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Thursday, January 4, 2024
Star Frontiers - Example Characters and House Rules
Saturday, December 30, 2023
New Ko-Fi Store
Star Frontiers Campaign - Supporting Cast
For my campaign next year, I will need a supporting cast for the players. The characters will have access to a Kon-Tiki shuttle smaller than an Assult Scout. Since the players will be using this new type of ship, it needs to have a bit of history, as if it were a character.
In the closing of the Sathar War, the Federation ran down a couple of paths of ship design. One of them was a type of electronic warfare destroyer called the Puff Adder. This destroyer was fitted with 3 atomic and three ion engines, packed with electronic warfare gear while giving up many of its weapons. It was also given two Kon-Tiki shuttles that could dock with it. Like its namesake, the Puff Adder could ambush enemy ships with its electronic warfare gear and light weapons while the Kon-Kiki shuttles provided support. The inherent abilities of the two types of engines allow these ships to dance in and out of danger. It would have been a vastly more expensive ship than your typical Destroyer. 16 hulls of this type were laid down before the war ended. At the end of the war, Puff Adders were fitted with engines recovered from damaged ships as a cheap solution. However, only 8 were fully outfitted with their electronic warfare gear and weapons creating a second variant on the destroyer.Wednesday, December 27, 2023
Star Frontiers Campaign - Ships for the Characters
Tuesday, December 26, 2023
Star Frontiers Campaign 2024
Let's start with the characters. They are not newbies. They have survived the events of Volturnus modules. To that end, they are in advanced officer training and learning to crew a spaceship.
In my campaigns, spaceship skills are selectable from the get-go. These characters have 20 experience points for anything they like from the Alpha Dawn set and 10 experience points to spend on one spaceship skills. The players have one special option at character generation - they can trade 1 exp point for 1,000 credits. This pairs nicely with the 20 exp for any AD skill. The characters will be nicely equipped with the expectation everyone has one or more guns.
I don't believe in yanking the character's equipment at the start of the adventure.
Next, the characters have a home base, a planet named Typhon. It's a water world with underwater living quarters. The population is small, but growing after the war. The planet features a chain of islands around the equator. There are many aquatic animals in the planetary ocean and more than a few amphibians inhabiting the island. Even the bird and rat-like creatures are amphibians. It is an interesting world without too much excitement. Typhon is one of those "best-kept secrets" planets, beautiful and safe, not well known yet and not completely explored.
Also in the Typhon system is the planet Dust. This planet is barely habitable, but the low-oxygen atmosphere is great for storing and repairing spaceships. It is a base for training future astronauts. It isn't as dangerous as training in a vacuum. All species hate the environment, it requires suits for comfort but you can survive on the surface. Just barely. Typical stints on Dust last between a month and 3 months. The planet has one main base and dozens of smaller bases scattered here and there.
If you weren't learning how to be an astronaut, you'd have no reason to visit and even less to stay. Everyone, including the general staff, tries to speed run any necessary tasks to get back to the comfort of Typhon. Failing that, a tiny ship and a hard vacuum would do.
Now we are to the meat of the setting. There has been a rash of incidents where the visitors to Dust go missing. They vanish after leaving Dust for other destinations. This is bizarre because they spend some time at the destination getting settled, checking in with friends and family, and getting spotted on plenty of security cameras. Then they are gone. The one commonality is they disappear at night. No bodies have been found, no ransom, no demands, there is no pattern to the destinations, and no foul play is evidenced but is obviously suspected.
Since the Sathar and their agents have been sent packing, it is an interplanetary locked room mystery for the players to solve.
At DriveThruRPG
I picked up the print copy of AD from DriveThruRPG. The printing is excellent, and the binding looks sharp and clean.
Monday, December 4, 2023
Simple Improvements - Power to the Archer
In virtually all RPGs, archers are limited to how many arrows they have. Once the quiver is empty, they aren't an archer anymore. They lose the deadly ability to strike at a distance.
I wrote about making fighting men and spell casters more powerful without adding die rolls or wildly different mechanics. Archers can be similarly empowered.
Looking at the first Avengers movie, Hawkeye doesn't miss so much as not hit his target.
Loki is a trickster and should have seen this coming. Now let's look at Hawkeye missing a target.
Sunday, December 3, 2023
Disappointment = Improvements, Star Frontiers Edition
Simple Improvements - Magic Spells
I have one simple improvement for magic users of all stripes that doesn't involve dice throws. It is a clarification of my house rules.
First - To loose and/or lose a spell it has to be prepared. This is usually part of the rules of the game. One word to improve this rule is "completely", as in "completely prepared".
Adding this one word completely changes the dynamic of spellcasting.
Let's say a wizard or cleric selected a complex spell. They start to prep it then they are hit in the face. "Completely prepared" switches the result from "I lost a spell" to "I have to start over". They weren't done prepping. That seems kind of fair as the player and the character pays a cost in terms of frustration but doesn't actually lose anything else.
