This is the halfway point. Shelf four is all business.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Thursday, May 26, 2022
Building a Better Shelfie - Part 3
Sunday, May 22, 2022
Building a Better Shelfie - Part 2
I expected to be done unpacking a while ago. If you've ever moved three times in a 12-month period, you'll understand why it isn't done yet. That and the lilacs are in bloom, the sage, thyme and dill is running wild in the garden, and I've spent a lot of quality time with the family.
Here is shelf 5, 6, and 7.
The fifth shelf is at eye level which is why I started with it last time. I'll hop up to shelf 7 because it has the smallest number of items then move on to shelf 6.
Like shelf 5, it has some family remembrances. The popcorn buckets are from Spider-Man: No Way Home. I took Paul, Nathan, and Catherine to see it back in December. It was the first time we went on a family-fun outing since COVID started. My wife, Kitty, elected to stay home which has its own story.
The short version is that my wife sent us out to see it twice because they kept giving us a free bucket of popcorn when we left. She doesn't like superhero movies but enjoyed No Way Home best.
The clock is nothing special, other than I like blue and coffee. The T.I.E. Fighter was put together when I had to hang out at the house on an especially cold day while waiting for the gas company. Click the link for the assembly gallery.
Shelf six has some great stuff on it.On the right is the game Talisman: Kingdom Hearts edition. I have to review this one someday.
Kingdom Hearts has a special place in our hearts as a family. It was THE GAME all three of my children played. Kitty is a Disney nut and this totally won her over on gameplay for children.
Three days after Christmas in 2018, we scored an opportunity to play a pre-release version of Kingdom Hearts 3 in Disney Springs. We got several tries at Toy Story and Olympus each. They had a virtual queue and all kinds of merchandise.
The KH characters apparently don't appear in Disney World. However, you can have a bit of fun with them. At Be Our Guest, my daughter asked if the Kingdom Hearts characters ever appeared in the park. Belle put her hand on my daughter's shoulder and whispered, "Kairi's sleeping, dear."
Anyway, the rest of this shelf is full of stuff I have reviewed, other items I want to review, and a few items I will never review. The list of "never review" is short: all of the e1 AD&D books. There is really nothing I could say about them that hasn't already been better said by someone else. Since they were the first thing I wanted to replace, obviously they are a favorite. When I speak of D&D, e1 is probably injected into those comments without even meaning to do so.
I want to review The Basilisk Hills Ultimate, Knight Hawks, and The Castle Guide.
Surprisingly, I have reviewed The White Box game prototyping set, Into the Wild, Battletech Compendium, 2000's Star Wars, Serenity, Star Frontiers Alpha Dawn, and Cepheus Light. I can't believe how many games I reviewed last year.
Strangely, Star Wars and Battletech are tied for my favorite rule sets. Star Wars is d20 or 3 point something D&D with a cool HP system. Battletech is a fast and frantic system that is easy and fun.
Cepheus Light has my mind and heart for having the coolest name.
Anyway, I have a couple of more shelves to fill.
Wednesday, May 4, 2022
Building a Better Shelfie - Part 1
I have six shelves to fill. I thought it would be interesting to make a post about each one as I fill them up.
Today, I filled shelf five. Why start at five? It's at eye level.
The books are a favorite of mine. The image is blurry, but the title reads: "The New Junior Classics".
Volume 1: Fairy and Wonder Tales
Volume 2: Folk Tales and Myths
Volume 3: Tales From Greece and Rome
Volume 4: Heroes and Heroines of Chivalry
Volume 5: Stories That Never Grow Old
Volume 6: Old-Fashioned Tales
Volume 7: Stories of Courage and Heroism
Volume 8: Animal and Nature Stories
Volume 9: Stories of To-Day
Volume 10: Poems Old and New; Reading Guides and Indexes
It was published in 1912 by Collier as an answer to the 51-volume set of Harvard Classics. They are contemporaneous publications, one for adults and one for children.
My grandfather purchased a set for my father in the 1950s and of course, my dad gave it to me. While mine was lost, I have made an eBay investment so that my children may each have a copy. It is not as pricey as you'd think, but even at 10 times the price, I'd do it.
