A website dedicate to games of all favors and varieties, from video games to good old D&D.
Sunday, July 6, 2025
Laser Cutter Update
Sunday, June 29, 2025
Building a World of Magic
As a consequence, magic is real and common in my campaign. In fact, it is a consumer product. Characters are often running around with fire beads and magic lamps. They have access to all kinds of magic at the get-go. There are mysteries to the magic, but the sort of mysteries that people think of after a six-pack of beer at 3 am.
"Gee... Vorpal Swords are a really specific type of magic. Why would anyone do that?"
This sort of twist creates all kinds of weird issues in my campaign. For example, no one is really surprised by clerics and magic users casting spells. In fact, even the lowliest turnip farmer knows if a spell caster starts waving their hands, grabbing their thumb or nose stops the spell. It's fun but also ridiculous.
This means I have some house rules to cover these scenarios.
In the aforementioned scenario, it only takes a to-hit roll against armor class 9 to grab someone's nose or thumb. It stops the spell, not injures the caster. Since it is so unexpected and simple, I also have a follow-up rule for foiled spells. If you get hit BEFORE the spell is ready, it's like you never cast. The caster doesn't lose that spell.
However, getting hit AFTER the spell is prepared but before the caster can do something with it does cause them to lose the spell's effect and the memory of the spell. I like this because the caster got tagged at the exact wrong moment. It's a magical fumble.
I leverage this against the ever-stupid "called shot". I don't impose penalties for called shots. If you are in a fight, it is customary and normal to try and smash someone's head in, stab them in the heart, or lop off a hand. Why impose a penalty for something that is totally expected?
Speaking of fumbles, I don't do them unless someone is completely untrained. And the worst effect is that the fumble results in the weapon being dropped or thrown. This is something a noob does, not a professional warrior or assassin. I have several pairs of nunchucks. I've seen this a million times. I do not permit players to injure their characters with poor rolls, but comedy may ensue. I will even throw experience points at someone who roleplays a fumble.
So, what do I do with fumbles for professionals? That's easy. If 1 is the worst that you can do, and the worst that a knight can do is miss, then they swung and missed. They look bad, but didn't drop their weapon.
My house rule for missing the target on all odd numbers, 1 to whatever, you tried and missed. This tells me when someone hits a shield or completely wiffs. It's handy to know which is which without much math and record-keeping.
Alright, what are even number misses? That's even easier. Since the person is highly skilled, an even number failures represents a case where they didn't even swing or attack. They knew they would miss and didn't bother. This is more important for missile weapons, because they never throw. The user still has the missile weapon, and it is ready for the next round of action.
One of these days, I will sit down and unpack all of these fun house rules and share them all in a coherent fashion.
Thursday, June 12, 2025
Let Me Off, This Is My Stop
Speaking of Myst, this blog started as a Myst fan site, and it changed into something better because I started writing about other stuff I also enjoy. I don't plan to go too far afield on the blog. If you like oddball stuff, please follow me on MeWe. I post about music, gardening, and giant rabbits in addition to games.
Tonight's topic is obviously about railroading players in RPGs. Typically, I post about D&D, but refusing to railroad players is good form for all RPGs.
I think that railroading comes from a couple of places:
A. The DM provides a setting for players to engage in storytelling. Having created that setting, the DM wants to tell their story. Sometimes it's hard to break the setting from a story, and painful for the author to let their setting free to have different stories. Obviously, this comes from all the time the DM invested in creating it. But there is a difference between setting and story.
B. The next reason is shock and awe. EVERY player on the planet can flabbergast the DM with a wild and unique set of choices that defy all coping because it is so correct for the scenario. Get used to it. Even the best improvisationalist will get caught out by a wily player who says something smart and correct.
3. Sometimes, railroading is good, but it is rarely "this time". In this scenario, the players and their characters choose a path, do or die. As a DM, this is the time to railroad. The scenario becomes a one-trick pony show. The players laid out the parameters, you have to perform. Make sure you have all of your ducks and dice in a row and let them have it.
