Look what arrived today, at the tail end of a blizzard!
I can't wait to review this one. Thank you DriveThruRPG and the USPS for a timely delivery.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Look what arrived today, at the tail end of a blizzard!
I can't wait to review this one. Thank you DriveThruRPG and the USPS for a timely delivery.
I have some more content queued up for POP-001, but I have to get some bugs out of my system. I did a review of Star Frontiers with the intention of returning to review the expansion set Knight Hawks. It's been 2.5 years, so I should do it now.
Title: Star Frontiers: Knight Hawks Boardgame, The Campaign Expansion, and Warriors of Light ModuleStar Frontiers is a classic science fiction role-playing game that was first introduced in 1982. One of the most exciting aspects of the game is the Knight Hawks expansion, which focuses on ship-to-ship battles. This expansion provides players with an opportunity to engage in space combat, which is a crucial element of the science fiction genre. This set was a boxed set like Alpha Dawn and even follows the exact same book and page count as the original.
The key features of the Knight Hawks expansion are the ship-to-ship combat and ship design system. Players have the ability to design their own spacecraft from scratch, giving them the freedom to create vessels that suit their playstyle. The ship design system is complex but rewarding, allowing players to customize every aspect of their ship, from its weapons and defenses to speed and maneuverability. Plus every part of the customized starship simply works with the ship-to-ship combat system right out of the box.
Players don't need to create ships to engage in ship-to-ship combat, the module will gift them with not just their own ship, but a whole fleet of ready-go ships. The combat system is turn-based and consists of three phases: movement, combat, and damage control. The phases are crucial for setting up attacks and avoiding incoming fire so as not to resort to damage control.The combat phase is where the action really heats up. Players can choose from a variety of weapons, such as lasers, missiles, and torpedoes, to attack their opponents. Each weapon has its own unique characteristics, such as range, damage, and accuracy.
The game uses what I call a Chocolate, Vanilla, and Strawberry system of weapons and defenses. There are missiles, lasers, proton beams, and electron beams. I seem to recall neutron beams, but I think stole that from Starfire, another excellent game from the time period. Specific attacks are modified or negated by specific defenses which creates a wild dynamic where ships might have the WRONG type of firepower. As confusing as the terms are, there are only three or four so you can roll with it pretty easily.
There is a damage control phase, where players can repair any damage their ship has sustained during combat. This phase is vital, as a damaged ship is less effective in combat and can be destroyed more easily. Players can repair damage to their ship's hull, engines, weapons, and defenses, but doing so requires time and rolls against the DRC rating of the ship. It is far less complex than StarFleet Battles and can be adapted to be more Traveller-like by ignoring the DRC for some aspects and allowing characters to use their new starship skills to get stuff done. I wouldn't suggest making every repair a character skill roll, but the nugget of the idea is there.
I play StarFleet Battles, so I can't call this set complex or deep, but it has Basic and Advanced rules can get new players going with minimal fuss. Was I to stop the review here, the boardgame rules are stand-alone and would get 5 of five stars.
You'll notice that I gave this set 3 stars. That is because the integration with Alpha Dawn sucks. In Alpha Dawn, we left the characters with 3 PSAs with a max of 6 ranks. Knight Hawks throws in 4 more Star Ship Skills which are not PSA, but dependent on PSA. And require them to be nearly maxed out.
What?
On day one of purchasing the box set, you are months away from having your old characters gain the necessary skills to use this set. That's garbage. What does firing a gyrojet weapon at a tank have to do with lobbing a giga-ton nuke at a ship in orbit? Driving a car is related to jumping a spaceship? No. That shouldn't be a thing.
I could explain the way I handle this hitch, but instead, I will ding this set 3 stars and allow you to engage with your players as you see fit. I WILL give this set one additional star for adding more vehicles and space combat into the mix while resolving the chronic "First World Star Frontiers Problem".