Just reading through the titles of each volume sparks ideation. I can't tell you how many ideas have leapt off the pages and into my D&D campaigns. They are really good for that sort of thing. My personal favorite is Tales from Greece and Rome.
On the right side of the shelf is a family favorite, rug checkers. The story about it is here in a post from September of last year.
I mentioned this post to my children and they issued a correction. Darien Lake, both the theme park and the State Park has a set of checkers like this. So do all of the Boy Scout Camps we've ever visited.
Yes, this simple checker set gets a premium spot on the shelf.
I should be emptying boxes for weeks to come. As I find more stuff for the shelf, I'll update the blog.
Sunday, April 10, 2022
Hop, Skip and Jump Over the Shelf
Time isn't just flying, it's hopping, skipping, and jumping. If you look at the time to the right, three days came off this morning as our scheduled move-in date changed for the better.
This morning, I began prepping some of my games for transport. But before I did that, I took a shelfie to share:
You can't really see what's there, so I will describe some of it. On the front, left edge of the shelf are my lucky orange dice plus my Dollar Store dice. Next to that are three more important things, my watch, my glucometer, and a copy of The Prophet by Kahlil Gibran. The Prophet is the first book I bought for my wife on our first date. It was the first book I ever read aloud to her and the first book she purchased for me after the fire.
(Editorial commentary: After the fire, we discovered that my wife had a copy of the Bible in her glovebox and I had a copy of "What is Dungeons and Dragons?" in mine. After the fire, we each a copy of the Bible and "What is Dungeons and Dragons?" in our cars. Just covering the bases, you can't be too prepared.)
On the next shelf are tools: flash drives, a Chromebook and bookmarks. I'll skip the third shelf for now and move to the fourth, pictured to the left.
These are some classic books that I am sure everyone will recognize. Clearly, I love old-school AD&D, Star Frontiers, Battletech, and Star Wars. I have a few other interesting books there, too.Thursday, September 2, 2021
"New" Game
Sunday, June 20, 2021
Minigame Tryout Compartments
In the last post, I mentioned 6 different hit "locations" for criticals. Each type of ship has a list of six hit locations, all of which are different.
You will notice that some ships are compromised by different types of criticals while others are not. A commercial ship doesn't have the same abilities as warships or auxiliaries, so they cannot lose these systems. Warships are hardened against many attacks, so they cannot lose particular abilities.
A commercial vessel has the following critical hit locations:
- Life Support,
- Communications,
- Hyperdrive,
- Sublight Drive,
- Compartment breech,
- and Cargo Hold.
- Life Support,
- Communications,
- Hyperdrive,
- Sublight Drive,
- Compartment breech,
- and ECM.
- Communications,
- Hyperdrive,
- Sublight Drive,
- Auxiliary Drive,
- Compartment breech,
- ECCM.
- Bridge,
- Shield Generator.
- Emergency Station.
- Turrets
- Weapons Bay,
- Engineering,
- Cargo Hold,
- Shuttle or Fighter Bay/Hanger,
- Magazine,
- Armory,
- Medical,
- Vehicle Bay,
- Vault,
- Barracks
- Medical
- Quarters.
- Bridge,
- Weapons Bay,
- Engineering,
- Cargo Hold,
- Shuttle Bay,
- Vehicle Bay,
Vault,
Medical
Quarters.
- Turrets,
- Weapons Bay,
- Cargo Hold,
- Shuttle or Fighter Bay/Hanger,
- Magazine,
- Armory,
- Vehicle Bay,
- Vault.
Minigame Tryout
There is something liberating about a blank piece of paper. I have better tools, but paper and pencil is the best for ideation. After looking long and hard at Star Smuggler, I decided to create a mini-game based off of it. This is probably very derivative of many sci-fi games.
Combat rules are simple. Roll one six sided die for each tech level of your guns. If multiple guns are available, they are either fired singly or grouped together. This will impact the number of critical hits you can do. If the opposing ship is a commercial vessel, you hit on a 1-3. If the opposing ship is an auxiliary ship you need a 1 or 2. If the opposing ship is a military vessel, only a one hits.
