy track to follow is pretty simple, that being the Command Track. At this step, I chose to increase his Daring, Presence, and Reason by +1 each. Since he's going to be in the Command branch, I take a +2 increase to his Command Discipline (now a 4) as well as a +1 to Conn (now a 3) and +1 to Security (now a 2) to give him a bit more of an intellectual angle. I also get to select three more Focuses for Rafael, with at least one of them relating to his academy track, and choose Hand to Hand Combat (advanced combat training, which I opt to further refine as being trained in Wing Chun style of kung fu; blame my recent viewing of the Ip Man films), Helm Operations (knows quite a bit about controlling a starship), and Persuasion (being able to convince others to follow his lead). I also get to select another Talent, taking Follow My Lead to account for his command training and aptitude for leading during hazardous situations. And finally, I add another Value, for which I take "Know When to Bend the Rules Without Breaking Them." Being willing to take risks or face danger means that you can't always go by established protocol, but at the same time a commanding officer has to abide by the general spirit of the rules and regulations.
Step 5 is Career Length, and while I don't see Rafael as being a fresh, still wet-behind-the-ears young officer, neither is he well-seasoned veteran officer, so I default to experienced officer, which provides me with another talent choice, taking Starship Expert to give Rafael a boost when picking out the strengths and weaknesses of other vessels. I get a third value, which I decide to use to have Rafael be tied to another character in the group, selecting the female Vulcan medical officer T'leya, who is a very close friend from his days at the Academy. As to how close, after a bit of talk with T'leya's player, we decide that they were very close, perhaps even intimately so, leading to the value "T'leya is My Closest and Most Beloved Friend."
Step 6 is Career Events, and since I don't really have anything in mind, I break out a d20 and roll twice. The first result is a 5, which is "Required to Take Command." Well, that's about perfect for Rafael as you can find, forcing him to take charge during a dangerous situation. This gives him a +1 to his Daring (now an 11), a further +1 to Command (now a 5, which is the max you can have in a Discipline), and a Focus, for which I select Lead By Example to give him a "lead from the front" feel.
Now for Rafael's second Career Event, I roll again and get a 17 for "Special Commendation." Since the rules suggest you can do it, I opt to combine the two events, and figure that Rafael got his commendation for saving the lives of his fellow officers when he was required to take command. This gives him a +1 to his Fitness and a +1 to a Discipline of my choice, for which I select Security since I picture this as him having to take the lead against a threat to the ship he was stationed to. I also get one last focus, which I choose to pick Athletics to figure that he'd need to be in good shape during high risk situations.
And we come to Step 7, the Finishing Touches. Right now, Rafael has 54 points of Attributes, so he gets two further +1 bonuses, which I apply to Insight and Presence. He's also got 14 points' worth of Disciplines, and receives two +1 boosts, which I apply to Engineering and Science, raising them up both to a 2 and making Rafael a little more well-rounded in his Disciplines, which is a good thing for a command officer. I get one final Value, for which I take "Every Dilemma Has a Solution" to give him a spin on Kirk's classic "I don't believe in a no-win scenario" line from Wrath of Khan, but with not quite as much hubris. I'm also at the point where I choose Rafael's rank, and while my initial idea was to probably have him be a Lieutenant, after his two Career Events I choose to give him the rank of Commander, making him something of a hotshot officer that's quickly climbed the ranks. I also have to select what assignment on the group's ship this character has, and it quickly becomes clear that he's going to be the one sitting in the captain's chair, making his role on the ship that of the Commanding Officer. Since he's a senior officer, Rafael has a Type 2 phaser, as well as possessing the Starfleet uniform, communicator, and tricorder that come standard for all Starfleet officers.
Commander Rafael Tashrio (Main Character)
Traits: Human
Values: Every Dilemma Has a Solution, Fortune Favors The Bold, Know When to Bend the Rules Without Breaking Them, T'leya is My Closest and Most Beloved Friend
Attributes: Control 9, Daring 11, Fitness 9, Insight 9, Presence 10, Reason 8
Disciplines: Command 4, Conn 3, Engineering 2, Security 4, Science 2, Medicine 1
Focuses: Athletics, Helm Operations, Lead By Example, Persuasion, Starfleet Protocol, Wing Chun
Talents: Bold (Command), Follow My Lead, Mean Right Hook, Starship Expert
Equipment: Type-2 phaser, communicator, Starfleet uniform, tricorder
And so we have a young starship commander. Now, you may have noted that at no point do I make a distinction as to what century it is, so this character can work in either the 23rd or the 24th century. Personally, I'm leaning more towards him being active in the 23rd century, but that's due to my being more familiar with TOS Trek than anything. As for what sort of ship we're flying, that's yet to be determined, but odds are it'll be a Miranda-class, hopefully with the Multirole Explorer role.