Part D. There are many ways to "win" and the players always decide what winning is to them. Sometimes it is simple survival, and other times it is obtaining something they want. The DM picked the presentation events; they don't get to pick what is viewed as valuable to the players or characters. The players may value defeating the dragon more than taking the treasure.
Now that I have spelled out why railroading happens, here are 4 options to avoid it.
1. and 2. If the players don't like your setting and scenario, or come up with something else, let the characters out. The easiest way to snap the players out of a specific set of circumstances is to forget the players and listen to the characters' voices. This is an important distinction. The characters are the participants in your setting, not the players. If the players say, "Aw, not pirates again," forget it. If the character says, "I'm never getting on a ship again," run with it. What the player says is an observation; what the character says is an instruction.
The opposite of pirates is a dungeon. Don't try, just do it. Again, without railroading. Let the party explore other options.
The obvious problem with a change, or when you get caught flatfooted, is what happens to the original story you set out for the players?
Personally, I like the slow fade. You don't need to express how surprised you are by the change. "Stay cool, man." The story happens without the players. Make sure they get news about it; it keeps your setting intact without overshadowing the players' activities. In the pirate vs. dungeon example, the players may return to town after slaying the orcs to witness an epic battle in the harbor.
The outcome of a massive battle in the harbor will have to conform to reasonable expectations, but doesn't need to impact the players except to provide a simple point of interest. Your setting is still there and intact.
"Yup, that was too dangerous." Let the players be right. This also covers Option C, when you are forced to perform a desirable railroad. Let the players have fun being right.
You may have to tool up or down to hit the right notes, but it can work. If the characters demand a massive set piece battle, don't be surprised if they outperform you in every way. It is 4 or more brains against just you. You are going to have to tweak things to get it right. You might be shocked to find the 15 giants you threw against the players aren't enough because the two major traps the players overcame at the start of the adventure are now being used against the giants. Just remember, when the characters do things to the giants, they aren't doing anything to you. Celebrate the madness and creativity.
Part 4 is the easy part. There is no "winning" in an RPG, except for the continuation of the game. Run with that and keep it coming.
Monday, May 12, 2025
Stolen Ideas from the Krynn Series of Gold Box Games
Tuesday, April 29, 2025
A Non-review of Champions of Krynn
Anyway, now that I have both the SSI Gold Box games and paper copies of the Dragonlance modules, I want to revisit and review them all. You can check out copies of Dragonlance here on DTRPG.
Wednesday, April 23, 2025
Pavonis Sector Sessions - A New Place - Day 1
We may not be in the Pavonis sector anymore. Or Kanas, for that matter.
Emily, Hem, Merci, Avery, and Garrison were hurled toward the hole in the Antelope's hull—but never made it. Avery swore he saw a golden, glittering beam hit them, like a C-Beam. Then, all five of our heroes found themselves hurtling through a very dark space.
Thankfully, they landed somewhere carpeted. There was a bit of carpet burn, along with an odd violet flame. Emily, Merci, and Avery all landed on their feet. Garrison hit a chair, and Hem.... Hem ended up next to a pile of debris, partially under a skimmer. Under the suit lights, they began to sort out their surroundings.
They stood to the right of a double row of tables. Two skimmers rested in the room, surrounded by shredded carpet, smashed tables, and broken chairs. It was clear they had taken the same trip from the Antelope as the crew had. Mixed into the debris were bits of inner wall and insulation from the ship.
One of the skimmers was damaged. Parts of it were completely missing, as if it were a drawing from a cutaway diagram or schematic. Hem was partially trapped beneath the damaged skimmer. The others worked quickly to free him.
"Captain!" shouted Bill. "Hem is alive!" Both of Bill’s eyes flashed green, then yellow, as he picked up Merci’s telemetry readings.
