Tuesday, 10 April 2012

Two Birds, One Stone

Toon the Cartoon Roleplaying Game
Buy it on eBay
On Good Friday I stepped into the breach to run a filler game whilst our regular DM was absent, and I used the opportunity to complete two firsts.

One was to run a game of TOON RPG, which I enjoyed playing for the first time a few months back, at Dragonmeet 2011 and the other was to attempt to GM my first session using an iPad.

TOON

Having only played TOON was no real barrier to GMing, but I did kind of struggle with writing the scenario until I found THE TOON ADVENTURE GENERATOR in my copy of TOON SILLY STUFF

Clearly, I was overthinking this whole thing and as I recalled the game I played, the players pretty much drove the whole plot with their character choices and actions. 

With this in mind I just came up with the plot synopsis:

Save The Cows Save The World



The PCs are all farmyard animals who have to save the cows on their farm from being rustled by an invading Martian with a penchant for strawberry milk shakes.  - Download it Today


I grabbed an image of a farmyard from googleimages and drew a rough map in inkscape to give the players an idea of what was on the farm.  This then gave me enough to start fleshing out some of the zones to give the players enough ammunition (literally) to see off the bad guys.  This was then converted into a PDF and loaded onto the ipad. 

A quick search of the interweb rustled up MP3s of the opening and closing credits for Looney Tunes which would help get my players into the mood.  I also stumbled on a great site with some free sound effects (http://www.freesfx.co.uk/) which I hoped to use during play and these were installed in the usual way via iTunes.

Using the iPAD

I've been trialling a few RPG apps on the iPad (which I'll cover in another post), but the most useful ability is to read and annotate PDFs and after a few false starts I found eDocReader Multiple PDF.  As the name suggests this app allows you to open multiple PDFs at the same time as tabs in the same application, allowing you to have a copy of the rules open as well as your scenario.  The simple annotation tools enable you to make notes directly onto your scenario by either typing or writing with a finger or stylus.

The Experience

The game ran very smoothly which was surprising as all my players were TOON newbies, but from the opening credits to the "that's all folks" they let their imaginations run riot.  The PCs were a duck billed platypus in search of a mate, a dumb but incredibly fast guard dog whose kennel sat atop a subterranean hi-tech lair, a machinating pig who had been ordering ACME products for years and last but not least a bull whose sole mission was to impress the 5 dairy cows with his muscle poses.

All the classic cartoon capers occurred; the pig dressed up as a female Martian to woo the bad guy into eating strawberry looking grenades, the bull became enraged by anything red and broke open the yellow barn to reveal an Indiana Jones style warehouse full of ACME crates, the platypus dropped a gigantic fake bomb on the pond squishing the piranha and the dog and his Martian double ended up having one of those cloud fist fights.

However, the playback of MP3s in the Music app was troublesome, particularly having to stop the iPad from playing the entire playlist.  There are lots (and I mean lots) of SFX pad apps in the appstore but no free ones that allow you to allocate your own custom sounds to buttons as triggers (please correct me if I'm wrong).  I am also on the hunt for ways of embedding sounds into my scenario PDFs so I can play them back from within the PDF Reader as I read out the relevant description text.

Although this first experience wasn't an unquallified success, the main advantage with the iPad is that you can GM with just an iPad and a few player handouts, so the days of carrying whole libraries of books around with you everytime you want to run a game are definitely over.  My new motto from now on will be "Have iPad... will GM".

Monday, 19 March 2012

Tabletop!: Wil Wheaton Hosts New Celebrity Gaming Show

Here's a trailer for Wil Wheaton's new web show on Geek & Sundry which airs on Monday 2nd April.



"Celebs" I spotted:
  • Colin Ferguson - Eureka
  • Grant Imahara - Mythbusters
  • Felicia Day - The Guild

Wednesday, 7 March 2012

My response to 20 Quick Questions

My responses to the 20 Quick Questions posed by Brendan over at Untimateley

1.  Ability scores generation method? 

3d6 allocated as you wish (unmodified rolls below 7 are ignored as they're not heroic enough) if you don't meet a class minimum I'll allow a couple of points to be traded between stats.  If a modified score drops to 7 or below as a result of age or race modifiers then it stays.

2.  How are death and dying handled?

If a PC was trying to do something stupid or after repeated DM warnings then they'll most likely die.  If it was something heroic or their PC background compelled them then they'll probably live... Maybe.  As soon as you hit 0 HP you are considered incapacitated, go below that and you are dying of bloodloss at -1HP per turn until you hit -10 HP were you are dead.  A heal or a first aid can bring you back to 0 HP from where you can heal normally or magically.  Restoration of missing body parts can only be done through magical or divine means. 

3.  What about raising the dead?

Absolutely, but its hard, rare and usually against the law.  If it happens to a PC then then they will return with an extra quirk which, as the DM, I can use to compel the character.  After all, the Reaper must always be paid.