A Commercial ship is anything that is not designed by the military. A critical will be scored on two 1's or two 2's sequentially. Two criticals will be score on sequential rolls a 1 and a 2. These must be sequential rolls. For example a roll of 1, 1, 2, 3, is just one critical and four hits, while a roll of 1, 2, 1, 2 is four hits and four criticals.
An Auxillary is a commercial ship designed with military tech and refits in mind. It is not a war vessel, but has some defenses. It is hit on a score of 1 or 2. A critical will be scored on two 1's, sequentially. Two criticals will be score on sequential rolls 1 and a 2. For example a roll of 1, 1, 2, 3, is just one critical and three hits, while a roll of 1, 2, 1, 2 is four hits and four criticals.
A warship or military ship is designed specifically for combat. A critical will be scored on a sequential rolls of 1 and 1. Military ships do not take double criticals. For example a roll of 1, 1, 2, 3, is just one critical and two hits while a roll of 1, 2, 1, 2 is only two hits and no criticals.
A ship can take a number of hits depending on type not size. A commercial ship can take 10 hits, a Auxiliary can take 15 and a warship can take 20. Warships are designed to shed fire.
Critical hits score a point of damage and damage a specific part of the ship. Critical hits are scored against certain parts of the ship: Life Support, Communications, Engines, Warp Drives, Shields and specific compartments. While each of the first 5 can be damaged only once, specific compartments can be hit multiple times. Think of it as trying to destroy a garbage can with a sledgehammer. It just keeps taking ugly hit after hit. Enough hits and it stops being a garbage can or in this case, a ship.
Next post, compartments, shuttles and fighters plus roll modifiers.
Saturday, March 14, 2020
Modeling Multiple Shots for Skilled and Unskilled Combatants in a Science Fiction Setting
Skill using the logo, even though I will likely change it. |
In the image, shots are numbered in order. Red is for aimed shots and green is for indiscriminate. |
Friday, March 13, 2020
Modeling Combat for a New Science Fiction Game
While every number over the target’s defense value is a hit, all pairs or triples which are higher the target’s defense are nearly as good as a matching roll. A pair (6 and 6) will do damage and stop an action. A triple (such as 3, 3 and 3) will do damage, stop an action and put the person on the ground. Neither will automatically knock the person out.
Sunday, December 15, 2019
Game Review - G.A.S.L.I.G.H.T.: Glorious Adventures in Science Loosely Involving Generally Historical Times
Author: Christopher Palmer and John R. "Buck" Surdu
Rule Set: G.A.S.L.I.G.H.T.
Year: 1984
Pages: 36
Number of Players: 2+
Rating: ★★★★★
I stumbled across this 2000 printing of G.A.S.L.I.G.H.T., a game of Victoria hi-jinx. On the first reading, it strikes me as a Victorian era Striker game. You create your hero, his extras, etc. and then go off to encounter something. It could be just like Chainmail with a few differences.
It's decidedly different. You'd think that the rules revolve around the hero but you'd be wrong. All that nonsense stops at page 7 when you get to design vehicles. The meat of the system revolves around modular system to create vehicles, monsters, and other contraptions right of the serials of the 1860s. It's nuts! Steampowered villains against dragoons and kung-fu powered fighters? Go for it!
I love it.
Now for this game, you'll want oodles and oodles of minis. It'd be expensive, except the rules seem to assume that you obtained your kit from the 99 cent store. Bags of dinosaurs, robots, spaceships, cars, tanks and those weird erector set want-a-be things from Dollar Tree would do nicely. You can match your designs to your minis which is awesome.
Once you have designed and assembled your minions, you need to build a deck of cards. This feature reminds me of The Sword and The Flame. The deck controls who goes when. Nerve racking. The system proceeds down the order of battle: card draw, morale, shooting/throwing, move, reload, lather, rinse, repeat.
The rules are simple, because things get hectic fast.
While I have reviewed the original set here on These Old Games, you can obtain a completely updated set over at DriveThruRPG. The Compendium runs 190 pages, which is quiet an update from 36. If you want the 36 page set, check out Amazon. (It lists 40 pages, which includes the covers, and the inside covers which are also packed with information. I went by the actual numbered pages.)
