I don't do unboxing videos because I am super impatient. Let's just hop to the first box of prizes.
I love the look on Tori's face. It says, "Can you believe this crap?" |
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I don't do unboxing videos because I am super impatient. Let's just hop to the first box of prizes.
I love the look on Tori's face. It says, "Can you believe this crap?" |
There is a historical reason for descending AC for those over 50 or so. Back in the 50s and 60s, math education changed methods, to "New Math" which is conceptually different from what was taught before. Chances are, if you are under 55, you know nothing but New Math where descending AC doesn't make sense. Older people learned the other way. Ironically, someone reskinned the song "New Math" by Tom Lehrer with My Little Ponies. It makes it look like an objection to Common Core as opposed to what was taught 50 years ago. Click the link and you'll see what I mean.
Anyway, shields represent a benefit to the holder in all versions of the game. The basic idea is someone has a plank between them and someone with a weapon. It makes things difficult for an attacker.
I have noticed there is a tendency to homebrew rules to make shields less effective, usually by breakage or sundering them. That's cool, but shields are more of a benefit than consumable. I don't discount the whole "sunder shield" school of thought, but I find spending time reducing a one-point or number difference in effective protection to be misguided.
If you are willing to accept that shields can and should be smashed to bits, then let us consider making shields more powerful.
Let's look at what a shield does. It blocks incoming attacks from many angles, and the shield can be used to block or push someone around. D&D gets blocking right and this is also where people become inclined to say shields can be smashed apart. Having sparred with a shield for years, that is very unlikely. It is more likely that you will have the shield ripped from your grasp.
The second part is pushing someone around with the shield. This is actually fairly easy to do, people naturally avoid having something pushed into their face so they move away from it. Add in other natural barriers like walls or furniture, and you can see the obvious advantage of moving an opponent around without touching them. Let's ignore the idea of actually shoving with a shield for the moment.
In D&D, there is this basic idea of a "Fighting Man", which can be extended to Clerics, Elves, and Dwarves. These are the guys who get to use shields. Everyone else in Basic D&D either doesn't get a shield or sucks at combat.
I have a house rule for shield use by people not trained to hold a shield. They hold it in two hands and it gives them a -2 to AC. It is "effective", but they have the thing in front of their face, they can't cast spells, hold a weapon, etc., all of which is the definition of not doing it right. It amusingly ties up an opponent in combat that one cannot win. It is a stalemate until a friend rescues them.
So if that is doing it wrong, what does doing it right look like? Holding it one-handed so you can stab someone in the face with your weapon.
Going back to hoplites, they added in the idea of a phalanx. There is a wall of shields with a pokey bit sticking off on the right side and the left side was a wall of shields. In fact, castles and towers use this concept. The stairs spiral to the left when viewed from the bottom. The attacker's shield is on the left where all of the free space is and their weapon is stuck up against the right-hand wall. It's like having a phalanx without the extra people.
Here is the entry point for changes to combat. We don't want to change the shield's basic advantage of one, I would like to do something different which also supports smashing shields.
When two or more Fighting Men are side by side, the guys on the right can't be flanked because their friend's shield is in the way. The guy on left can't be flanked because his shield is in the way and the guy to right also has one. The only way to go through is around the far right end where a weapon is waiting. This is a strong advantage without modifying the basic shield rules AND also gives good reason to try and sunder.
Under these terms, Fighters, Clerics, Dwarves, and Elves can guard a friendly's flank when fighting side by side. I'd qualify that a tiny bit more. Fighters and Clerics can guard any other Fighting Man's flank while Dwarves and Elves can only guard other Dwarves or Elves' flanks. This is due to the physical nature of Dwarves and Elves' fighting style. Dwarves are short and stocky while Elves tend to cast spells in combat. So it makes sense that Clerics and Fighters can fight side by side and provide an advantage. Clerics and Fighters are trained to guard the flanks because it's the only good trick they have. The Dwarves and Elves get an advantage by having these guys next to them, but can't extend the same.
This makes shields wildly more advantageous, while not messing with the AC value of the user. Not being flanked with worth so much. For example, you can't be backstabbed and if one Fighting Man flees (not a fighting withdrawal), then the other eliminates any bonus to strike at the one who took flight. The attack still can land but without the bonus, because someone stuck out a weapon or shield to hamper it.
It is all very situational without modifying AC or causing extra die rolls (except if you roll for sundered shields).
I have a handful of ideas in mind for new projects, hopefully, to offer on DriveThruRPG. This one requires a lot of stippling and some digital magic which means I need to start practicing now. The interesting thing about prepping is the samples I produce as the practice often don't look anything like the imagined project.