4.  How are replacement PCs handled?

I don't tend to kill off pcs (as a result of Q2) but if it happens then they will have to play an NPC until there's a suitable plot point to inject the character of their choice.  I will often suggest a class to play depending on the party dynamic/class mix or if the dead PCs player was actually trying to play a different class when their PC died.

5.  Initiative: individual, group, or something else?

I use record cards to track combat so every PC gets to roll their own initiative.  Major NPCs get their own individual cards but minion NPCs and monsters who attack in groups only get one card and therefore one initiative roll.  I allow PCs to hold their action, but their card (and consequently) will get placed back into the initiative stack in this new order and stays there unless they hold their action again until the beginning of the next combat round.  As a result they will effectively miss a combat action, but this effecitively models them "waiting for an opportunity" and is a suitable penalty for making me work harder.
 
6.  Are there critical hits and fumbles? How do they work?

Yes.  PCs get critical hits and fumbles on rolls of natural 20 and 1 respectively, Monsters and NPCs can never score critical hits, only fumbles.  I don't adjust these target values by weapon type but skills and abilities such as marksman or battlerage may lower the critical target to 19 or at very best 18, fumble targets only ever get raised above 1 if the PC is subject to a bad luck curse.  I use my Decision Deck to suggest a theatrical effect for both critical hit and fumble which I can modify depending on the weapon or attack used.  The decision deck effects are ranked in three grades minor, major and fatal and range from just missing an action or being stunned for a few rounds to losing a an eye, limb or being eviscerated on the spot.

7.  Do I get any benefits for wearing a helmet?

Yes, you get an armour bonus but there can be other non combat advantages such as disguise bonuses or if they are of horrific or terrible design, bonuses to intimidate or opposed morale checks when worn.

8.  Can I hurt my friends if I fire into melee or do something similarly silly?

You bet, but I will stop short of allowing your stupidity to kill another player, let's hope you don't fumble though.

9.  Will we need to run from some encounters, or will we be able to kill everything?

Most encounters are designed to be challenging for the players, but utimately achievable.  However, if the plot requires, for example, that they have a certain artifact in order to defeat the major boss then they'll have to run away.  I occassionally "steer" my players towards a solution by using an impending massively scaled threat, but these are few and far between.

10.  Level-draining monsters: yes or no?

To be fair I've not tried it so far as I've always thought it an administrative nightmare, but I liked Tim Brannan's recent article on the subject Undead: I don't like Level Drain and am itching to give his suggestions a go.

11.  Are there going to be cases where a failed save results in PC death?

No, partly as a result of observing the "rule of stupid" (see Q2) and partly because I hate entirely random deaths.  Anecdote Alert: I once played this sci-fi game where immediately after we had spent an hour rolling up characters we were began teleporting down to the surface of a planet.  The DM said that the teleporter was not 100% effective and lo and behold a PC fumbled their roll (which the DM actually rolled anyway) and they got turned inside out.  What the DM thought they were achieving by doing this is unknown, but what they actually achieved was a 20 minute lag for everyone whilst the unfortunate player rolled up another character.

12.  How strictly are encumbrance & resources tracked?

I have recently taken to using my Item Cards to track PCs equipment but this is mostly so that players manage the items that they've got in their hands, are wearing or have stowed in backpacks (or in their saddlebags which are on their horse which is outside the dungeon (or in the dragons belly!!)).  Each card has a relative encumberance value and from time to time I check the total encumberance and the number of cards.
   
13.  What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?

I tend to award XP in the natural lulls between sections of a campaign.  Spellcasters will acquire new spells or prayers as and when they encounter other spellcasters or find tomes containing them.  These may be of a level above that which they can cast and they will only be able to add it to their spell or prayer book, casting will have to wait until they level up.  Similar things can happen for new feats or abilities for other classes.  Fighters and rogues may meet an NPC who teaches you a new combat move or a new technique for lock picking but you want be able to take advantage of this new found knowledge until you've levelled up.

14.  What do I get experience for?

Everything you do, I believe XP should not be awarded just for killing things, in fact there are times when penalties should be awarded for this.  If the plot demands that an NPC is captured alive rather than killed, I prefer to award full XP only if they achieve this, half or no XP will be awarded if they end up killing them.  "Roleplaying" awards are generally given for interesting or successful non combat encounters or for discovering clues and progressing the plot.  Making me laugh is a sure fire way to gain XP.

15.  How are traps located? Description, dice rolling, or some Combination? 

PCs make spot hidden object or search rolls. PCs can suggest the type of trap they are looking for and I modify the target number if they are warm or cold.

16.  Are retainers encouraged and how does morale work?

I don't encourage or discourage them.  They tend to be expendable level 0 NPCs which I control or if every party member has one I'll make sure that each player plays someone else's retainer.  Their Morale will be based on a D20 roll under their WISDOM score.