What I call the First World Star Frontiers Problem is a lack of creativity in the creation of modules. It is really a problem of having too many options or possibilities available in the rules and settings hampering an author's ability to create an engaging scenario. Virtually all of the modules lay out a scenario, then strip the players of some or all of their weapons and kit. That is a systemic railroad if I ever saw one.
Don't do that to your players, do anything else.
Knight Hawks actually fixes this problem as even lifeboats have guns and ammo, tools are weapons and the ship is a flying storehouse. Giving the characters a massive starship basically means if they lose their gear, they go back to the ship and gun the f--- up, and come back with a vengeance. This is a better playing experience than losing it all and coming back from nothing. Half of the game is shopping for kit or designing spaceships. Why bother striping gear for every pre-packaged adventure?
In conclusion, Star Frontiers Knight Hawks is an adequate expansion that adds a new dimension to the already good Star Frontiers RPG. The ship-to-ship battles are engaging and challenging, requiring players to think strategically and use their resources wisely. While the system may be overwhelming at first, the rewards are well worth the effort. If you're a fan of science fiction and role-playing games both halves of this system are for you.
You can pick up a copy on DriveThruRPG either in PDF or Print. Either is very nice and the two boxed sets are combined together, so it's just one purchase. Personally, I would buy the combo PDF and Print set so you can print off as many of the map pieces and counters as you like. Star Frontiers has really nice counters and starship deckplans.
While this is basically true, it takes a very long time. I used Random.org's dice generator to rapidly roll hundreds of dice. The primary limiting factor is loading a hopper (25 CU) or using an orbital shuttle (50 cu) to move goods around. The problem with this method is it takes a lot of time and money to do so. You can cache items to speed the process but the scenario becomes a little ridiculous and tedious.
If you are down with embracing the ridiculous you can reduce the tedium by purchasing items like repair units, fuel units, or GM bots right in the Spaceport. Once you have spent every penny on these items all you have to do is sit on them until you receive a good sales result. Picture Duke sitting on a pile of craters right in a hanger waiting for someone to happen by in need of item x, which he has cornered the market on. On Regari, a roll of 6 sales results in a 1.5 base price modifier. You are converting 1 secs. spent into 1.5 secs. per cycle. In a month or two, you should have enough to purchase a new Antelope.
If only you get over the fact that Duke is sitting on a pile of thousands of repair units or fuel units...
The reason this isn't an obvious solution is you cache a tremendous amount of items inside the Spaceport for a very short period of time. Like thousands of CU worth of goods. The rules don't place a limit on the number of items you can have only a limit on items you can move.
It is a very unsatisfying solution because it kills the game engine's balance. In fact, using this method breaks the economic restrictions that the game places on you. So long as you do not engage in any other activities such as RRR, there is zero risk due to a lack of opportunities to make contacts or otherwise experience negative effects.
Now I have further expansion possibilities because there must be a mechanic to offset the easy solution of not engaging in play to win. In solo play, this is not as dangerous as the solo player is playing for exploration not cheating their way through the money problem. It's just easier to fudge the rolls or be a bad timekeeper.
If you want to adapt Star Smuggler to an actual multiplayer game, then you need a solution to this possibility.
I think that creating a table of random events that can occur when you do not move or engage in activities would work to resolve this unique issue. The Star Smuggler system has many different built-in: scenarios that range from flavoring to pushing events that can speed world-building while not obviously punishing a lack of activity. A party of characters will need some downtime to stay centered on tasks, but a random table of events can spark new plans and ideas. Think of it as exposure without railroading like a solo game has to do.Another cool idea for multiplayer options is to use randomly generated systems to express change. As time goes on a Spaceport could morph into a colony, city, or slum. This wouldn't happen overnight, but a referee could present the changes over the natural weeks and months which are hardcoded into the game system. The referee could even change the star charts as exploration opens new routes or even open up completely new systems.
This solo game system is remarkably robust for such a simple thing. A necessary limit in the system is how scattered the rules are within the events. For example, there exist psionics, grenades, and combat droids however, if haven't read every event you wouldn't even know. Also, combat is super tight. There are relatively few ways you can make changes without upsetting the game balance.