They need a better plan, but they can use that spell later.
The next modification to spell casting for simplification is: to allow the character to pull back unused spells. I can't tell you how many times I have had a player prep a fireball in the last round of combat and simply lose it. It seems reasonable to me that a player should be able to undo that action if nothing else is happening. Perhaps it takes the same amount of time to put the spell away as it does to prep it. Seems reasonable to me.
A third simplification is what I call "spell coast". On Monday, a cleric prays for three spells - Light, Purify Food and Water, and Bless. He has only one opportunity to cast the Purify Food and Water spell on Monday. On Tuesday, decides to replace that one spell with Cure Light Wounds. Being a small-town adventure, nothing happens until Sunday night. If the cleric is happy with his spell choices, he doesn't have to study every day. He coasts along with the 2 spells he prayed for on Monday and third, he prayed for on Tuesday.
The less time the players spend memorizing spells, the better. I had a diabolical DM that would take people's memorized spells away the moment they lost consciousness.
All of these things together make spell casters more powerful while also providing more role-play opportunities.
Thursday, October 5, 2023
Random Encounters/Making Memories
This only sometimes happens. He plays e5 while I am into AD&D e1 or OSE. They seem wildly different, to me anyway. But tonight proved that wrong.
Halfway through dinner, Nathan realized he planned a D&D session with his friends. He looked rather glum about it. I said I was envious because I have very little time to game.
The problem was he didn't know what to do for tonight's session. I asked him about the past sessions and he filled me on the problems first. They are 4 sessions into this campaign and they skipped a planned Session 0. Nathan was forced to cob together a very basic idea into a full-fledged campaign due to a lack of planning.![]() |
| Nathan, dressed to impress. |
Sunday, October 1, 2023
Setting, Theme, and Narrative
Last week, I was so hopeful. I would get myself back on track by returning to reviews until I was back on a regular posting schedule. Thursday morning, that goal was evaporating as my son got sick and by Friday evening, I had it too.
It's been 147 days of Sudafed haze and sinus hell since Friday night. It's one of those sucky things you can't shake off. That's a shame because I wanted to post about something I received in the mail:
Sunday, September 24, 2023
My Friends, I Have Wasted a Year - Civilization II Gold Review
Title: Sid Meier's Civilization II Gold
Publisher: MacSoft
Author: MicroProse
Year: 1999
OS: Mac OS 7.1 up to OS 9.2
Overall Rating: 5 of 5 stars
The misquote in the title is from Emperor Titus in 79 A.D. and is apt for a review of any of the Civilization Games.
There were so many changes from Civ I to Civ II and the Gold version expanded on those, this version is like a brand new game. This particular version is my favorite despite being "made of glitch". I have delayed reviewing this game due to the incredible breadth of content and play options.
This is an exploration strategy game, if not THE strategy game of the late 90s and early 2000s. You pick a civilization headed by an avatar representing that culture/civilization. From there you select a map type, either pre-made like the one below or a randomly generated world. Next comes scenario modifiers, where you can race for Alpha Centauri or have a slugfest to dominate our Earth (or approximation of Earth).
Saturday, September 23, 2023
Review: Adventures in Dungeonland
It has been a while since I've posted. I have a lot going on but I would like to return to a regular posting schedule. As a head-clearing exercise, I would like to return to reviews, a process I enjoy. From the title, you know the module in question.
Title: DungeonlandRule Set: AD&D
Levels: 9-12
Year: 1983
Author: Gary Gygax
Publisher: TSR
Pages: 32 pages plus a map
Rating: 5 of 5 Stars
I had planned what I thought were obvious outs in the real world, such as leaving the room, placing someone on the altar and out of the poison would prevent another save, not touching other players or the crystal moon, and so on. Cleaning things or wearing gloves would have worked too, but no one caught on to this aspect as they really wanted back into Dungeonland.
This party's second go-around in Dungeonland was brought on by one player mentioning the adventure while holding the Crystal Moon they found.
For my hard-luck Dragonlance players, I yanked them down the rabbit hole via a nasty cabal attack. Each section of the module was the result of an alter reality spell being cast on them. Rather than being a total screw-fest, the Dragonlance characters had abilities and magic not accounted for in Dungeonland and they prevailed handily.
Additionally, at the end of each sequence, they physically fought the illusionist who cast the spell for that part of the module before being thrust back into Dungeonland by the next illusionist's reality warping. As a consequence, they gained treasures from the dead illusionist cabal which they could use in the world of Krynn to equally deadly effect. As a nod to my first party's run, they also obtained the Crystal Moon device, which is a crystal ball. That is amazingly useful in Krynn.
This was a confidence builder for getting back into the Dragonlance story after a minor setback which the party took as total failure. Funny how players think.
This is one of the most fun adventures I have ever played as a player and as a DM. I may take a stab at it using Old School Essentials.















