Friday, June 18, 2021

D&D Starter Set Review

Title: 
D&D Starter Set
Design: Wizards of the Coast
Year: July 14th, 2014
Pages: 64-page adventure booklet, 32-page rule book, and character sheets.
Rating: 5 of 5 Stars

You have to hand it to Wizards of the Coast; they know how to make a boxed set. As of yesterday, this set is 6 years old. And it's perfect to get started playing D&D. It contains a 64-page adventure booklet, a 32 rule book, pregenerated characters, a blank character sheet, and dice. 

As a condensed game, it has some lacks. However, with introductory sets presentation is everything. It's very nice for the retail price of $20.00. The rules are streamlined for quick play, the pregenerated sheets are good models for new characters if you wish and the 64-page adventure book is extremely nice. 

At 64 pages, The Lost Mine of Phandelver is someplace between a guidebook and double size module. It is faced towards the DM with multiple maps and sidebars to keep the game moving. 

The maps are on par with Dyson Maps, which is to say, they are very good. Unfortunately, they are printed on the pages of the book which means you need a scan and print out stuff that didn't come in the set. The artist, Mike Schley has them available for purchase on his website. It wasn't that hard to find and it is only ten bucks for perfect, ready-to-go "custom" maps. This is a far cry from the borrow and Xerox format of AD&D. 

I very much like Mike Schley's maps and the fact that Wizards of the Coast is deliberately asking you to make a purchase from a content creator rather than themselves. Mr. Schley's maps are wonderful. Besides the set of maps for this game set, new maps retail for $2-3. That's a great price for having stylish maps that all have the same design principles.  

The Lost Mines book is not only a module but a campaign setting. When combined with the driver sidebars and the second hints and suggestion on the back of the character sheets, it really is everything you need to become engrossed with this game. 

Unfortunately, it's an expansive one-shot. The DM will have to get to work making this campaign come alive from their own work or "reset" to enter the main world of D&D with new characters and settings. At 64 pages, the Adventure booklet is a little overwhelming for a 13-year-old to emulate, but for older players, it really does provide a model for creating a campaign. Those sidebars and hints are pure gold when it comes to asking probing questions and how they fit into this set of rules. 

After a while, I am sure that the players and DM will want more which is exactly the reason for this set. To sell other products. As a primer and gateway to the game system, it is remarkably well done and suitable for all kinds of players. 

Right Name, Wrong Game

I've written hundreds of posts about Star Smuggler. One thing I glossed over is the combat system for spaceships. I was hoping that you, the reader would download it and try it for yourself. It really is an ingenious system. 

And not entirely appropriate for this game. As the title of the posts says, right name, wrong game. There is a flaw in this system which could be a typo or perhaps something intentional. 

I have mentioned several times that this game seems to have some aspects of Traveller, a very simplified version of Traveller. In some respects that is true. The plots, the technology types, even the Antelope starship itself. But that is where the similarities end. 

In studying this game, I have come to the conclusion that it might have been a stand alone game used by the author for a science fiction setting. Some sort of super campaign. 

One of the hints at this possibility is the combat system. It is really designed well for ship to ship combat where smuggling and piracy are critical.   

The game system has tech levels, from 1 to 6. For spaceship combat, you are able to roll one die for each tech level of the ship's guns. For tech level 6, you can roll a maximum of six dice. 

Roll a 1 or 2 and you have hit. 
Simple, eh? 

Well, yes. There there are the other modifiers and statistics that come into play. If you are shooting at a stationary target, you can roll up to 7 dice. Theoretically, that should allow you to hit at least twice, maybe three times. 

The vast majority of ships in the game absorb 10 hits of damage. With the stock Antelope with the tech level 1 guns, you need to go through 10 lucky combat rounds to destroy another ship. 

However with upgraded guns the modifiers come into play. If you roll two 1's or two 2's, you do a critical plus one hit for each pair 1's or 2's. A critical will damage the radios, the engines, shields, life support, ECM or breech a compartment killing everyone inside. There are six compartment areas. 

On a roll of a 1 and 2, you do two criticals plus hits. 
This random roll of seven dice from Random.org shows the problem. 

This is three hits tech level 6 guns against a stationary ship. But how many criticals? I don't know, which is why I suspect there is a flaw in the rules. 

My personal interpretation is that it is 3 hits plus 2 criticals. The first one and two are combined for the first two hits and the first two criticals. Then the second two is the next hit. If the order had been different, this would have been one critical and three hits. 

There is a third possibility. Perhaps the author intended the player to roll one die at a time so they get a sequence of numbers that can be evaluated in order. 

The upshot of this is, if you rolled a just the first 3 dice, that would be two hits and two criticals. Now when combined with the critical table, a ship can experience hull breaches which kill the crew and disable that area. 

This particular sequence of rolls, 3, 2, 1, 6, 6, 2 would result in 2 criticals, two hits and breach of the cargo hold and destroy the ECM system, if any. 

Repeat that a couple of times and you are on your way to disabling a ship. In the next sequence, I rolled 1, 3, 1, which is another two hits and critical. The critical took out the engines, which gives my next roll an extra die. 
Two more criticals. One took out life support and the other took out the crew quarters. The enemy can still shoot back, but they can't move and can only take two more hits. Anyone not in a suit is dead. 

It sounds like boarding time to me.

The problem with this is scenario is, this can give the player the opportunity to board and take a ship by wiping out the whole crew. That cannot be intentional, at least for Star Smuggler. Having two ships is very game breaking as I have proved a couple of times. 