17.  How do I identify magic items?

This largely depends on your class.  Spellcasters can obviously use Detect Magic spell but rogues can use evaluate or local knowledge or rumor to research the history of an item which may reveal that it has some additional magical aspects.  In both cases you will never truly know what an item or artifact does until you try to use it

18.  Can I buy magic items? Oh, come on: how about just potions?

Absolutely, if you can find Ye Olde Magick Shoppe.  I prefer that some magical things are not solely the preserve of Mages, so Scribes, Apothecaries, Priests, Monks, Druids and Alchemists may also be able to knock up potions of healing, wards, scrolls or other such items.

19.  Can I create magic items? When and how?

Yes, if creation can easily be worked into the regular game sessions, otherwise it's reserved for non-game time between campaigns.  I'm happy for a player to retire their character in the middle of a campaign if they absolutely have to but they run the risk of the party never returning to that location again.  This has not happened to me so far.

20.  What about splitting the party?

All the time, I don't try to force party cohesion, some classes work best when they are working alone.  When in cities it is often necessary for you to investigate several leads at once.  If there's going to be a big battle then try to bring everyone together for the best chance of success. 

I am often reminded of the standard Dr. Who plot exposition which goes like this: Tardis lands on planet, Doctor and assistant get split up and each find a group of protagonists.  An event occurs and the Doctor and Assistant swap groups of protagonists.  Doctor reunites with assistant and they determine which group of protagonists are Good or Evil.  Doctor and Assistant side with Good protagonists and defeat evil or unite protagonist groups.

Monday, 5 March 2012

Roleplay Geek Publishing - New Product - Sci-Fi Scenics Set 1 - Hover Taxi and Hover Car

RGP is proud to announce the first in a new line of Paper Miniatures with the release of RGP011 - Sci-Fi Scenics Set 1: Hover Taxi and Hover Car.

Populate your street scene and spice up your firefight with this papercraft hovercar suitable for any sci-fi roleplaying game such as Cyberpunk, Traveller or Judge Dredd.  8 different colour variants available (1 vehicle per sheet) including:
  • Yellow Taxi Cab
  • Orange
  • Red
  • Green
  • Blue
  • Purple
  • Grey
  • White
all for the low, low price of only $1 dollar!! (that's 63p in old money)

Wednesday, 29 February 2012

Fantasy Mass Transit - A Technology Too Far?

A warforged hangs from the gondola of an airship as a
Lightning Rail loco passes below (artist unknown)
In his recent article, The Architect DM: Seven Wonders of Your World, Danny Rupp highlights the Lightning Rail from the Eberron setting as an example of a World Wonder.  As I was largely ignorant of the detail of the Eberron setting I did a little more research and was both intrigued and horrified in equal measure by this concept.

As I've written before, in a quasi-medieval fantasy setting personal mobility is generally restricted to a couple of days walk and even those who own horses don't tend to travel long distances unless they have a pressing need.    Long arduous journeys or quests to find this artifact or that magical location are the stock-in-trade of the fantasy novel and it is often the journey itself, not the final destination that defines the hero.

In Charlie Jane Ander's round-up of the 10 worst mistakes that Alternate History Authors Make, author Terry Bisson states that "if you don't bring your alternate history up to the reader's present, then you leave out half the fun".  Whilst I agree that this often the case with Sci-Fi and especially with the alternate history subgenre, it is not the case with fantasy literature.  In fact introducing some relatively mudane modern day solutions into a medieval setting can have disastrous effects.  

Although attractive as both a plot generator and as a mechanism for swiftly moving PCs from one location to the next, a system like The Lightning Rail (even if access to it is heavily controlled) opens up a whole new can of worms in that it also ushers in an age of mass transit in the same way that the real railways did in the 1830s.  With mass transit comes huge socio-economic upheaval as people inevitably migrate towards cities and goods suddenly become cheaper as transport costs are reduced.  Consequently cities will gradually expand in size, usurping nearby land which no longer needs to be used as farm land because produce can be brought in just as cheaply from further afield.  This is just the start. 


As always there is the "exception that proves the rule" and in this case it would be a setting which has suffered some form of technological regression.  There are often pieces of working ancient technology to which access is heavily controlled and the knowledge of its operation is usually forbidden by some form of techno-priesthood and the population will often rationalise this as being magical or divine.

A couple of good examples of this being:

Orson Scott Card's Memory of Earth features an Artificial Intelligence (which the population call the Oversoul) which uses mind control to prohibit access to ideas which will ultimately lead to the development of self destructive technologies.  In this way he allows access to things like electricity and magnetism but avoids the wheel and the industrial revolution arguing that they ultimately lead to the development of war machines.

In his novel Cat Karina, Michael G Coney uses a sail driven monorail concept, which utilises the remnants of technology left behind by a previous human civilisation.  A religious belief system prohibits the use of manufacturing and power systems which would ultimately lead to the development of faster, better "trains" and stems the onset of any transport revolution that might ensue.