"Where?" asked Duke.
"I don’t know," Bill replied.
As medics, Bill and Merci had advanced training and sensory tools that allowed them to share medical diagnostic information. Direction-finding, unfortunately, wasn’t among those capabilities.
"Em, Hem broke an ankle," Merci said to Emily. "He’ll be fine if we can find some medical supplies."
Emily, Garrison, and Avery began pushing through the debris. They found six cargo cases from the bay, a fully functioning GM-bot and Ubot, and a second Ubot suffering from the same kind of damage the skimmer had sustained.
They dug through the cases and uncovered eight heavy sidearms, a case of ten regular sidearms, four LSU units, and four repair units. In the skimmers, they found two fuel units. Emily took one heavy weapon and gave one each to Avery and Garrison. The rest she dragged over to Hem. Everyone was issued two regular sidearms. Including Merci, who looked askance at them. The final two sidearms were hung on the back of the GM-bot, which was busy examining the damaged Ubot.
Rules Part I: Each of the map boxes is 5 feet, making the center room massive.
The Star Smuggler rules don't exactly explain how big a CU is, other than about human size and weight. I have decided that it is a combination of size and weight. If 10 handguns can fit in a box 2 CU in size, then 4 heavy sidearms can fit in the same. 4 Repair units, LSU, or fuel units can fit into a similar-sized box, but are unusable in this form. The box must be broken down to get at the contents.
Next, what exactly is a RU, LSU, or FU? A repair unit holds material and various small tools. It is not as good as what an engineer would have, but they get some jobs done. A fuel unit is a massive battery bank, which comes with several cables, connectors, and a light. An LSU has enough high-capacity, high-pressure air bottles, water, and food for 5 to 6 people for one day. Each one also has a small medical kit.
The team searched the room.
In the northwest corner, they found a kitchen area that had clearly been ransacked. All that remained were tables and sink units. The sinks had integrated stovetops and refrigerators. Hem begged the team to check if the power was still on. Merci quietly confirmed that they had both power and running water. Unable to fully test it, she instead made Hem drink from one of the LSU canteens.
Garrison and Avery examined the massive wooden crates, while Emily stepped out into the hallway.
She managed to peek into three rooms before noticing a staircase labeled “Stairs – 1065.”
The three rooms appeared to be dormitories or hotel units. Each had a bathroom, a kitchenette, a bedroom, and a small sitting area. They were as spartan and gray-green as the larger room she’d come from. The quarters were so compact that they made her cabin on the Antelope seem massive. By all appearances, up to four people had lived in a 20-by-10-foot space. There were no personal effects. No pictures, books, or computers. Even the walls looked temporary, except the 5-by-10 bathroom walls. The bathrooms had sliding doors or partitions that could be drawn between the sink and the cooking area. It felt a little too close to eating in a bathroom for her comfort, but she didn’t know these people well enough to judge.
“Well, good-ish news, gang,” Emily announced. “I found human writing.”
With a crinkle, Garrison held up a small bag. “Me too,” he said.
“Coco Sugar Gloppos,” he read aloud.
“Are you eating that?” Emily asked, shocked.
“Crunch-crunch. I think it’s cereal,” still chewing. "I'm just glad we won't die of starvation on an alien world."
Merci glared at him, while Hem picked up a bag and tucked it into his pouch.
“Jesus. Nobody said anything about aliens,” Emily sighed. “Alright, let’s pack up and get out of here. We have to find who is in charge of this place.”
Theoretically, they could have driven the working skimmer through the double doors, but Emily decided stealth was the better option. Besides, there were stairs in one corner of the floor.
It struck her as strange that there were no windows. If this really was the 1065th floor... why weren’t there any?
They found a second undamaged Ubot behind a skimmer. As they loaded the Ubots with gear, Hem tinkered with the damaged one. Its central processing unit and sensors were gone, but he managed to salvage a controller and wiring from the damaged skimmer. He could sit on it, backwards, and drive it like an R/C car. It worked well enough, but Emily was concerned with the squeaking it made.