However, in using this as an actual RPG ruleset, the referee knows exactly what to expect. Change can come in other ways, such as the expansion of planetary systems, new events created by the players' choices, and the referee's goals for the game.Most of my amazement and fascination with this game is how tightly integrated and edited it is. I spent a few days going through every event and rule, mapping out where each went to find loops or mistakes. There are a few loops, but as near as I can tell no actual mistakes which is a testament to how well thought out it is.
There are a few relics and oddities in the rules and events. For example, events are sequential from e001 to e199 but then hop to e400 before ending at e441. That leads me to believe that the game might have meant to have 200 more events. The rules do the same thing, flowing from r201 to r242 before hopping to r300+. Maybe there are 60 or so missing rules entries. Were that true, someone painstakingly edited them away without the benefit of a computer.
There is another option. Two people could have been working on the set at the same time and divided the entries between them which explains the gap. One person finished before the other but in order to maintain the document refused to reference unnecessary numbers or renumber what they had. Not surprising if you are using pen and paper or worse, a typewriter.Personally, I believe this second option to be the more possible one. There is a subtle hint in e005. It is the only event that straight-up duplicates events:
"If you disable the controller and capture it, the event takes 1 hour and roll 1d6: 1-e117, 2-e017, 3-e059, 4-e117, 5-e017, 6-no effect."
This does not occur any place else in the rules. Omitting tension-building choices which hop through an intervening event before directing the reader/player back to make a different choice at the initial branch. This is a common trope in "choose your own adventure" books. It is different than duplication.
I believe in this case one of the e117 and e017 events was supposed to lead elsewhere but do not because those events were either edited away or simply not written.
A similar thing happens in the rules section for combat. The events and rules call out "sidearms" and "heavy sidearms" while a few areas mention "explosive weapons" and "armor piercing" weapons. I personally believe that this is the result of two authors being on the same page, but not the same word. Or perhaps they intended for there to be a couple of classes of weapons that were discovered to be unbalanced, like a machine gun or blaster rifle. Or maybe "too much like game, movie or TV show x."
It is pretty clear that the author used their personal experience at the game table to create a solo game. I find it kind of satisfying to reverse the process and use the ruleset for a multiplayer game.
What do you think?
In this post series, I will be selecting TV shows and movies that pair nicely with different rulesets. I won’t be picking big-budget, well-known series that probably have dedicated rulesets, like Star Wars, Firefly/Serenity, Farscape, or anything in the MCU.
I wanted to start off with an easy one, a TV show is
adaptable to many sets of rules.
The Rain is an amazing Danish TV series running 3 seasons. It is available on Netflix and it’s a very quick binge. The Rain’s story is covered in just 20 episodes, which is great for gaming. Once establishing the scenario, the tight episode schedule allows for a great amount of deviation for role play.
The main characters are Rasmus and Simone Andersen, two
children who live through an apocalyptic plague carried by the titular Rain by
escaping into a secret bunker. Cut off from the world, they live in isolation
for 6 years. They are forced out of the bunker by an alarm and are taken
captive by Martin, Patrick, Lea, Beatrice, and creepy Jean. Simone turns the
tables on the raiders by revealing that there is a network of bunkers
full of food and supplies the gang desperately needs.
It soon becomes clear that the raiders are atypical
survivors who avoid as much trouble as they can. They live by their wits and
their ability to hide. It is rather anticlimactic when the plot reveals a
dangerous organization called Apollon that hunts survivors for unknown
purposes, making Martin and Patrick’s gang far less dangerous than they seemed
in the prior episode. Even Jean who starts off creepy is far, far less threatening
than one would imagine.
The technology stays about 5-minutes in the future, with the
highest tech items being either drones or one-off 3d printed affairs with
little purpose other than to build suspense. The vast majority of the
technology revolves around detecting various things and horror-style
virology experiments gone wrong.
