Friday, December 27, 2019

"You're the scum of the Sector!" Star Smuggler Review

Title: Star Smuggler
Credits:
   Designer: Dennis Sustare
   Graphics Design: David Helber
   Map Art: Tom Maxwell
   Cover Painting: Bob Depew
   Edited by Arnold Hendrick
   File prep for online publication: Eric Hanuise
   Digital Character Record Sheets: Ron Shirtz
Rule Set: Unique to set
Year: 1982
Pages: 24 Page Rules Booklet, 20 Page Events Booklet
Number of characters: Solo adventure, many characters.
Rating: ★★★★

This game has a story to start the story. I came by my physical set back in the late 80s and loved it ever since.

But for the publishers, designer and author, the story was a bit more rocky. I don't know all of the details, but the Publishers, Heritage and the imprint Dwarfstar had a run of popular and cool games such as Barbarian Prince, Demonlord, Outpost Gamma, and Star Viking starting in 1981. These were all in house games created by Heritage/Dwarfstar. Two games were designed and created by outside designers, Dragon Rage and Star Smuggler. Hard times hit and the company and their imprint were down but not entirely out.

In 2003, Reaper Miniatures obtained the rights to many of these games allowed them to be reproduced online. (Click the link for all the games) In 2006, Dennis Sustare granted permission for limited online distribution by Dwarfstar.brainiac.com of Star Smuggler.

I snagged a photo of the game for this review. You can check out all of the art and the full game on Dwarfstar's website. I only mention this due to the Distribution Agreement at the end of this post, while the photo is probably fair use, I agree with the agreement below. Although I have a physical copy, I would like to thank Eric Hanuise for all the work in digitizing this game for online distribution.

So how does this game play? Very well for something probably designed, typeset and edited entirely by hand. You are playing "Duke" Springer, a business man turned criminal... maybe. Depends on how you roll, literally sometimes. After a quick read through the rules, you are ready to go. The rules spell out what you can do, but often not what you cannot do. That is to be expected in such a light weight game. Your character has 4 stats, hand to hand, ranged combat rating, endurance and cunning. All characters have the first 3, while only Duke has cunning. Cunning allows Duke to outsmart other characters and enemies.

To play, you write out your character stats, money and inventory on a sheet of paper. Recently, I don't know when, Ron Shirtz published a character record sheet and time tracker to make this task easier. You flip to e001 in the events book and you are off to adventure.
The future of the 80s was pink and green.
In the course of play, you can hire a crew, get in combat, buy and sell or run down many of the special events, some of which are relatively simply side quests. The goal is to pay off your debt on your starship, a total of 120,000 secs. or Sector Exchange Units. Every week you have 300 secs. interest payment and paying on principle doesn't reduce this amount. Back in the 80s, front-ending loans was thing, I guess.

The game has many locations where events occur and these locations are divided up in the System by planet and then planetary regions, like cities, starports, space stations, ruins, etc. It is a rather ingenious system which precludes oddities such a car dealer on a spacestation or military presence in a ruins, except for when those things would make sense in context. Travel from one area or planet to another eats a lot of game time, which is important for making those interest payments. You are totally on the clock, all the time, in this game.

Have you heard the phrase, "You need to spend money to make money"? That is totally true in this game. While it is a solo game, you need to hire a crew to be effective. And the crew gets paid, so you need to be sharp with your money.

How do you win? Pay off the ship. How do you lose? Die or lose the ship. Simple.

However, within the events booklet, there are seemingly dozens of different endings. I've never troubled to count the actual number but there are more than a few. The first time through, these auto-win, auto-lose events add flavor and spice, but on replay, they are an annoyance. Depending on your mood, you probably don't want to win or lose by a single die roll in a game that requires so many die rolls.

One of things that stands out in this game is the ever-changable scenery, the planets, tend to not so much scale as warp so you can have a very different experience on each one with the exact same mechanics. There are very few things in the game that change the mechanics, which is nice. The rules are dense, but once you have them down, they're easy to remember.

