Tag Archives: RPGs

Alternity “The Lighthouse” Session Summary 45

Forty-fifth Session – The A Team and a fire team of Recon Marines take the Lighthouse back from MINA and a bunch of aliens.  Who’s the leader of the club that’s made for you and me? M-I-C-K-E-Y M-O-U-S-E. Enter a world of shit in this episode of our Alternity Star*Drive campaign, The Lighthouse!

The Lighthouse’s bridge is taken by a bunch of aliens and MINA, the station AI, is compromised (more than usual, of course). A bunch of old plot threads come together pleasingly in the solution.

First of all, we have the hacker Brent Terchyev, the son of the Jamaican Syndicate leader on Lucullus, who we saved from kidnappers and have had on board the station since our last visit.  Now we’re back to free the system from the aliens, and this apparently kicks him out of his normal diet of videogames and Grid porn into action.

Secondly, we have our means of access – the concealed airlock in the back of a massage parlor that our criminal characters have used from time to time. Lambert Fulson was reluctant to narc it out to the station personnel, but with the fate of the station on the line he gave it up.

Third, we have the Concord Marines. We’ve been making good use of these guys, and this time we promote them from faceless NPCs to real personalities. Besides Concord Marine Captain David Chase, who is a named NPC in the Lighthouse supplement, we had along an elite Recon/Marauder unit consisting of:

  • Sgt “Animal Mother”, violent and jaded even for the Marines, largely derived from the character of the same name in Full Metal Jacket
  • Cpl “Klinger”, whose armor is skillfully painted to be wearing a negligee and garter belt, somewhat based on Klinger from M.A.S.H. and Fruity Rudy from Generation: Kill
  • LCpl Wierzbowski (no cute nickname yet), the unit’s grenadier, named after a quickly deceased character from Aliens
  • Pfc “Ludafisk”, a Nordic whiteboy that talks like a gangster rapper, inspired by Evan “Q-Tip” Stafford from Generation: Kill
  • Pfc “Motorhead”, with mottos like “Eat the Rich”  and “Born to Lose” spraypainted across his combat armor, just inspired by a love for Lemmy

They are stock second level NPCs, altered only from the default Concord Marines listed in the Lighthouse supplement in that they have recon powerered armor and a couple more skill points due to our more generous chargen rules – just about everyone who played Alternity used “Optional Rule Set 2” published as part of the Alternity errata that upped skill points by a small but noteworthy margin.

As you may be able to tell, we’ve been watching a lot of stuff like Full Metal Jacket, Generation: Kill, etc. lately.

Back in the day, I had done some work with an ex-Marine on a Concord Marine supplement detailing some Marine TOEs, training, and the like – I’m going to dust that off and publish it here for  your enjoyment! And we’ll be using it ourselves, Paul generously told us we can level this squad to third and customize them up a bit for future supporting cast roles!

Anyway, it took us a while to insert, make our way down the two kilometer elevator shaft, disable our crazed station AI, and then assault the bridge. The Marines burst in and put down the thaal high priest like he was Osama Bin Laden in Abbottabad. It was beautiful – the bridge was full of External bigwigs – the thaal high priest, a bunch of other thaal psychics, superior sifarv bird-men, a gardhyi (or “space vampire” as Takashi calls them), bareem ape-thugs, karaden roach scientists… And our squad of Marines ripped them a new asshole in extremely short order. (Well, it took hours of game time, but short order in game).  The KZ 130 13mm charge machinegun is quite a weapon in the hands of some motivated men. We put the video out on the Grid to demonstrate the lack of invincibility of our heretofore-untouchable enemies.

As Takashi, I alternated between using my Command skill to give our friendies bonuses and the Infantry Tactics skill to mess with our enemies. And I also shot down two bad guys with my little laser pistol – Takashi has way more luck then he has any right to with that thing. For whatever reason, he is really not good at combat by the numbers, but when he finally whips out the pistol and shoots it’s always followed by some alien boss falling with a hole seared in his forehead.

Next time, the fleet goes to Bluefall to defend against the approaching External fleet!

Alternity “The Lighthouse” Session Summary 44

Forty-fourth Session – Back on Lucullus, the Lighthouse comes to the relief of the kroath-beset locals.  That’ll teach them to be such criminal douches next time we need their help. We engage in some large scale land combat and send in the A Team and some Recon Marines to nip the alien leadership in the bud. It all goes well, except those darn psychic aliens teleport up and take over the Lighthouse’s bridge while we’re giving them their whupping! Experience the twists and turns of the latest installment in our Alternity Star*Drive campaign, The Lighthouse!

