Sunday, May 14, 2023

Star Frontiers: Knight Hawks Boardgame and Campaign Expansion Review

I have some more content queued up for POP-001, but I have to get some bugs out of my system. I did a review of Star Frontiers with the intention of returning to review the expansion set Knight Hawks. It's been 2.5 years, so I should do it now. 

Title: Star Frontiers: Knight Hawks Boardgame, The Campaign Expansion, and Warriors of Light Module
Designer: Douglas Niles
Year: 1983
Pages: Boardgame book, 20 pages. Expanded book, 64 pages. SF0, 32 pages.
Number of players: 2+
Rating: ★★★

Star Frontiers is a classic science fiction role-playing game that was first introduced in 1982. One of the most exciting aspects of the game is the Knight Hawks expansion, which focuses on ship-to-ship battles. This expansion provides players with an opportunity to engage in space combat, which is a crucial element of the science fiction genre. This set was a boxed set like Alpha Dawn and even follows the exact same book and page count as the original. 

The key features of the Knight Hawks expansion are the ship-to-ship combat and ship design system. Players have the ability to design their own spacecraft from scratch, giving them the freedom to create vessels that suit their playstyle. The ship design system is complex but rewarding, allowing players to customize every aspect of their ship, from its weapons and defenses to speed and maneuverability. Plus every part of the customized starship simply works with the ship-to-ship combat system right out of the box. 

Players don't need to create ships to engage in ship-to-ship combat, the module will gift them with not just their own ship, but a whole fleet of ready-go ships. The combat system is turn-based and consists of three phases: movement, combat, and damage control. The phases are crucial for setting up attacks and avoiding incoming fire so as not to resort to damage control.

The combat phase is where the action really heats up. Players can choose from a variety of weapons, such as lasers, missiles, and torpedoes, to attack their opponents. Each weapon has its own unique characteristics, such as range, damage, and accuracy. 

The game uses what I call a Chocolate, Vanilla, and Strawberry system of weapons and defenses. There are missiles, lasers, proton beams, and electron beams. I seem to recall neutron beams, but I think stole that from Starfire, another excellent game from the time period. Specific attacks are modified or negated by specific defenses which creates a wild dynamic where ships might have the WRONG type of firepower. As confusing as the terms are, there are only three or four so you can roll with it pretty easily. 

There is a damage control phase, where players can repair any damage their ship has sustained during combat. This phase is vital, as a damaged ship is less effective in combat and can be destroyed more easily. Players can repair damage to their ship's hull, engines, weapons, and defenses, but doing so requires time and rolls against the DRC rating of the ship. It is far less complex than StarFleet Battles and can be adapted to be more Traveller-like by ignoring the DRC for some aspects and allowing characters to use their new starship skills to get stuff done. I wouldn't suggest making every repair a character skill roll, but the nugget of the idea is there. 

I play StarFleet Battles, so I can't call this set complex or deep, but it has Basic and Advanced rules can get new players going with minimal fuss. Was I to stop the review here, the boardgame rules are stand-alone and would get 5 of five stars. 

You'll notice that I gave this set 3 stars. That is because the integration with Alpha Dawn sucks. In Alpha Dawn, we left the characters with 3 PSAs with a max of 6 ranks. Knight Hawks throws in 4 more Star Ship Skills which are not PSA, but dependent on PSA. And require them to be nearly maxed out. 

What?  

On day one of purchasing the box set, you are months away from having your old characters gain the necessary skills to use this set. That's garbage. What does firing a gyrojet weapon at a tank have to do with lobbing a giga-ton nuke at a ship in orbit? Driving a car is related to jumping a spaceship? No. That shouldn't be a thing. 

I could explain the way I handle this hitch, but instead, I will ding this set 3 stars and allow you to engage with your players as you see fit. I WILL give this set one additional star for adding more vehicles and space combat into the mix while resolving the chronic "First World Star Frontiers Problem". 

What I call the First World Star Frontiers Problem is a lack of creativity in the creation of modules. It is really a problem of having too many options or possibilities available in the rules and settings hampering an author's ability to create an engaging scenario. Virtually all of the modules lay out a scenario, then strip the players of some or all of their weapons and kit. That is a systemic railroad if I ever saw one. 

Don't do that to your players, do anything else. 

Knight Hawks actually fixes this problem as even lifeboats have guns and ammo, tools are weapons and the ship is a flying storehouse. Giving the characters a massive starship basically means if they lose their gear, they go back to the ship and gun the f--- up, and come back with a vengeance. This is a better playing experience than losing it all and coming back from nothing. Half of the game is shopping for kit or designing spaceships. Why bother striping gear for every pre-packaged adventure? 

In conclusion, Star Frontiers Knight Hawks is an adequate expansion that adds a new dimension to the already good Star Frontiers RPG. The ship-to-ship battles are engaging and challenging, requiring players to think strategically and use their resources wisely. While the system may be overwhelming at first, the rewards are well worth the effort. If you're a fan of science fiction and role-playing games both halves of this system are for you. 

You can pick up a copy on DriveThruRPG either in PDF or Print. Either is very nice and the two boxed sets are combined together, so it's just one purchase. Personally, I would buy the combo PDF and Print set so you can print off as many of the map pieces and counters as you like. Star Frontiers has really nice counters and starship deckplans. 

Wednesday, May 10, 2023

Artwork Update - POP-001

Over on Ko-Fi, I am working on POP-001. This takes place in a lost temple. The artwork for that appeared here several years ago. I didn't mean the maps to be a module, but when I discovered that it survived the fire, I decided to go for it. 

These images are very spare and were not meant to be a dungeon. Through the magic of digital media, I can actually adapt them to what I need them to be. Once complete, you will be able to see the original artwork at the same time as seeing how it was adapted for this title. 