Some of the downsides to this game are many, but none of them are a deal breaker. The system has a simple but effective combat system, which is obviously lethal to participants. You can die in a shootout that leaves your crew alive, but purposeless. Game over. There are a number of cheap shot endings, which are annoying if you play frequently enough.

This game is actually complex enough to have a number of things in the middle ground as far as gameplay goes. First and foremost, there are some rather obvious things left out. You can pilot a ship, fight well and use a variety of weapons from ship guns to hand weapons. But you can't drive a skimmer, the 1980s' future version of a car. Skills can't increase, except Cunning. Combat is deadly in a vacuum, but can you depressurize your ship? Not covered, at least not as a purposeful action. Can you have two ships?

One of the stranger bits is the concept of "losing". There are a few events which specifically cause a lose condition, like death or imprisonment, but there are a number of ways to lose everything except your character. Is that a loss? Don't know. Without a ship, you can't do much, but you also have less of a chance of dying. So you can have series of lingering "not winning" scenarios.

There is a difference between the physical books and the digital files. Eric Hanuise remastered many of the confusing typos right out of the books, and incorporated all of the errata into the text. Thank you, Mr. Hanuise. The physical boxed set also had counters printed on the box cover edge. That did nothing for the box, which was sturdy before I cut it. Again, the counters have been reproduced and even improved. The ability to print as many counters as you like is wonderful, but I find myself using random counters.

The main upside of a programmed solo adventure is that it is always there for you. The big downside is, if you are a creature of habit, you can get yourself stuck in the game, repeating the same routes and sequences again and again. This isn't a limitation inherent to only Star Smuggler, it is inherent to all solo adventures.

All and all, I'd give this 4 of 5 stars even though it is one of my most prized games. It has a lot of bugs and flaws, but still worth a play or 100. Download it today.

DISTRIBUTION AGREEMENT -- PLEASE NOTE Dennis Sustare has granted permission for digitized copies of this copyrighted game to be posted for public download. The game and files are NOT released into the public domain. You MAY NOT not sell these files or charge a fee for access to them. You MAY NOT distribute these files except as authorized by Dennis Sustare. PLEASE RESPECT THE TERMS OF THIS DISTRIBUTION AGREEMENT so that these files can remain available for free download.
By downloading any files from this page you are certifying that you will abide by the terms of this distribution agreement. All of these conditions must be posted prominently and openly on any page or site providing access to these files.

Thursday, December 26, 2019

OSRIC Module Review - M06 The Warren

Title: SM06 The Warren
Code: SM-06
Author: Simon Miles
Rule Set: OSRIC
Year: 2019
Pages: 79
Number of characters: 6-10 characters
Levels: 5-8
Rating: ★★★★★

Today, I downloaded Simon Miles' SM06 The Warren. He publishes under the name Dunromin University Press, which has it's own website. I found it to be an excellent read even though I play a fused version of Basic D&D and AD&D, the OSRIC information seemed completely transparent in purpose. I don't think this particular module fits with my current campaign, it is clearly an homage to Keep on the Borderlands. I could totally use this as a high level one shot.

Oh, and the artwork is amazing.

The production values are just as high in this book as SM00, this module is loaded with artwork and maps. The maps seem to be a fusion of old school and modern styles, where I actually can't tell if they are wholly digital or a mixed media. One addition that this module has is little vignettes of the dungeon map by the text descriptions. These are obvious digital, but a very nice feature. Again, I really like his maps.

This module takes the party through the Burning Woods to the goblin heaven or haven of The Warren. The adventures start off with mere rumors and weapons to start their adventures. The maps cover miles and miles of terrain and the multi-leveled Warren. The module is 79 pages with zero filler.

Mr Miles describes this module as "challenging". After a read through it, that is an accurate assessment, but we're talking normal challenging, not Tomb of Horrors total party kill-fest. Additionally, Mr. Miles adds in tactics and weapons for the Goblin pack, which is a great bonus.

I am not sure what to make of the World of Barnaynia as yet, I feel that these modules under that banner are easily modified to plug and play anywhere, which is why a ranked these modules as high as I did. I would like to see and understand more of the World of Barnaynia, so I await more materials.