For this item for example:
Obviously, it is a spaceship in the theme of Star Smuggler. My project requires a fairly large map of a landscape so it is a conceptual mismatch. The other item I am working on could end up as framed art. Again, it doesn't remotely look like a map.
But there is a method to the madness. I don't want to work on landscapes or maps while practicing so I don't burn out in the middle of a large project where I need to produce a large landscape map.
As far as digital magic goes, I started this portion last year, before this new map idea came to mind. That was a simple test of my digital abilities, removing and then adding text to a series of extant images.
These are the tiles for Star Smuggler. The original set came with a series of tiles that required flipping one tile upside down to create a planet. I flipped the images, removed all of the text, healed the background of that text, and added new text to replace the old text. They came out pretty nice, but once I was done, I noticed that my healing of the background image looked different than the original, so I had to repeat the process to get a complete set of matching tiles.
A lot of people have created their own world tiles for Star Smuggler, but I have never seen anyone use the original art. You can check out some nice ones on Board Game Geek in the link. These are very slick and modern looking as opposed to the 70s or 80s look of my copies.
(I'm sorry, but due to the distro notices on this game, I can't share my files. Mr. Sustare didn't get paid for this game but has graciously allowed the above websites to produce digital versions of the game. It seems fair enough to me. If you know Mr. Sustare... maybe you can get us in touch so I can ask permission or give him the files to post. It's not really mine so they need a good warden.)
So, what is this project? I have a B/X/AD&D campaign world that has 40ish years of history and I would like to see it in print. The first part of the project is the map of The Peninsula of Plenty. It is a vast area that does not lend itself to hex mapping.
In this world, there are many strange things. For example, there are magical rail lines, newspapers, and consumer-grade magic items. I have reporters, treasure hunters, and historians of great renown populating the world. Magarven is the Peninsula's most outrageous self-promoter believing himself to be all three. Take a look at his Last Polyandrion, a map of a magical edifice of unknown meaning and purpose.
I imagine that Magarven would very much like everyone to know what a smart and well-traveled Drow he is, so I would like to publish a series of books by him. This series will have an in-universe perspective and would contain 9 or more volumes. The collection is rules agnostic as it will be a traveller's handbook to the Peninsula.
The reader would rapidly come to the conclusion that Magarven the Mad is not all there. As The World's Most Popular Drow, one who embraces both his heritage and fame, he will do or say anything to perpetuate being a hero when he is not. He is clearly not at fault when his human fans disappear, he has no idea where they went, and tales of sacrifices to Lolth are completely out of bounds. She was never a demon queen. How unfair to speak such untruths.
Swashbuckler Character Class for D&D and AD&D Swashbucklers for D&D and AD&D |
Zero to Hero: Uncommon Heroes Zero to Hero |
Character Sheet for AD&D Character Sheet for AD&D |
Kobold’s Folly Mini Setting Kobold’s Folly |
Compass Rose Inn Mini Setting Compass Rose Inn |
The Hex Pack The Hex Pack |
I decided to try out Studio Bergstrom. They have a series of ships called "Galactic Patrol" that are not specific to any TV or movie I have seen. Honestly, I haven't seen them all even though I've tried. The 11 ships I selected set me back $55.00 before shipping, which makes the math nice. $5.00 each on average.
With these first 11 ships, I want to practice painting. I figure I could come up with a nice paint scheme and vary the scheme by changing the base or detail colors. These 11 will be my base squad with one set of colors and the next order of 11 can have slight changes to create either a different squadron or an opposing fleet.
(It occurs to me that I should buy a nice camera to take pictures of my models. Maybe if I stop buying models.)
Now, I didn't pick the largest ships available, I selected what I thought looked good for a matching squadron.
1 Europa Cruiser
1 Scandinavia Destroyer
1 Indochine Cruiser
2 Africaino Destroyer
2 Oceana Destroyer
3 Nipponese Corvette
1 Mongolian Cluster Frigate
Oceana Destroyer |
Many of the ships come in two parts, top and bottom hulls with additional turrets and details.
The largest 4 ships came with silicone bases. These ingenious little things allow you to ram a pin through the base to mount the ship. I'm not sure if the pin's pointy end should pass through the base to the bottom of the ship or the other way around. Either seems like a fine idea.
I should have taken a better picture of the whole group of ships. Anyway, I will take more pictures as I get some paint on them. And they will feature in some of my upcoming reviews.
You can find Alastair Reynolds at www.alastairreynolds.com and approachingpavonis.blogspot.com |
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?