Okay, so that was creating a Main Character, and now we go onto creating a Supporting Character. For this one, I'm going to whip up an Andorian science/communications officer, choosing to make this character a young female Ensign, whose name I'll suss out later.
I start with a pool of values for her Attributes, along with a +1 bonus for her species to Control, Daring, and Presence. I set her base values at Presence 10, Insight and Reason at 9, Control and Fitness at 8, and finally her Daring to 7.
Next are her Disciplines, which again have a pool of values to assign. Being she's primarily a science officer, I set her Science to 4, followed by Conn at 3, a 2 in both Command and Medicine, and lastly her Engineering and Security are both 1s.
Up next are Focuses, for which I get three options, one of which has to relate to her role on the ship. For these, I pick Computers, Linguistics, and Team Dynamics.
Last steps are her default equipment, that being a type-1 phaser, a communicator, a Starfleet uniform, and a tricorder. Normally when a Supporting Character is first introduced they get a free boost to one of the above, be it a +1 to an Attribute, +1 to a Discipline, or an extra Focus, or a Value. Given this is an example of building the character, I'll give her that introduction bonus right now, selecting a +1 to her Reason. Finally, this young Andorian science officer needs a name, finally settling on Thralla Zynes. Put all the above together, and here's what her stat block looks like:
Ensign Thrala Zynes (Supporting Character)
Traits:Andorian
Attributes: Control 9, Daring 8, Fitness 8, Insight 9, Presence 11, Reason 10
Disciplines: Command 2, Conn 3, Engineering 1, Security 1, Science 4, Medicine 2
Focuses: Computers, Linguistics, Team Dynamics
Equipment: Type-1 phaser, communicator, Starfleet uniform, tricorder
As you can see, coming up with a Supporting Character is a fairly quick process, which makes sense as the intent is that the players will create these characters on an as-needed basis, for times when they might not be able to bring their Main Character on a mission, or there's only a couple of players and they could use some NPC support to shore up Disciplines that the Main Characters aren't quite so adept at.
Well, that's the two Star Trek Adventures characters I promised in yesterday's blog post. Honestly, I'd love a chance to get Rafael into a game to see just how well he works out as a ship's captain; as written he certainly does have that feel of a younger version of Kirk or Riker, or perhaps a slightly more seasoned version of NuTrek's Kirk, having lost much of the cockiness but still having the nerve to go with unconventional solutions to the current dilemma.
Until then, live long and prosper *performs Vulcan salute*
July 28, 2017
To Boldy Go...
And now for something completely different...
So a couple weeks ago, I opted to pick up the PDF of Modiphus Entertainment's latest RPG, Star Trek Adventures, mostly at the urging, subtle and otherwise, of a couple members of my usual Skype group. Bear in mind that in the never-ending Wars vs. Trek debate, I generally land on the side of Star Wars. That's not to say I dislike Star Trek in general, but of the two franchises I prefer the one set in a galaxy far, far away.
The PDF cost me just under $16 from the DriveThruRPG, and I'll admit it's pretty snazzy looking. Now it's worth mentioning that the general look draws from the Next Generation era of Trek, as does the majority of the artwork. Now, maybe I've been spoiled by the amazing artwork that FFG has used for the entirety of their Star Wars RPG line, but the artwork in Star Trek Adventures generally just isn't all that amazing. There's a couple of decent images of starship combat, but the rest of it tends to hover around acceptable for me.
Now it's worth noting that Star Trek Adventures uses a streamlined version of the 2d20 system that Jay Little (father of the narrative dice system used in Star Wars and Genesys) created for the Modiphus' Mutant Chronicles RPG. The 2d20 system doesn't quite have the multiple axis of success/failure, instead going for a bit more of a binary pass/fail method, though the better you do on a task, the more impressive your success becomes due to the concept of Momentum. Also interesting in that you generally want to roll under your target number, which itself is determined by how good you are at a task. I'm still not 100% sold on the system, but I'd probably need to play it at least once. Then again, I wasn't completely sold on FFG Star Wars' narrative dice system at first, and now it's probably one of my favorite RPGs on the market.