ORSIC Module Review - SM12 The Trials of a Young Wizard

Title: SM12 The Trials of a Young Wizard
Code: SM-12
Author: Simon Miles
Rule Set: OSRIC
Year: 2019
Pages: 48
Number of characters: 4-8 Characters, one must be a magic user.
Levels: 1-2
Rating: ★★★★★

A little while ago, I downloaded Simon Miles' SM00 A Traveller's Atlas of Dunromin and the Land of the Young. He publishes under the name Dunromin University Press, which has it's own website. I found it to be an excellent read even though I play a fused version of Basic D&D and AD&D, the OSRIC information seemed completely transparent in form and function. I feel like I could run this campaign setting with a couple of rule sets with little modification. Oh, and the artwork was spectacular.

I wanted to see how the rest of the series holds up so I downloaded SM 12, The Trials of a Young Wizard. The production values are just as high in this book as SM00, however, being a module, it doesn't show off Mr. Miles' artwork as much. The maps seem to be a fusion of old school and modern styles, where I actually can't tell if they are wholly digital or a mixed media.

One of the surprises in this book is the fact that it's a single module, it's actually 3 books in one. The titles are The Lost Son, The Return of the Cauldron of Millent and Murder at the Red Barn. Nice! Key information for the DM is bolded and the text boxes are infrequent and spare so that a seasoned DM has space to add flavor while giving a new DM important info to grow from.

The stories are linear from one adventure to the other, but the wording leaves wiggle room so that players can have their PCs recover between them. The second adventure begins with the line, "It's not a big deal really". So, feel free to recharge those PCs with a little R&R.

The mechanics of each story or module in this three part set take into account the character's limitations. The first is not particularly dangerous, figuring the PCs are low hit point starters. I would think that seating 8 players at the table would work better, and I am glad to see the module assumes this from the get go. One of the biggest changes from Basic D&D to modern rules is the assumption that there will only be a DM and 4 players vs. a DM and any number of players plus their NPC retainers. This is one of the reasons I prefer OSR and the older original stuff to the otherwise fine rules of later editions.

2019. That ship has sailed...

Ah, the campaign will continue in 2020. I've briefly spoken with all of the players and their primary concern was not getting killed by the Coven of Ash.

Well, that isn't a big concern on my part, but I can see how it bothers the players. They will be meeting with a Senator, either under hostile or friendly terms very shortly. He is a target of the Coven of Ash, he knows a fair bit about them, so he can explain them to the players. I have interjected the Coven as a means of making the town seem alive with the obvious benefit of having the characters interact with something very nasty early on. I don't want to surprise them later with something out of the blue.

I had hoped the characters would hop on ship at the next town, but they haven't taken the bait. In fact, they have refused the bait. Fine.

The ship has sailed on my main antagonists, the raiders. The players are clearly planning to head inland to avoid and frustrate them. The players are seriously pissing these guys off by showing up in the coastal cities and settlements, which makes the raiders believe they have a play at them, but then the party drifts inland. At some point, I am going to make the players aware that their behavior is saving many cities and towns from a good sacking.

Anyway, back to planning. I need to firm up my map of the city of Nace by the second week of January.

Wednesday, December 25, 2019

52 Weeks of Magic - Item 44 - The Bountiful Pot of Perseverance

In this final post of the series, I have used the most recent
map of the peninsula to show how much things have evolved
over this series of posts. 
We are at the end of 52 Weeks of Magic. Due to the holiday, the posting of these items has been intermittent and out of order. I intended these two posts to occur on Christmas, which I managed to do, but they are not properly numbered because I believed that it would take me until December 31st to finish catching up with the series.

These last two items, The Bountiful Pot of Perseverance and The Spot of the Teapot are linked by a story from my campaign on the Peninsula of Plenty and real life events capturing the spirit of Magic and the Holidays.

Without further ado, here is the description of The Bountiful Pot of Perseverance. This magical pot, when placed on a fire will activate. Any scraps of food placed into the pot with water will be transformed into a hardy stew. Even the most meager scraps will magically be enough to feed a dozen people three meals a day.