You should check out Buck's webpage. It's old school awesome.
Oh, G-d damn. It's always the scale and basing with you people. Movement for infantry 6" and for cavalry is 12". Looks like HO, 28 mm, 1/72, 1/76 or something like that. Formations are wavy lines and blobs, so basing doesn't matter except perhaps for one figure per base.
Tuesday, October 1, 2019
Truth or Tall Tale Tuesday (TOT3) - Who the Hell is Mr. Archer?
A few days later, there was a bit of an uproar in HR. Apparently, the new training class loved "Mr. Archer" but there was no staff or student by that name.
Wednesday, August 7, 2019
Practical Tactical - Which Edition of D&D is Best?
I prefer a role playing style game and as a consequence gravitate to AD&D, Rules Cyclopedia or 3.5. 3.5 does what I want, but I like the quickness and expansiveness of Cyclopedia more. What I often do is mash Cyclopedia with AD&D. It's quick, sloppy and as expansive as I need, without the clunks that come with 3.5. I allow for all of skills and spells in Cyclopedia, but with all the classes and races from AD&D. In some very rare cases, I have allowed the races and classes from Cyclopedia in AD&D with zero modification. That gets weird and really isn't any better than what AD&D offers from its class choices.
Which is best? Well, the one that you play. No other opinion is possible on that. Outside of capturing the flavor of your campaign, the rule sets are flexible with enough abuse.
One of the things that changed between the editions was the numbers of players at the table. When I was playing AD&D I had as many as 12 players in the action. I never split the party unless someone said: "I need a break." If that happened, it was assumed that those players on break would be left behind and not a part of the action, no matter what. This was problematical in the respect that sometimes the second half of the party failed to progress after the first part of the party. Things would get weird.
I never developed a solution for this. What would actually happen is that half of the party would go eat or turn into DJs for a couple of hours, which meant they were observers, not players for the duration. For the most part, they were pretty good at self-moderating, meaning they knew what happened to the rest of the party, but would behave in character, as if they didn't know. They were a great bunch of people.
In any event, as you look at the newer rule sets, the number of players has dropped off from 6-9 or 6-12, down to a mere 4. I hate that because it removes some rather practical tactics from the players hands. When you are operating 12 characters, who are supported by perhaps some torchbearers, porters and a few followers and hangeroners, things slow way down.
I don't mean the game play, but the natural measure of time was slower. Things were done in Turns of 10 minutes each. Being so long, it made sense to have the characters in a marching order which changed and evolved during that 10 minutes.
The lead character would be a thief or ranger. The first wave of characters were usually fighters. The second wave were the squishy magic using types mixed with missile type characters. The last rank was often the weaker fighters. In my campaigns, the players usually did 3 blocks of 4 characters, so they could fit down a 10 foot wide hall. Many times, characters would swap out of positions to meet certain goals. It was very effective.
If you suppose just 4 characters, those parameters vanish.
Being a role playing yet tactical minded person, I would encourage my players to take the time to succeed.
One thing I could never account for but very much wanted to was "evolution" of fighting formations. Say for example, the thief ducking back between the two fighters behind him, so they could deal with a threat. My solution was to simply make sure they had the time to do such things or create scenarios where surprise prevented such things but was not immediately fatal.
When playing encounters for any edition of the game, the DM has to make sure that nearly any scenario cannot be thrown into a "party kill" condition on a single turn, or worse, a single die roll. It takes a bit of creativity to create these story points while maintaining the believe-ability of the scenario.
I recall a particular vicious combat between some hobgoblins and the party. The thief got caught trying to disable an already disabled pit trap. The hobgoblins had triggered the trap and decided to spike the lid in the closed position. They snapped off the tops of the spikes and covered the area with garbage. The thief botched all of his rolls, except a save vs Dexterity to avoid plunging to his death. He was dangling by his fingertips as the battle raged over him.
Wicked fun.
In the very next session, the magic user had exhausted most of his offensive spells early on, but the thief came up with a deliciously fiendish use for his remaining spell, Passwall. The wizard unleashed the spell at the floor in the middle of a group of hobgoblins. Two fell in and one was left dangling by his fingertips. Turn about is fun, eh?