The series is weapons-lite, where the primary purpose is
either defense or mayhem. This is kind of understandable given the possibility
that the sky could open up and kill everyone. Marin has a semi-automatic rifle,
but no one else bothers to pick up a piece. The scenario puts the rule of 3 in
full effect: water, shelter, and food, in that order. Many of the other survivors
have weapons but not the skill to use them effectively nor the ability to
maintain them. Apollon is a paramilitary group that uses Humvees, body armor, and automatic weapons but is not terribly inclined to use them. The story is
more of a cat and mouse game than a post-apocalyptic shoot ‘em up.
In adapting this universe for gameplay, the referee or
gamemaster will be crossing off more items than they add to pretty much any
ruleset. That makes for quick set-up and low maintenance.
I did notice some odd items that were missing in this
series. Of course, cell phones are a thing of the past given that electrical
power is not generally available. The same goes for private vehicles due to the
total societal collapse. Some characters have bows and arrows. I found it odd
that almost no one has a knife, axe, or hatchet. Nothing could be more useful in
a survival situation.
On the
plus side, most of the characters in The Rain are under 30, so straight character generation
might not be too off kilter. Simply replace certain items from the tables with more
mundane goods. I would urge a referee to modify the tables in advance with
goods and resources from the world of The Rain preloaded so players don’t feel
cheated.
More than a few of Traveller’s skills are not made for a 5-minute in the future story but by performing the same preplanned swap for other
skills is easy. Logistical and basic education skills are king in this sort of
world. It is important to let the players know you aren’t taking things from
them but substituting a skill that is more appropriate.
Another old ruleset that could work is Top Secret. That game
has a good set of skills baked right at character generation. Going light on
starting skills mirrors the feel of The Rain’s characters. Many of the main
characters have no college education while a handful are “Super Asmodeus” types
when it comes to knowledge. Depending on the player’s style and desired
characters, you could make a “team level” pool of skill points where the party
chooses who to dump points on. Top Secret isn’t set too far in the past, so
it’s almost perfect for this TV show’s era. Again, the lack of weapons in the
show will merely enhance character survival.
My last pick of rule sets is After the Bomb by Palladium. The reason I place it last is The Megaversal system is so well integrated, it is easier to expand the possibilities than reduce them. Megaversal is a great system but the referee would need to cull a ton of bits to fit with The Rain. While After the Bomb seems a little off-beat for a bunch of plain Jane humans, I have not revealed details of the TV show which make this a sensible choice.
The
skill system is robust and sound. There is a total lack of MDC weapons used in The
Rain but that doesn’t mean the heroes won’t encounter MDC tough items in the
form of vehicles and bunkers and such. I like the hand-to-hand combat system for
this sort of survival scenario. Lots of dodging and parrying and pushing, as opposed to city leveling MDC combat.
What I haven’t mentioned in some mysterious events and people in The Rain, so as to avoid spoilers. After the Bomb and Traveller have the best rules to support these things while to my knowledge, Top Secret has none. A savvy referee could probably adapt these issues away while using the strengths of the Top Secret to keep things together.
Now, you may wonder why I haven't suggested other rulesets. The reason for this is simple, three is reasonable AND this is a series where I'll make future pairings of movies and TV shows to game sets. Stay tuned, your favorite game may show up eventually.
Title: Serenity Role Playing Game
Author: Jamie Chambers
Rule Set: Cortex
Year: 2005
Pages: 230
Number of players: 2 or more
Rating: ★★★★
This particular set of rules uses the Cortex system, which is unlike D&D and has some great attributes. It is meant to create characters with a thematic flair, a collection of skills and traits, both positive and negative define the player. Players assign attributes by die, so a strong character has d12 for strength and a weak one has a d4.