We spent a ridiculously long time getting the various Lucullan factions on board with the Verge Alliance last time we visited, only for them to totally roll over like bitches for the Externals. All the alien fleet left but has ovipositor-ramming facilities in full swing turning Lucullans into kroath soldiers. Sigh. We put together a joint Verge Alliance and Medurr fleet, using the Medurr riftship to gate in draco-centaur needle ships. Concord Marines, Lucullan Picts that have been on board the Lighthouse, and Medurr all take part in the assault.

I as Admiral Takashi put together the tactical plan. We had our forces feint at the alien domes to lure out their armor as we sent in an infil team (including our command staff, of course) to take out their orbital-capable guns and decapitate their leadership. Then once those guns are silenced, our aerospace superiority would enable us to pound their armor and carry through the assault. I made some great tactics rolls and the larger army action went very, very well for us.

On the micro level, we rolled hard on the aliens and had a lot of success, including killing some of the birdlike sifarv whom we hadn’t encountered in person yet, until one of them downs Haggernak and negotiates for his release.  Admiral Takashi is a naval man of his word type, so he accepts the sifarv’s parole and chats cordially with him, only to discover the other alien leaders had teleported off to take over our space station!  Grr. We’ve tried to set up psychic teleportation detectors with little success and prevention with zero success. Fricking aliens.

I am always a bit worried about going into a lot of battles with Takashi since he is by no means a combat monster. He has inordinately good luck with shots from his laser pistol when it counts, but he is not well armored or really all that skilled. He excels in using his Command skills to inspire other combatants and give them bonuses, however.

This episode also features the continual combat effectiveness of the Concord Marines. We have been continually impressed with these guys; in fact, I’ll do some posts on them in particular as we’ve been inspired to detail them more as they continue to come through for us. Our PCs are not butch enough to go in on assaults without backup, and so we bring them along a lot. For second level NPCs they have performed remarkably!

Alternity: The Settings

Alternity was around for a good while and TSR published a lot of content for it. They had a number of settings for it – two of which were good!

Star*Drive

Star*Drive is a far future, gravity age, space opera type of campaign setting. They tried to bundle the feels of Traveller, Bablylon 5, and anti-bug-alien-war (we’ll say Starship Troopers) all in one. Evil megacorps! Stellar nations fitting every major stereotype! Ancient artifacts left behind by progenitor races! Dozens of retiring alien races! Ovipositors waiting to be rammed down your throat!

Star*Drive is pretty good.  The PC alien races aren’t as interesting as my all time favorite, Star Frontiers, but are still fun.  Humans are #1, other PC playable alien races are total minorities. The weren are big furry monstrosities from a Renaissance era planet (Wookiees). The mechalus are genetically cybered by this point and dress like Borat. The t’sa are little nimble lizard men, and the sesheyans are eight-eyed flying bug-bat-men. And there’s the fraal, who are Greys by any other name.

After massive galaxy shattering wars, the dozen galactic nations have been joined by a thirteenth, the Galactic Concord, formed form parts of all 12 to create a peacekeeping nation – like the UN if the UN were an actual country, very The Federation from Star Trek in feel.

Most of the action takes place not in “Old Space,” for that would require work on the part of authors, but out in the lightly inhabited “Verge”, a frontier region. They published thirteen supplements for the setting, including a bunch of alien books.

Our The Lighthouse campaign is set in Star*Drive.

Dark•Matter

Dark•Matter is a modern day paranormal conspiracy setting, designed to tap into the huge popularity of the X-Files, Millenium, and the 100 other TV series infesting the genre from the late 1990s on. And it war surprisingly good, probably thanks to the skillful authoring of Wolfgang Baur Monte Cook.

I was prepared to discount Dark Matter (I’ll pass on that dot crap from now on), already owning Dark Conspiracy, Bureau 13, Conspiracy X, and other games in the genre, but it was more than  just a me-too effort on the part of TSR.

What sold me was the Dark Matter fastplay adventure Exit 23.  You can download it with background info and sample PCs here from alternityrpg.net. It can be hard to write evocative modern day settings and characters for some reason, but here they nailed it.

Gamma World

TSR is never reluctant to return to the older cows, and true to form they couldn’t resist putting out a new version of the early sci-fi postapocalyptic RPG Gamma World with their new ruleset. A fifth edition!

I never played this.  I hate Gamma World. I like postapocalyptic, but GW is postapocalyptic the way Tomb of Horrors is medieval fantasy. A friend and I actually had Jim Ward run a game of Gamma World for us at a con and it sucked and I refuse to say any more about it.

Starcraft

It’s funny, you would think licensed properties would be good, but TSR always jacked them up.  Like their Diablo supplement for D&D, they put out a Starcraft supplement for Alternity, StarCraft Adventures.  It was more of a separate small game using a fastplay version of the Alternity rules.

Four different game settings!  They were serious about this game, for a while until they got demented by licensing Star Wars and decided to kill it.