They managed to silence the noise with some hammering and grease. Satisfied, they were ready.
Or not.
The north door thudded open, and two men burst through. The door struck a crate and rebounded into the face of a third man with a heavy weapon. It went off with a deafening boom, blood spattering from Garrison's leg.
Everyone opens fire on the man with the gun.
Rules Part II: Star Smuggler uses a 5-minute combat round and zone combat. Since I have a grid, that won't work. I am assuming each round is 15 seconds, 4 per minute. You can take a 5-foot step and shoot, take a 10-foot jog to enter melee with an attack, or walk 15 feet per round. Alternatively, you run one square per point of current endurance.
People can fire guns at people in melee range at +1. Firing into a melee runs the risk of hitting your friends on a miss. If you don't move, you can fire two sidearms at the same time at the same target. No splitting fire and absolutely no double firing heavy hand weapons.
The rules have a funny discrepancy about heavy-handed weapons. They have no effect on combat or damage, but then the damage rule immediately mentions explosive rounds. In the event booklet, armor-piercing ammo is also mentioned. It's just a suspicion, but I believe the rules are meant to have automatic weapons, explosive weapons, and armor-piercing weapons, but this did not entirely pan out due to space or editing. I am treating all heavy weapons as explosive. A heavy sidearm is 5 times bigger than a sidearm. I am picturing a shotgun.
The Set Up: Here are the team's stats.
Emily: M:5, H:6, E:11 HSA-TL4, 2 SA TL-5.
Avery: M:5, H:4, E5 HSA-TL4, 2 SA TL-5.
Garrison: M:5, H:4, E:5 HSA-TL4, 2 SA TL-5.
Hem: M:4, H:3, E:6 (injured for 1 point.) 2 SA TL-5.
Merci: M:0, H:1, E:6 2 SA TL-5, but she won't use them. She is carrying them for others.
Round one: Emily hit the man with the gun for 1 point of damage. Avery dropped a critical on him for 7 points of damage. Hem hit for 2 points of damage. Shocked at the volume of fire the man has taken and survived, Garrison gets a critical that puts him down. The other two men flee the room.
Checking the man, he was down but breathing. He also had gray-green skin, red eyes, pointed teeth, and ears.
"Mutants!" he declared. Before anyone could act, the door burst open and 4 more mutants burst through, lugging a tripod-mounted gun.
Emily and Garrison were between the mutants and the rest of the team. They open fire while the rest of the team takes cover. Emily scored a single hit, and Garrison landed a critical downing one of the mutants. The remaining three struggle to get the gun set up while the defenders back up.
All luck remains the same, and one more mutant goes down while the fourth was hit for one point of damage. The mutants get the gun seat up to fire. Emily and Garrison can't get out of the firelines of their team. The tripod mount gun was obviously an old set of skimmer guns. It was slower than the high-powered TL-4 heavy sidearms. The last two mutants go down.
The team finally got its act together. Emily and Garrison slammed the doors while Merci pushed a crate over to block the door. Avery awkwardly turned the skimmer gun around.
This is turning into a dense wall of text, so this is where this session ends. I wanted to have better maps, but didn't like the results from Worldographer. It is too colorful for this flight of fancy. In the next session, we will probably see automatic weapons and crazier combat.
There is a website I wanted to mention. Shawn is playing Five Parsecs From Home 1st Edition. While the rules are different, solo game play is similar theme. Shawn also has way better terrain and images. Give it a look here.
Saturday, April 19, 2025
Pavonis Sector Sessions - A Bend Out of Time
Duke and Emily are in pilotage, while Fred mans the light turret. Bill is in the medical bay. Zev is in one shuttle, while Avery and Garrison are in the heavily armed shuttle. Hem monitors systems in the garage, and Merci is in the suit room. The rest of the crew are in engineering, manning their stations and turrets.