How this device came to the Peninsula of Plenty is an elven legend. The first Elven colonies found the Peninsula to be very warm and snow to be a rarity even in winter, except for the mountains to the north. At that time, heating did not seem to be an issue and the elves naturally used magical lighting around their colony thus had little need for fuel.

In the third year after the establishment of the small port town, a blizzard swept down from the mountains and forced their ships to flee before the storm. All of the ships escaped home, but it was months before relief for the colony could be sent. As the Winter Solstice came and went, the food was nearly gone and the elves were trapped inside, with hardly any fuel for life sustaining fire. Exhausted and hopeless, the elves realized that survival was impossible. Cold and starvation is not fast and the elves could only wait for the end.

Three or four days after the solstice, the cold became unearthly. It was even too cold for snow. And as the dawn glinted off the Diamond Dust that hung in the air, the elves heard bells. And with the bells came a man. Or a dwarf or a woman. The only thing that the elves could agree on was this person was dressed in red, wore a fake beard and nose and carried several packages.

Their saintly benefactor gave to them many things, loaves of bread and teas and pots and earthen vessels and blankets. The survivors tried to thank their benefactor, but with a wink and a finger on the tip of his nose, he or she vanished into thin air.

The colony was saved and persevered through the harsh winter. To this day, the Colony is vigilant for foul weather, yet celebrates a great feast during the week of the Winter Solstice.

We are at the end of this series of wonder and magic.

I would like to dedicate this series to a friend, Gary, who was Santa for a great number years to many, many people. After his passing, his wife Katie took up his Santa hat and continued the tradition for many years until she awarded the mantle to their son, who continues the tradition for another generation. This series is dedicated to all people who place wonder and joy of others before their own needs, to create magic for others.

52 Weeks of Magic - Item 43 - The Spot of the Teapot

I have used the oldest map I have of the Peninsula as a nod
to all the hours spent on creating this campaign. 
We are at the end of 52 Weeks of Magic. Due to the holiday, the posting of these items has been intermittent and out of order. I intended these two posts to occur on Christmas, which I managed to do, but they are not properly numbered because I believed that it would take me until December 31st to finish catching up with the series.

These two items are linked by a story from my campaign on the Peninsula of Plenty and real life events capturing the spirit of Magic and the Holidays. These stories will be a part of The Bountiful Pot of Perseverance post, which will be out later this morning.

The Spot of the Teapot is an unusual magic item. It has multiple parts that do many things. The Teapot has a basket, which when filled with bark, leaves or grasses will produce 8 gallons of savory and warming tea per day. Drinking the tea will fortify the drinker against cold for 8 hours.

The second half of this magic item is the fire ring which protects the teapot from the coals of the fire. This ring will cause any sized fire to warm the teapot and the area around it for 24 hours, after which more fuel must be added. This area is variable, but large enough to hold about 10-12 people.

52 Weeks of Magic - Item 51 - Amulet of Fortuna

The Amulet of Fortuna is a simple device that provides special luck to the wearer. If the wearer fails a saving, they are immediately entitled to a second saving throw.

The magic of this devices is peculiar. It will only allow a single successful reroll per day. However, if the reroll fails to bring luck to the wearer, it will afford another save to a completely different event later in that same day. This can happen over and over until the wearer gains a bit of luck.

52 Weeks of Magic - Item 49 - Oakheart's Staff

Oakheart's Staff is a clerical weapon which confers a bonus of +1 to hit and to damage. The staff can also cast Shield and Protection from Evil, once per day, each.

The true power of the Staff is it's ability to remove status effects over a radius of 30 feet. Raising the Staff in this way will have the following effects:

1) Unconscious and sleeping characters will be awoken immediately.
2) All people in the area of effect will recover 1 hit point.
3) All manner of bonds, such as ropes and shackles, will fall off.
4) If someone is under the effects of poison, a spell like charm, or a curse, they will be allowed another saving throw.

All four of these effects happen simultaneously and affect friend and foe alike. This power may be used once a day and costs one charge. The staff has 50 charges.

This staff effects the casting of Create Food and Water. It will double the strength of these spells when used in the process of casting. This effect is unlimited and costs no charges.