One of the gems of this system that is not mentioned in this particular book is the idea of "hitches". It does come up in later versions of Cortex as "a feature, not a bug". A hitch is a roll of 1, which indicates "something bad happens". It's softly defined in this particular ruleset but easily understood that someone with a d4 die is going to roll a 1 more often than a character with a d10 ability, but both will eventually roll a one. It does appear as "botching" on page 143.
Were this any other setting, this soft definition would be a serious problem. However, with the very limited set of live scenarios (14 TV shows and one movie), the concept of "hitches" is hardcoded into this 'verse.
This is like Wash blasting down the canyon trench, only to have the enemy pull up and glide gracefully above the canyon, casually popping off cannon fire at the Serenity. Even a talented person can have these moments. Since they will happen so often, they are not like the evil AD&D fumbled attack roll tables, which are inherently punitive (and stupid). With the softness allowed, a player could come up with their own hitch that the Game Master merely needs to rubber stamp. Players of this game will be those kinds of people to let the rule of fun, evil, irony rule the day.
This book does share a lot of superficial characteristics of D&D 3.5. Full-color pages, great art, a table of contents, and an index. And for Cortex, this is where the rules get their first ding. The order of the book is an introduction to the setting and the character crew of Serenity, followed by stating up the characters, traits and skills, money and gear... and so on. Exactly like 3.5 D&D.
Here is the first ding. It's the wrong order for Cortex and it doesn't have to be. Stats come after traits and skills in Cortex, unlike D&D. You can't assign stats until you've tallied the pluses and minuses for traits and complications. It's not a big deal, but it was irksome to have most of a character fleshed out only to have to circle back to the beginning.
This is a great character sheet! |
Equipping the characters becomes a little dicey because the equipment list contains things that are the properties of the ship as opposed to the property of a given character. For example, space suits.
But space ships are characters in this game which is amazing. There are only two faults with this arrangement, one is annoying and one is just a bad arrangement. The ships have traits and skills like human characters and they use recycled names from the character traits and skills. So "Heavy Weapons" ends up meaning "Automatic Targeting". They should have a different name, a different list.
The second "fault" is the book provides excellent floor plans and schematics of the ships available in the game but then leads with "Aces and Eights", a firefly variant that is not the titular ship. There seems to be no particular order to the ships, so I can't even say, "Well, it's alphabetical". The first time I flipped through, my eyes settled on the Aces and Eights page and my brain balked. For a second, I thought that perhaps the author had never seen Firefly. It's not a horrible flaw... but it is.
The second major ding cycles back to the table of contents and is continue throughout the entire book. There is a lot of quaint, laconic doublespeak in the text. The rule section in the TOC is labeled "Keep Flyin'".
What? Reading 200+ pages where subjects, nouns, etc. are consistently, inconsistently dropped is maddening. It's like reading the Life and Times of Yosemite Sam.
Nathan Fillion is a great laconic double talker, but he uses it sparingly like a good weapon. When he does it, it's in character AND universe. People clearly don't understand what he is saying until they parse it out. By that time, he's doing something they do understand and they react in panic. This is not a good way to present rules and procedures.
Dings and flaws aside, this system beautifully captures the style of the series for a whole host of reasons. Many of the flaws of the presentation of the game revolve around Cortex RPG rules only being a year old at the time of publication and the author trying to present the rules laconically. Remove both of those and you have an excellent 5-star system.
I picked up my copy locally, but you can check out Abe Books to see if they have it in stock: Serenity Role Playing Game at AbeBooks.com.
Alternatively, you could get a pdf of the game but I couldn't find a listing on my favorite site, DriveThruRPG.
Here was the scenario: The party gets in a fight. The winner of that fight gets jumped and their cash and prizes are stolen. Then the party chases down the second group of people and gets their stuff back.
"You planned all of that in advance. You were railroading us!" they whined.
"No. I wasn't." I pulled out my notes and showed them.
The Party and Group A get in a fight. Only 4 things can happen: either the Party or Group A can win. Or they reach a stalemate and no one wins, either by flight or not starting or finishing the fight without winning.
Next. The first group out of the area gets jumped. Those 4 options happen again.
