Sunday, October 6, 2013

Federation Space is back

Federation Space was my introduction to the Starfleet Battles universe. My original set was partially lost between the 1980ish purchase date and today. E23 and DriveThruRPG are the best services for old-school gamers.



The original set featured a 16-page rulebook, a map, one tactical display map, 5 organizational charts, 432 counters, and two dice. 

When printing out my new copy, I was instantly reminded why this is my favorite Task Force Game: the dense background information to the game system. Out of sixteen pages, the first three beautifully describe the game universe. “Shields flashed electric blue” reminds me of the smell of ozone and the rattle of dice.

While printing, I discovered that I still had my original counters, except the blue Federation.

I can’t tell you how many hours I spent playing this game as a child. I can hardly wait to introduce this to my kids.

This game is very rich in background details while having simple rules. The beauty of this game is the breakdown of basic rules and scenarios that lead to more advanced rules, scenarios, and optional rules. Replay away!

Additionally, Federation Space can be used to supplement Starfleet Battles.

After spending the weekend rereading the rules, I plan to print up the cards and map, and get playing again this week.

Thursday, October 3, 2013

Star Smuggler

One of my first experiences with role-playing and tactical games was a little game called Star Smuggler. It came with little cardboard tokens for characters, tiles for worlds, and a rich background of information on the Smuggler Mini-verse. I spent hours, days, and weeks playing.

Now you can too. 

Dwarfstar Games has contacted the author, Dennis Sustare, and arranged to host the game's digital files. Check it out here. Mr. Sustare was never paid for this game yet permitted digital distribution to Dwarfstar. Be kind and follow the generous agreement.


Update: I like to sketch up alternate ships for this game. Here is my Buffalo Class Transport.

Crew Quarters: 24 cu
Bay 1: 43 cu
Bay 2: 43 cu
Boat Bay 1: 40 cu
Boat Bay 2: 40 cu
Engineering: 16 cu
8 Hyperchargers, no secret compartments

Tuesday, June 25, 2013

xPud – How to Connect to Wifi

xPud is a nice little OS. But it has an issue with hidden ssid’s.
Actually, there is nothing wrong with the OS, it’s all you. No seriously, I mean it. In xPud, you are a super user all the time. That means the normal sudo iwconfig “fails”.
What true linux user runs in super user all the time? Well, you are with xPud.
What linux user radiates their ssid? No one, and with this information you won’t have to either.
So the correct usage of iwconfig for getting connected a hidden ssid is:
iwconfig wlan0 essid “insertnamehere” key “insertpasswordhere”
Easy, eh?

Monday, April 22, 2013

Windows 7 - Running Chkdsk at Start Up

In Windows, running a disk check can clear up many problems. Many small glitches can be cleared up with the chkdsk command.
Setting it up in the command prompt is easy, but counter intuitive. Open the Command Prompt by clicking the windows Icon and typing cmd and enter in the box.
Now type chkdsk /f C:
Windows does the usual thing and tells you can't do that here.
Type in y for yes and then exit the Command Prompt.
Now, reboot the machine and wait for all the checks to run. The normal "chkdsk C:" merely scans a disk, "chkdsk /f C:" scans and fixes problems, so you may be waiting awhile. Hopefully, it is worth it.

Friday, March 1, 2013

Kippers & Jam

Google+ Communities are wonderful. I joined the gaming community and was able to circle a score of gamers in just one go. 

Last night, I subscribed to Kippers & Jam, a blog mixing the best in RPG’s. In the most recent post called Bring Back the Magic, the author addresses the fun and the danger of introducing magic in to campaign. Ideas and tips abound. It is well worth the read and offers excellent advice for any gamer.

(2024 Update - Kippers & Jam is gone, but a little of it is still available through the Wayback Machine.) 

The One McGuffin

In RPGs, magic can be problematic, even chaos-inducing. A DM must carefully consider each and every spell and trinket given to the characters, otherwise he or she will break the campaign. The lesser magics are troublesome sometimes, but it is relatively easy to adjust for them. Let’s face it, DM’s can’t and won’t think of everything, every time.

Sometimes you just have to let things play out and laugh at the mistake. However, I blame many bad endings on The One McGuffin getting loose.

A McGuffin is a device to further the plot. It has no other function and DM’s are well advised not to create and define an item so that it is both a solution and closure to the campaign storyline.

In AD&D, artifacts were vastly overpowered magic items that really should have been left undescribed. Instead, they were tacked on the end of the magic item list, as if they were a viable option.

There is a temptation for all DM’s to use The One McGuffin as a solution to wrap up the scenario. Never, repeat, never allow characters to use an evil item for good. First, it doesn’t make sense for good to use evil for good ends. Second, as a wise man once said, “Power corrupts and absolute power is really, really neat.”

The second pen hits paper and the McGuffin is clearly defined, somewhere deep down inside, you have decided the magic needs to be used. In all cases, this is very much a Deus ex-Machina story ending. If you build the characters up to the pinnacle of power, yet even from that great height, they can’t make a good ending of their own, what is the point?

Beware of The One McGuffin.