Duke commits to the jump, deploying the first hypercharge. A singularity spins up ahead of the ship. Soon, it distorts into a ring. The Antelope surges forward. As the ship crosses the center of the ring, alarms blare. There's an explosion and a savage vibration.
Emily runs to check on the crew.
The misjump fractures the ship. Hem, Merci, and Emily make it to the hatch of the starboard boat bay. A crack forms in the wall as the outer boat bay hatch blows. 5 of the crew are sucked into the nothing of hyperspace as the Antelope flounders.
Duke and the remaining crew fight for their lives as Emily finds herself in a dark gray space, lit by violet fires.
As if this isn't different enough, the session will be very strange, indeed.
Tuesday, April 15, 2025
A Case for AI - Tracking Notes
I've been messing with AI for about 2 ½ years. The first thing I produced using AI was a t-shirt that read:
"I have limited knowledge of the world and events after January 17th, 1972. I may occasionally produce incorrect or biased information."
My wife was annoyed by this, and it has since disappeared. But AI is still a problem waiting for a solution*. Oh, the asterisks spell out the problem. ChatGPT’s original disclaimers had clunky grammar, which I corrected myself before putting it on a $10.00 t-shirt. Why would a language model have clunky grammar? Don't know, that is not good.
Let me share one of my daily pains with AI. I work in tech support. At least once a day, I receive a ticket clearly written by AI. The first issue I have is that the user has self-diagnosed the problem and maybe wrongly. That’s neither here nor there, but if they understood the issue and the AI’s response, it shouldn’t still be a problem. If only they had tried what the AI told them. But they didn’t, because they couldn’t understand the words, instructions, or concepts.
Don’t do this.
It’s incredibly obvious when AI writes something for you. AI isn’t particularly good at mimicking your style and tone, so it doesn’t sound like you at all. Also, AI is extraordinarily good at punctuation. It will happily use the Oxford comma, or worse, the semicolon. Most people don’t use semicolons; they can’t. I do use the Oxford comma because I am weird.
<Rant mode off.>
This weekend, I found a good use for AI.While working on my Pavonis Sector posts, I noticed that AI was really good at tracking characters. It told me where they were and sometimes what they were doing. It wasn’t just good, it was great. If I mixed up character names or professions, it would let me know. For example, if I wanted a medic on an away team and another back on the ship, it would warn me that Bill and Merci were in the same group or that I mixed up a name and profession. If I needed two engineers to stay on the ship, AI would remove them from the away roster. It understood that only certain crew members could engage in specific RRR activities.
When I write the Pavonis Sector sessions, I keep digital notes. The first time I blogged about Star Smuggler, I played for about 15 minutes and posted immediately, Mistakes still crept in. This time, I can run through a week’s worth of digital notes, and the AI will track characters, locations, money, inventory, etc.
This means I can be more concise and clear when writing. AI is not writing for me; the AI is just keeping track of the major items.
I will be back with more Pavonis Sector sessions later this week.
Thursday, April 10, 2025
Pavonis Sector Sessions - Week Two
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A damaged Utility Suit is no fun. |
See you later!
Monday, April 7, 2025
Pavonis Sector Sessions - Week One
My first omission is how to get an advanced hopper, beyond the one that comes with the ship. They are available everywhere regular hoppers are so long as the planet has a tech level 30 or better. Their cost is three times the cost of a regular hopper. There is a twist, you can sell an advanced hopper anywhere regardless of the tech level.
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The dice note 20 LSU, 20 FU, 50 RU, white blocks are crates of sidearms and black are HSA. |
Sunday, April 6, 2025
Welcome Back to the Pavonis Sector!
To that end, I need to change several rules starting with e001.
e001+
The sector is at war. You are the captain of the Antelope II, a new type of privateer vessel. You have received a letter of marque and reprisal from the world of Regari enabling you to act as a privateer within the sector. In addition, you have received a small grant to obtain weapons and a crew. You are authorized to act in every part of the sector, except New Karma and Regari where one must behave like a normal civilian.