Right now I am working on the main battle map, the cenote chamber. For this map, I need to deviate from the simple one-marker, black-and-white design without moving too far from it. This is for clarity.   

You'll have to check out my Ko-Fi posts for the complete ideation of what is to come from this module. What I'd like to write about is my process. 

A lot of times, people will get cagey about tracing stuff. Well, don't be. 

If you look at the 4 images above, they are digital combinations of 3 images that were traced. Granted, they were traced from my own original work, but this is an old-school version "fix it in post". If you zoom in, you'll notice that the gradient lines of the shoreline are exactly the same because it's a scan. With a lightboard and tracing, it would almost impossible to match the lines over and over again. 

At least for me, because I have a tendency to right to ink, no pencil at all. Usually, to create such things I do pencil on graph paper, then trace right to ink. The image is already set on the underlayer, so why not? 

Interestingly, this type of image can be turned sideways for elevation or twisted by some math to give a 3/4 view or whatever I decide, all on paper before the digital process starts. 

My goal is to generate different layers on paper then scan, then combine so I can have multiple images in a variety of styles. This mixed-style allows me to edit stuff digitally to output documents in 8.5x11", A4, or A5 and 5.5x8.5 booklets.  

As I get closer to completion, you'll see more art from me. However, at the end of the day, you'll want to follow me on Ko-Fi to see more of the behind-the-scenes stuff that didn't make the final cut. 

Wednesday, May 3, 2023

The Temple of Light - Maps

Update: May 3, 2023. These maps will go into a new product called POP-001, Revenants of the Lost Temple. 

This temple complex is the work of an ancient people. The first map is of a traditional family abode. In the past, the tribe dug horizontal homes, as a means of collecting flint. 


As the people transitioned to a bronze age culture, they began the construction of the Temple of Light. The structure is a gleaming white, the effect was achieved with a decorative coating of quartz and flint. 


The Temple was a beacon of solidarity for the people, but it also proved to be a beacon for raiders. The pirates devastated the village proper, taking valuables and prisoners. The raiders returned seasonally to plunder the people. For a time, the villagers disbursed to escape the onslaught.
One day, several young children entered the Temple and discovered a pair of holes in the central hall leading to a deep natural cavern. When the chief was informed, he ordered a return to the old ways of digging pit homes under the Temple.


In a few months, the tribe had relocated under the Temple. By concealing the upper openings with floor tiles, the villagers were able to exact revenge when the raiders breached the Temple. The surviving pirates completed the turnabout with tales of a diamond-encrusted temple protected by spirits of the earth.

Epilogue:

The children discovered the leader of instability in the rock. Future generations will tell the story of a fortress of diamonds beneath the crystal blue waters of a cenote. The stone age villagers speak in hushed tones about the mighty Sea Mage sinking the fortress in anger for the king's refused tribute payments. Adventurers may find tablets of stone that tell of the powerful shaman who levitated the entirety of the Temple to allow her people time to escape the collapse into the waters below.

This series of maps are based on a mix of real-world places and cultures, Grime's Graves, Ancestral Puebloans and people of Teotihuacan in particular.

Tuesday, May 2, 2023

POP-001 - The Pantheon of Gods

Welcome back. Tick-tick-tick! The counter is down to 90 days. What do I got? 

A lot more and less than what I need. First, let me do a shout-out to Evlyn Moreau over on Dice.Camp. You can also find her on:

patreon.com/evlynmoreau
https://ko-fi.com/M4M85ZSV
https://evlyn.itch.io

She sent me a collection of jungle-theme images, which will go in POP-001. So I'd better get this thing done. 

One item that stands out in this work is that I must devise a pantheon of gods. Typically, I don't do whole pantheons of gods in my campaigns. I let the players tell me about what gods they know. 

It's easier that way. The alternative is: "Hey... can you fit your character in this tiny box you can see? Perfect!" 

When roughing out a campaign, I will typically have the barest minimum of divine beings. I'll have one God of Light, one of Dark, one in between, and one alternative choice that doesn't fit within these three groups. The last category is for the first NPC cleric or druid the characters encounter and it is a hint that the players can be creative in what they believe. 

When I have a city where a large number of different people reside, there is a Temple Row. I keep the gods non-descript unless someone asks me about them. Invariably, the players will come up with a god that won't fit any of my description and I will have to wing it.  

I personally love this trick. 

As the players search the Temple Row, they will not find a temple to their god but they will have a feeling that they are in the presence of something powerful and familiar. If they continue searching, they will find a place that feels right. An NPC will mention this is "the place of the lost ones" and if the character makes an offering or prayer in this space, they will find a path to their God's temple. For a while, they will be able to interact on a personal level with this space, describing it to me. When they have given me a good idea of what it is like, I let them leave. As they exit, that temple, their temple bends and warps reality until it becomes real. Even if the row, the road, the city, or even the world itself has to get bigger to accommodate it. 

Players often find this experience wonderful. 

An AI rendering of a Moon Goddess
This is a consequence of my trying not to impose my will on the players, nor waste time creating stuff that will never be used. It's cool if the players hop right into my world, but I can't expect this outcome and need to invoke a bit of magic. 

Revenants of the Lost Temple must be different than what I am used to doing. I lead with "its a temple". It must follow that I must have gods here. These creatures will be cameo actors to be sure as the module is created for first to third-level characters. I need them to be unique avatars for a whole culture that vanished. 

I have selected a couple of ideas for them to embody. A goddess of the sea, a god of the land, a goddess of the Moon, and a god of the Earth. That sounds like a good AI photo prompt. 

It's pretty... pretty much not what I wanted. As I flesh these beings out, I will post updates over on my Ko-Fi page. Why don't you follow me there?