And finally, when the loser or second people out of the first situation one catch up, you basically have the same 4 options. Win, lose, or two different draws.
That's not a railroad. The players have a choice at each event they are present for and the dice can change that outcome. When the party isn't present, I pick the most viable option because I'm not stopping play to fight combat against two NPC groups against each. When the party comes back, they get another set of choices and outcomes.
A railroad would be if I decided what was going to happen TO THE PARTY before they were granted a choice. I know where the branches are and what should happen next, but I have 4-5 different possible choices to account for in every scenario. If the party has an obvious choice of 4 items, and they come up with the fifth, sixth, and seventh option, I have no plan and need to fly by the seat of my pants.
I gave the kids a good example.
I had a party meet at a tavern. They were supposed to stop the evil lord's men from shaking down the peasants for money. The party chose not to do that. So, the peasants got shaken down. Then the party gave the peasants money to replace what was stolen. I didn't expect that outcome.
In the next session, I decided to just re-run the whole thing. Again the party didn't bite. This went on for a bit with the peasants getting shaken down and the party replacing their lost funds.
Now the party was responsive to everything else I did in each session, but I was baffled by their lack of activity on this one point of defending the peasants. It almost rose to the level of a joke. After a few months of play, they checked back in on the peasants in the tavern.
Since they asked, I provided. This time the lord was there to get in on the fun. And the party sat there as the peasants got beat down and robbed again. It wasn't until the lord threaten everyone and turned to exit that the whole party opened fire with crossbows. In the dark, in the back.
The explanation for this behavior was, everyone in the party and a few of the players are lawful evil. It was just their nature to use the peasants for bait to draw the evil lord out.
Again, this was not railroading because the players themselves asked to check on the situation and determined the outcome they personally desired.
So when planning an adventure, you should plan for the obvious. What if the party wins? What if they lose? What if they run? What if they won't or don't fight? If you have those few things down, then the adventure probably won't go off the track, but if it does, the DM is only scrambling for a few seconds and not moment to moment. Which reduces the possibility of railroading the players.
Damiano could be un Mago or un juglar (minstrel), each distinct from Saara the witch and Gaspare the dancer. |
However, in other games it is in the rules but somehow violates the spirit of the game. Star Trek and Star Wars come to mind. How many characters on TV or in the movies run out of ammo? Only when the plot calls for it.
Most games will fall someplace between the two extremes, such as any d20 game. Where the amount of ammo does not seem relevant, I prefer to use a different mechanic. In a modern setting with characters carrying normal firearms, I assume that all characters and NPCs are spending a bit of their time reloading as the opportunity presents. This means they almost always have bullets available.
To add some tension, if the character fails their attack roll by rolling the worst possible number (say, a 1 in 20) then they are out of ammo and need to spend time to reload right now. If the rules have a mechanic for a jammed gun occurring on a one, the first time they roll a one they are out of ammo and if it happens again on the very next roll, the gun has jammed.
Some games have weapons that simply don't work like a machine gun or semi-auto pistol. A blaster in Star Wars or Phaser in Star Trek are very unlike modern firearms. In the movies, they never run out of ammo unless the plot calls for it. As before, if a character rolls a 1, their weapon has malfunctioned. It makes a noise and nothing happens. To get the weapon working, the player needs to make a successful to hit roll to make it start working again. That seems like an oxymoron rule and maybe it is. The tension comes from the fact that the enemy knows there is something wrong and the hero can't shoot. They are drawing attention to themselves. Having the weapon suddenly go off in the enemy's face is just like Star Wars. And in Trek, fiddling with the controls almost always works.
On the off chance these advanced weapons experience two back to back failures, then they are out of action until a repair is made, usually outside of combat.
For most games where ammo tracking is important, I make sure the story provides ample reloads or parts where shooting is not required. My D&D players love "defending the castle walls" because by their nature, defenses have plenty of ways to get more ammo to the defenders.
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. |