The author seemed to realize this. Anytime there is a programed space combat event, the enemy ship will surrender at 8 hits and two to go. They rig the ship to explode if you try to take it. So you can plunder but not capture. However, there are random combat events that don't have this rule in play.  

As a homebrewed game about pirates and smugglers, it rocks! 

Tuesday, June 15, 2021

Fifth Edition Dungeons and Dragons

Boxed sets are my gateway drug


I generally don't do 5th Edition reviews because I don't play 5th Edition much. There is a lot to like or dislike about 5th Edition. 

If you are just starting out, there are a ton of good reasons to jump into 5e. The main reason is rather simple. It's approachable and readily available to the new player. The artwork and mechanics are great and they are nice set of rules for this day and age. My son loves it and has started his gaming collection with new set of rules, which I purchased for him. 

One of my reasons for not using it is, I have collection of books going back to the Red Box set and beyond. My interest started with the Chainmail rules and expanded from there. I've filled bookshelves with games I will never play. I have an intuitive understanding of what all the major rules are in these sets. Yet another edition of games really doesn't add to what I have. 

E5, Labyrinth Lord and BECMI?
Your not kidding, eh.
The fact is, if you started at point x, you probably already an inkling of what rules x+1 would do to your gameplay. Way back in AD&D, I already had the concept of Feats and Skills as a house rule. I am not some sort of illuminary predicting the changes of the rules. Nearly everyone who played an older edition of D&D foresaw the power of the mechanics and started making changes to their gameplay as house rules. Many of these changes became standard features of the new editions. And many house rules didn't pass muster and were left behind. Here is a list of my house rules, most of which are dubious. 

As of this post, I am at 1030 post on fun and games. Lately, I've been exploring 5th Edition wondering which of any of these things will become the next generation's Red Box, Keep on the Borderlands or Isle of Dread. 

I have no idea, but I'd like to explore. And I hope you will join me. In the next series of posts, I'll be reviewing some of the 5th Edition rules. I figure this will run its course in less than 10 posts or less than 1% of everything else I've written. Because, I am that numbers guy.  

Monday, June 14, 2021

Science Phenomena to Pump Up Game Play


I am always a big fan of having realistic details of what is happening around my players to bring them into whatever world they are in. Each of these items is based on real-world technologies and phenomena. 

Real lasers are silent unless they hit something. But the power supplies are not. They can sound like a hammer on a metal garbage can. This applies to medical lasers. Talk about making a trip to the auto-doc scary. 

Industrial cutting and etching lasers are also loud, but more like a leaf blower because the beam is close to continuous. Again, it is the power supply and the drive required to move it around that is making the sound. This also ties into fashion. Characters messing with realistic lasers should always have goggles. If the tech level is high enough protective contact lenses would work nicely, too. 

Sun Outages can drive plot points. When a satellite delivering information to a ground station passes in front of the sun the information gets garbled. The ground station loses its a connection because the sun is such a powerful source of radiation. In the real world, this happens to cable TV satellites in the spring and fall. This is a consequence of their orbit's aligning Earth's tilt. For a week or so, the satellite's signal is garbled for about 10 minutes at a time. It can be described as sparkles, pixelated or fuzzy pictures, picture freezing, audio distortions, or even a total loss of the channel. 

Since these satellites are in high Earth orbit it only happens once a day. If the satellite was in a lower orbit, it would happen several times a day based on the period of the orbit. This is great for plots involving a bit of mystery on a semi-regular basis, say every 40 minutes but the duration would be much lower, as in a few seconds. 

Vacuum cementing is another phenomenon that can either stymie players or give them a power stunt. Two pieces of material will stick together in a hard vacuum as if welded or cemented together just by touching them together. This is a good way to force repairs using little-used skills to free moving parts. Alternatively, it can be used to add protective surfaces to objects to prevent or repair the damage with little or no skill and can use junk as a resource. Astronauts on the moon noticed this happened even to dust. 


By the way, lunar dust smells like spent gunpowder or cooked meat, which can be an interesting detail to freak out the players. Why this smell (and taste) occurs is a mystery today. It is transient. Lunar dust doesn't smell like anything on Earth. It could be the release of charged particles or a quick, short-term chemical reaction with water or oxygen. No one knows how or why it happens.  

I call another trick "Zinc-Clink". Zinc oxide sensors are used to measure the amount of oxygen around a sensor. If a sensor system gets some other material on it, say soot, it will believe there is no oxygen in the area and refuse to open the door. Again, players will have to resort to little-used or differently used skills to fix the problem. Say Vacc-suit or electronics. It's a handy way to slow the action down or pump up the drama because a hatch or door is misbehaving. 

In space missions, these zinc oxide sensors are used to detect damaging oxygen around the sensor, which is counterintuitive. Oxygen in space is bad for some equipment. 

I am also a fan of the idea of the Decadal Survey to land really sophisticated machinery in a small nook in the ship. In real life, the Decadal Survey is conducted once every 10 years and asks scientists to come up with very broad science questions to research. In ship terms, these research projects could place new sensors, small power supplies, and/or radios which are separate from the ship's normal operations. Think of it as an emergency lifeline for strange happenings on the ship. The crew would be versed in maintenance functions, so the equipment which is somewhat a "black box" would be understandable to the crew. 

One of the more interesting types of research could be atmospheric aerosol tracking, which could enable a ship to use an alternative method to track other ships. GRACE (Gravity Recovery and Climate Experiment) was a mission to look for gravitational anomalies (dense, heavy items) on the Earth's surface. In a sci-fi setting, it could locate shipwrecks, crashes, and other hidden items under the surface of a planet while also creating great maps. 

Don't forget to put the "science" in science fiction.