To pay off your grant of the ship, you must make a payment to the Regari system weekly. You may do this at any banking facility anywhere in the sector. The amount per week doesn't matter, but you must pay 1,000,000 secs. within 10 years. The Antelope II is 5 times the ship that an Antelope was, so this is a deal.
The grant allows for hiring a crew and equipping them. Roll 1d6*1000. You do not have to pay this back. You can keep anything you don't spend.
In the Regari system, you are not subject to search or seizure. Ignore these events.
The Antelope II is built to tech level 1 specs and is outfitted with 2 advanced hopper class ships boats, and a single set of tech level one guns and two empty turrets. Advanced hoppers have a fusion power pack built into the hull (e153, item 11) and produce life support like a regular starship. There is a brand-new skimmer in the ship's garage, also tech level 1. The ship has a medical bay/infirmary with a regrowth tank (e153, item 4). There is a suit room and crew airlock for utility suits. Additionally, there is a ready room for planning. You have 6 hypercharges. This ship does not have secret hiding spaces.
The letter of marque is your ship's papers. You personally own a utility suit, and a tech level 1 sidearm, plus have 10 repair units, 10 life support units, and 10 fuel units in one of the cargo bays.
Be on the lookout for slavers, found in r332. If offered slaves, you are obligated to purchase as many as possible, constrained by funds and crew space, for a base price of 100 secs. each. Once they are in your custody, you must do your utmost to protect them until they reach freedom. This means you must make for New Karma or Regari as fast as possible (double jumps are not required). Note: in any other system, you may be mistaken for a slaver.
If they are returned safely to the Colony on New Karma or the Port on Regari, the government will pay you a base price of 100 secs. per rescued slave and shave off 200 secs. from the amount you owe on your grant.
You are currently at the sole planet in the Regari system (r207a) of the Pavonis sector, at the spaceport (r205o). You check over your starship guns and personal sidearm and prepare to find targets for Regari. See r203 for the activities available to you. You need to hire a crew immediately. It is suggested that you have 1 engineer, 1 medic, 1 gunner, and 2 pilots, however, the ultimate decisions are yours.
You may opt not to make contact rolls until you have hired your whole crew. Also, you may skip over rolls of 3, no more rolls during this time due to government intervention. This is a one-time benefit and can be extended for as many days as you deem necessary. You may not leave the spaceport. Once your crew is assembled, you must make contact rolls for the rest of the game.
Hit locations need an update, too.
The Antelope II has a modification for hits and hit locations. This appears in many events (like e413 or e113), you may use this list. The ship can take 15 hits. It also has 2 heavily armored areas, medical and crew quarters.
2. Medical* or suit room (Odd is medical and even is the suit room.)
3. Pilotage
4. One of the turrets - roll 1-2 first turret (top), 3-4 second turret and 5-6 is the last.
5. Shuttle - 1-3 port side, 4-6 starboard side
6. Engineering
7. Garage
8-9. Port Cargo Bay
10-11 Starboard Cargo Bay
12. Crew Quarters* or Ready Room. (Odd is the quarters and even is the ready room.)
*Indicates a 50-50 chance of armor hit. An armor hit prevents damage to the protected section by turning it into a regular hit.
Radiation does not pass through the armor and does nothing to the crew in these areas, (e413 mostly).
To accommodate your new Advanced Hoppers, we need to update e214 with e214c.
Advanced Hopper (e214c)
The Advanced Hopper is an improved version of the basic Hopper. It is the same size as other Hoppers but has advanced fusion engines. The fusion engines do not require refueling (at least not for decades) and provide life support to the crew while in operation.