One element really do like is that use of Traits, which bear a lot of similarity to FATE's Aspects. For instance, the game effects of your character's race is primarily tied into a Trait, which doesn't offer any discrete mechanical advantages or drawbacks, but can be invoked to give scene-appropriate bonuses or penalties. This alleviates a recurring problem with races/species in many RPGs where some are just flat-out better at certain roles/classes/careers than others. So it's quite possible to build an Andorian Science Officer that's just as capable as a Vulcan or a Human would be, or conversely build a Vulcan Command Officer that's not inherently handicapped at being a leader in comparison to a Human or a Betazoid.
Character creation looks a lot more daunting than it really is, since the standard creation method pretty much walks you through the process each step of the way, delivering each element in bite size chunks and offer a decent variety of options to choose from. As I said earlier, the book pretty much focuses on the 24th century, so almost have the races available are from that era, with the number of available races dwindling the further back you go in the Trekverse's history. I should mention that there is zero mention of the Abramsverse films, so for those purists that dislike the direction the reboot films take, you can rest easy that your classic Trek timeline remains intact.
I do like that all PCs start with the same value in attributes (7) and skills (1 rank), and that as you go through the character creation process, you simply add modifiers based upon which background options you selected. You also get to add Values (pretty much identical to Traits) at specific steps along the way, as well as Talents which offer a minor (but handy) benefit in certain situations. It's worth noting that the game runs on the default that the PCs are all Starfleet Officers that have graduated from the Academy, as has been the case with the majority of Star Trek media.
Now I've not delved all that much into the combat chapter, but at first pass it doesn't look all that complicated, at least for personal combat, which isn't super deadly but unless your a Main Character it's quite possible to be taken out with a single lucky shot. Starship combat however is another matter, as it seems is often the case with RPGs that delve into such matters. Since a PC group are by default all bridge/senior officers aboard their starship, there's a lot of options available depending on what station your PC is currently manning.
I think it bears mention that while the PCs, or Main Characters as the book calls them, are all bridge officers and thus the ones generally in charge of the ship, there is the option of what the book calls Supporting Characters. These are generally pulled from the list of no-name rank and file crew, given a name and run through an abbreviated version of the full character creation process that's pretty quick, and a minor bonus if this is the first time they show up in the current adventure. That way, you can avoid running into the classic problem of the original Trek series where the senior officers were beaming down into dangerous situations. There is a limit to how many Supporting Characters a group can pull into the adventure, generally based upon the size of the ship the players are in charge of.
The options provided for starships are fairly broad, but again are centered on the 24th century with a few throwbacks to the 23rd century, with the famous Constitution-class being the oldest starship model available to players in the core book. One nice touch that can help keep older ships viable is the idea of refits; in short for every 10 years past the ship class' launch date that the campaign is set in, the PCs ship gets a small boost to reflect the minor upgrades and refits the vessel would have undergone to keep it in service. Another nice touch is that each Starfleet vessel gets the option of choosing a role for the ship, from a Pathfinder/Recon to Tactical/Patrol to Science to the Multirole Explorer (the game text notes that Kirk's Enterprise was of this type), with the role providing a set value of ship skills and a Talent to reflect the role it plays in Starfleet.
Overall, I have to say I like Star Trek Adventures, and am kind of eager to give the game a whirl. There's been talk amidst my Skype group of trying at least a one shot or two, but right now our focus is on completing the Curse of Strahd adventure module (we're now at 9th level and still no PC deaths, though our Dragonborn Bard has had a couple close calls) before we really start seriously talking about doing one-shots for other systems.
Still, that hasn't stopped me from coming up with a crop of pre-gens, done so that I can get a slightly better feel for the system and how various numbers might work. I'll probably do a later post walking through the character creation process for a couple of different characters, just to give a demo of how it works.
So, if you're a Star Trek fan looking for an RPG to let you game in the Final Frontier, then Star Trek Adventures is definitely worth checking out.
So a couple weeks ago, I opted to pick up the PDF of Modiphus Entertainment's latest RPG, Star Trek Adventures, mostly at the urging, subtle and otherwise, of a couple members of my usual Skype group. Bear in mind that in the never-ending Wars vs. Trek debate, I generally land on the side of Star Wars. That's not to say I dislike Star Trek in general, but of the two franchises I prefer the one set in a galaxy far, far away.
The PDF cost me just under $16 from the DriveThruRPG, and I'll admit it's pretty snazzy looking. Now it's worth mentioning that the general look draws from the Next Generation era of Trek, as does the majority of the artwork. Now, maybe I've been spoiled by the amazing artwork that FFG has used for the entirety of their Star Wars RPG line, but the artwork in Star Trek Adventures generally just isn't all that amazing. There's a couple of decent images of starship combat, but the rest of it tends to hover around acceptable for me.