Beautiful.
That created some interesting DM rulings and decisions by the party. I decided that the wizard could simply end the spell immediately killing those inside the hole or he could ease it closed which would allow the hobgoblins to crawl out as the hole. The party ended up with 3 hobgoblins acting as retainers because their chieftain had a policy of not negotiating for prisoners. I had to call in reinforcements to make the last battle a reasonable challenge, but the players loved every nail biting moment.
Ah... the twists, turns and complexity from what should be a simple set of rules (but probably isn't).
If you are interested in packing the party with NPC types or give your players secondary skills, try out my home brew rules called Zero to Hero: Uncommon Commoners. If you desire some interesting locations for your campaign, I have two rule set agnostic map sets called Kobold's Folly and the Compass Rose Inn. As final offering, I have an old, old characters sheet for use with AD&D and Unearthed Arcana.
Monday, November 12, 2018
Taking Stock Part 2
You can see the problem, I am sure.
What is in each binder? Might as roll 1d100 to see what I get when I grab one. I decided to print labels for them using Google Docs. Well, there is a horizontal but no vertical ruler.
Annoying.
In an effort to fix this, I made a template with an image of a ruler on each axis of the page. I trimmed the image down to read from 1/4 of an inch to 10 1/2 inches. On the other one, I ended at 8 1/4. It roughly takes into account a quarter inch margin all around and a 48 pt font.
It worked nicely and now I know what books I have.
You can download the template on Drive.
Speaking of books on DriveThruRPG, you could download my book: Zero to Hero: Uncommon Commoners. It's pay-what-you-want and compatible with many OSR D&D type games. It contains over 50 commoner character classes, rules for using the commoner class as a professional skill for PCs and many other game ideas.
While you are there, why don't you leave a review. Feedback is always appreciated.
Monday, September 3, 2018
Be Careful What You Wish For...
I am in the process of coming up with a second title by October. The reviews would certainly help me craft a quality product for you.
Again, thank you for downloading. But please let me know what you think.
Sunday, January 10, 2016
Some things children should not hear.
Last year, Santa brought use a PlayStation 4. And kicked off my children's adventures in social media and online living. We started slow, a PSN screen name and email address. This year they have moved up to Kindle Fires and Amazon accounts.
I have done my best to teach them what is and is not acceptable online and all three of my kids have done pretty well.
I have not faired so well because I broke the rules. My PSN account name is my real name, which seems innocuous. Until you plug in headphones. Then I hear also sorts of things about my mom, about my game skills, and a slams against everything and anything you could think of. It seems rather personal because it's my name being called out.
I am pretty resilient, but sometimes my head lifts from the pillow and think: "My god, do I suck that bad?" And being resilient, I can laugh it off.
Children can't laugh abuse off and they really shouldn't have to do so. Good parents set their children up in ways that are safe, exciting and bold. Make sure you know what could happen and make sure you are involved enough to help them through difficult times. Don't let them get owned.
In closing, I'll leave it to one of the better gamers there is: Wil Wheaton.
*There are ways to change a PSN account name, but you need to call Sony. Chat does not cut it. To get a new name is non-trivial and annoying which is why I haven't done so. That and it serves as a reminder not to be stupid.
Back into Scale Models
Edit - This building is a stave church, which is different from my expectations. I picture stave churches as having graceful sloped components. Now I am off to research more on the topic. Please see my next post.
Front view
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Rear view(click image to enlarge)
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Side view(click image to enlarge)
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Looking at the damage, I wanted to make a copy first. I took some measurements and sketched out a plan.
Front view
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Side view(click image to enlarge)
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I am using I intended to work with balsa wood, but bass wood was the only type available. It is much harder. So using the drawings above, I cut my lengths of wood for the frame and matched them up to the sketch.
Front view
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Side view(click image to enlarge)
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And the first problem presented itself. I had measure, sketched, and measured again. The beams are 1/4 inch. I purchased 5/16 inch dowels. That is close, but no cigar.
Since I have a scanner, I quickly ran copies and corrected the sketches.
Front view
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Side view(click image to enlarge)
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