Fusion engines allow the Advanced Hopper to accelerate the same as Starships while also making it possible to escape high-gravity planets. While Advanced Hoppers do not have wings, they make use of a lifting body design and can glide just like a regular Hopper.
The crew compartment is divided into a 5 CU pilot area and a 6 CU passenger area. Hopper or boat guns can only be mounted in the 14 CU cargo area. Two sets of guns can be mounted. This is standard for military Hoppers.
The price for an advanced hopper is three times the base price of a regular hopper and is available wherever hoppers are found.
Since the Antelope II has armored areas, we need to address that with a new rule: r217d.
Antelope II Damage (r217d)
The Antelope II takes 15 hits to destroy. Sidearms and heavy hand weapons have no effect on starships unless an event paragraph indicates otherwise. Individual points of damage simply increase the risk factor when hyperjumping.
Some areas of the hull are protected by heavy armor: medical and crew quarters. When these areas are hit, there is a 50-50 chance of striking the armor instead. An armor hit redirects damage to one of the hull points. The armor includes radiation shielding, so characters in those areas are not killed by radiation damage of any kind.
Due to the changes to the Antelope II, r229d is used for old-school Antelopes while r229e is used for the Antelope II.
Starship Searches (r229e)
Some events require a search of the starship (by customs officials, a military patrol, quarantine officers, etc.). When this occurs, roll 2d6 and consult the results below to see which parts of the ship are searched. Anything in those compartments will be found. Items within activated stasis units are normally confiscated by authorities unless the event indicates otherwise:
Search Results:2-false accusation (e058);
3- Ready Room and Suit Suit Room
4- Engineering, all gun turrets, quarters, and pilotage.
5- Engineering, all gun turrets, and both cargo bays.
6- Quarters only.
7- Both cargo bays
8- Both cargo bays and both ship's boats.
9- Both ship's boats and the skimmer garage.
10- Both boats, pilotage, and quarters.
11- Medical/Infirmary and skimmer garage.
12-searcher is an old acquaintance, you have no difficulties, and nothing is searched.
I know, the original book obscured the areas with strange letter codes. I didn't like that much so I just spelled it out.
Additionally, e002 will be changed.
e002:
Foreign agents are in your area. Ignore this event in the Regari or New Karma systems. If your crew is off the ship, proceed directly to e018. If the ship is landed, go straight to e003.
If you are on your ship in space, roll on the following table:
2. Paletk ships approach. (e108)
3. Ships from Imperia approach. (e114)
4. Byzantium Secret Police. (e189)
5. Imperian customs agents. (e019)*
6. Talitarian Scouts. (e118)
7. Nothing interesting. (e096)
8. Cubro customs shakedown. (e019)*
9. Urushop customs patrol. (e019)*
10. Mynkurian attack (e095)
11. Nipna wardrone. (e098)
12. Roll again.
Each event is themed to a particular system and may occur in any system except Regari or New Karma.
When dealing with the three e019 results (*starred), the customs agents have 3 standard antelope ships with no weapon turrets. Your grant requires you to comply and pay all fines and duties. If you damage or destroy any customs ships or harm the crew, you will lose your grant and be wanted in every system.
As I play through this, I hope to expand the original events with a battle against the slavers and possibly an introduction of a second plot line about robots.
I expect to post once a week as the last time I did this once a day was too much.
(EDIT I have forgotten to add a link so you can download the original game.)
A Bit of the Pavonis Sector in My Basement
You can see I paired this with my White Box Set, so I have little dodads to count resources and Meeples for peoples.
I also have old cardboard-mounted planetary tiles I made a few years back. I GIMP'ed the original files and flipped them so I don't have to mess with upside-down tiles. You can download them on Boardgame Geek.
Zooming in a bit, you can see this poor man's map in green. Half of the map is for dispersed distances and the second half is for those in contact. The rules are super easy like that. Medics are white, pilots blue, engineers black, and gunners are yellow. The bad guys are red.You can see I have already gotten into trouble.