Now it's worth noting that Star Trek Adventures uses a streamlined version of the 2d20 system that Jay Little (father of the narrative dice system used in Star Wars and Genesys) created for the Modiphus' Mutant Chronicles RPG. The 2d20 system doesn't quite have the multiple axis of success/failure, instead going for a bit more of a binary pass/fail method, though the better you do on a task, the more impressive your success becomes due to the concept of Momentum. Also interesting in that you generally want to roll under your target number, which itself is determined by how good you are at a task. I'm still not 100% sold on the system, but I'd probably need to play it at least once. Then again, I wasn't completely sold on FFG Star Wars' narrative dice system at first, and now it's probably one of my favorite RPGs on the market.
One element really do like is that use of Traits, which bear a lot of similarity to FATE's Aspects. For instance, the game effects of your character's race is primarily tied into a Trait, which doesn't offer any discrete mechanical advantages or drawbacks, but can be invoked to give scene-appropriate bonuses or penalties. This alleviates a recurring problem with races/species in many RPGs where some are just flat-out better at certain roles/classes/careers than others. So it's quite possible to build an Andorian Science Officer that's just as capable as a Vulcan or a Human would be, or conversely build a Vulcan Command Officer that's not inherently handicapped at being a leader in comparison to a Human or a Betazoid.
Character creation looks a lot more daunting than it really is, since the standard creation method pretty much walks you through the process each step of the way, delivering each element in bite size chunks and offer a decent variety of options to choose from. As I said earlier, the book pretty much focuses on the 24th century, so almost have the races available are from that era, with the number of available races dwindling the further back you go in the Trekverse's history. I should mention that there is zero mention of the Abramsverse films, so for those purists that dislike the direction the reboot films take, you can rest easy that your classic Trek timeline remains intact.
I do like that all PCs start with the same value in attributes (7) and skills (1 rank), and that as you go through the character creation process, you simply add modifiers based upon which background options you selected. You also get to add Values (pretty much identical to Traits) at specific steps along the way, as well as Talents which offer a minor (but handy) benefit in certain situations. It's worth noting that the game runs on the default that the PCs are all Starfleet Officers that have graduated from the Academy, as has been the case with the majority of Star Trek media.
Now I've not delved all that much into the combat chapter, but at first pass it doesn't look all that complicated, at least for personal combat, which isn't super deadly but unless your a Main Character it's quite possible to be taken out with a single lucky shot. Starship combat however is another matter, as it seems is often the case with RPGs that delve into such matters. Since a PC group are by default all bridge/senior officers aboard their starship, there's a lot of options available depending on what station your PC is currently manning.
I think it bears mention that while the PCs, or Main Characters as the book calls them, are all bridge officers and thus the ones generally in charge of the ship, there is the option of what the book calls Supporting Characters. These are generally pulled from the list of no-name rank and file crew, given a name and run through an abbreviated version of the full character creation process that's pretty quick, and a minor bonus if this is the first time they show up in the current adventure. That way, you can avoid running into the classic problem of the original Trek series where the senior officers were beaming down into dangerous situations. There is a limit to how many Supporting Characters a group can pull into the adventure, generally based upon the size of the ship the players are in charge of.
The options provided for starships are fairly broad, but again are centered on the 24th century with a few throwbacks to the 23rd century, with the famous Constitution-class being the oldest starship model available to players in the core book. One nice touch that can help keep older ships viable is the idea of refits; in short for every 10 years past the ship class' launch date that the campaign is set in, the PCs ship gets a small boost to reflect the minor upgrades and refits the vessel would have undergone to keep it in service. Another nice touch is that each Starfleet vessel gets the option of choosing a role for the ship, from a Pathfinder/Recon to Tactical/Patrol to Science to the Multirole Explorer (the game text notes that Kirk's Enterprise was of this type), with the role providing a set value of ship skills and a Talent to reflect the role it plays in Starfleet.
Overall, I have to say I like Star Trek Adventures, and am kind of eager to give the game a whirl. There's been talk amidst my Skype group of trying at least a one shot or two, but right now our focus is on completing the Curse of Strahd adventure module (we're now at 9th level and still no PC deaths, though our Dragonborn Bard has had a couple close calls) before we really start seriously talking about doing one-shots for other systems.
Still, that hasn't stopped me from coming up with a crop of pre-gens, done so that I can get a slightly better feel for the system and how various numbers might work. I'll probably do a later post walking through the character creation process for a couple of different characters, just to give a demo of how it works.
So, if you're a Star Trek fan looking for an RPG to let you game in the Final Frontier, then Star Trek Adventures is definitely worth checking out.
Labels:
Modiphus Entertainment,
Review,
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