The orange sheet is for common resource counting. I have fuel units, life support units, repair units, and two different types of robots, GM bots and Utility bots. The third kind of bots are Personal Bots which go on the character's sheets.
This time through the game, I have a much improved Antelope II which requires changing the rules. A lot of rules. I shall share those tomorrow.
Thursday, April 3, 2025
I feel a disturbance...
I have 6 items on DriveThruRPG and 2 in my Ko-Fi Store. A very interesting thing has happened this week. My newest offering, The Hex Pack is closing the sales numbers for my oldest offering, Zero to Hero: Uncommon Commoners. Both just crossed 400 downloads.
These are 2020 and 2018 titles. I'd like to refresh Zero to Hero and make it compliant with OSE. I can't really refresh The Hex Pack unless someone has a need or suggestion.
Hint, hint, the comments below.
Swashbuckler Character Class for D&D and AD&D ![]() Swashbucklers for D&D and AD&D |
Zero to Hero: Uncommon Heroes ![]() Zero to Hero |
Character Sheet for AD&D ![]() Character Sheet for AD&D |
Kobold’s Folly Mini Setting ![]() Kobold’s Folly |
Compass Rose Inn Mini Setting ![]() Compass Rose Inn |
The Hex Pack![]() The Hex Pack |
Saturday, March 29, 2025
The Evil Ones
Why do I let "the evil races" like kobolds not behave evilly? Why do I let players play them?
Tuesday, March 25, 2025
Good Gothic Fun - Do Not Let Us Die In The Dark Night of This Cold Winter Review
Publisher: Cone of Negative Energy
Author: Cecil Howe
Editor: Shasta Howe
Year: 2016
Pages: 53+ pages
Rating: 5 of 5 stars
I hope my publication date is wrong, I would hate to think I missed this lovely mini-game for 8 years. It makes me feel like I've been living under a rock in a secluded village in the middle of winter.
No, wait. This is the premise of the game.
Your characters arrive and are trapped in a secluded village. Being adventurers, they quickly rise to the level of decision-makers. The rules assume you play some sort of fantasy setting, probably a low-magic setting.
You can transform your basic characters from D&D into the characters needed for this set with a quick chat with your players. Is your character a fighter, thief, or a magic user? Let the players know fighters provide firewood (fuel), thieves provide food, and magic users medicine. It's ok to get characters cross-type like a ranger counting as a magic user to make medicine or a cleric as a fighter because they do woodcraft. All you need to sort characters into the three types and be clear that these choices can't change during the game.
Once you take off the sorting hat, you are ready to go with this resource management mini-game by setting up the village. The book or PDF comes with a map base and dozens of excellent pieces of artwork to create your village. The artwork alone is probably worth purchasing just to have as a resource for other games. It is very nice.
Each village consists of a building per adventurer plus a storehouse. Each building houses 5 villagers and the storehouse contains resources. Place the pieces on the map and you are ready to go.
With only 3 resources to manage the game mechanics are a snap. You roll 2d6 or 1d3 all game long, then make choices. It is surprising how complex a simple mechanic set can be.
The number of turns determines how difficult the game will be.
Each turn is broken down into steps:
- Count the dead, and determine the weather. Weather is your main antagonist. Like many games, this entry point is skipped on the first turn.
- Ration your supplies. Characters move supplies from the storehouse to the individual buildings: fuel, food, and medicine. You will need to use 1-3 fuel units per building, per turn. Everyone requires food. Sick villagers can be healed with medicine. Again skip this on the first turn.
*You have one hidden resource. Livestock can be converted to food. - Gather supplies. In each turn, characters can gather one of the 3 main resources. Your character type determines what sort of bonus you receive to collect these resources.
- Occurrences. These are random positive and negative effects.
- Illness. Between 1-3 villagers will become sick per turn.
- Consolidation. If too many villagers die, you can consulate buildings. This reduces the amount of fuel units you need per turn.