Alternity: The Characters

In our previous post celebrating Alternity, I talked about the general core mechanic – the d20 +/- step modifier dice and the triplet theory of results, damage, effects, and qualities.

So now let’s talk more about characters and character generation. As an example, we’ll use my character, Captain Ken Takashi of the Concord space station Lighthouse, at level 1.

As you’ll notice, Alternity PCs have the usual six D&D stats, with Wisdom renamed to Willpower and Charisma renamed to Personality. Fair enough. They are point buy, though, and normally can range from 4-14 though 8-13 is the typical spread. Int determines your number of skill points and this is a skill based game so you really can never afford to go under about 10 in it.

PCs also allegedly have classes and levels but frankly this is cruft bolted on to the system to make it friendly to the D&Ders. The class gets you a bennie at first level and then makes certain skills one point cheaper to buy. Ken is a Diplomat (Tech Op) – diplomats suck enough that they get to take a secondary class to get cheaper skills from, in this case the techie class. Other classes include Combat Spec (fighter) and Free Agent (thief). That’s it in core but you can also become a Mindwalker if you are into psionics.  No multiclassing or whatnot, you choose and that’s it, but it doesn’t matter later on except for skill costs.

You have a bunch of calculated values off your skills, including your Action Check (initiative), number of actions, speed, durability, and Last Resort (hero) points.

Skills

The heart of the system. Now, the core rules are a bit stingy with the skills.  You can only have about 5 discretionary broad skills and about 50 skill points (assuming an Int of 11) when you start. With the Alternity errata, the authors got the hint and immediately published the “optional rules” which are really law in all games – see Optional Rule Set 2 which gives that same character 7 discretionary broad skills and 66 skill points. You are still not uber or anything but you don’t suck so bad.

Keep in mind the skill system is VERY granular.  Want to shoot a pistol with a basic level of competence?  You’ll need to spend 6 points on the Ranged Weapon, Modern broad skill and then 4 points to get 1 rank in Pistol. That’s 10 points down already. I count 41 broad skills in the game with hundreds of specialty skills.

As you can see, for Captain Takashi I mainly had some basic broad skills at first level. I gave him a point in pistol and in a smattering of space navy type tech skills, a point of Leadership/Command since he’s in charge, and a point of defensive martial arts and intuition to simulate his pastime of Tai Chi. Bang, done! Simple enough, though there’s a lot of point fiddling.

Besides skills, you can buy a couple perks and/or flaws to round things out.  I didn’t, at least not at first level.

Walter

But there’s no sense in doing the math yourself! Because Alternity has the best fan-made character manager next to Byakhee, the awesome Call of Cthulhu character manager. It’s called the Alternity Character Manager, or Walter to us fans. Download and use it!  Some of the weapons listings are messed up but you can edit the XML yourself to fix them easily enough.

Kill

Is Captain Takashi too prosaic for you?  Want to see how much you can combat-optimize? Well, here’s my other starting character for the campaign, the Thuldan Warlion Markus Oroszlan. He is a mutant who was a shock trooper for the Thuldan Empire before moving to the Verge to find his own way in life.

Note his 16 STR, two points above normal human max, made possible by both mutation and Thuldan origin. He’s not great at shooting normal guns but in melee and with heavy weapons he is hell on wheels. Markus is the go to guy when our group needs to blow the bejeezusfuck out of something.

Leveling Up

You get XP, and when you get enough, you get a level.  For getting a level, you get skill points, approximately equal to the XP. Why wait for levels?  No good reason.  Anyway, you get better at skills but you don’t really become much more durable – see Takashi at level 10 and Markus at level 10 to see how much ten levels, the result of a year of playing every other week without fail, looks on you.

And that’s the Alternity character! Not, like Over the Edge simple but simpler than some games nowadays. Not as complicated as GURPS characters but more complicated than Silhouette characters; I’ve played space games with both.

Alternity: The Poll

Let’s ask you for Alternity Week here on Geek Related – have you played Alternity?  Did you enjoy it?  Share your thoughts below in the comments!

Alternity “The Lighthouse” Session Summary 43

Forty-third Session – We infiltrate an External fortress ship to prevent them from getting away with their superweapon. We use our own superweapons to defeat them – the Red Queen, alien aphrodisiac crystals, a nuke, and a Thuldan Warlion! They never stood a chance. All this and more in this session of our Alternity Star*Drive campaign, The Lighthouse!

Last time, we’d basically gone down to Mantebron and found out that the aliens had stolen an Ancient superweapon and generally were all over things there. We were leaving with our tails between our legs after some light recon, but Markus the warlion convinced the rest of the group that with a clever plan, we could (albeit at the risk of our own lives) sabotage their effort.

Mainly, this involved clandestinely inserting into their fortress ship the Phlegethon, nuking the thaal cathedral where all their psychics are, and setting off the alien weapon so it shoots the other fortress ship, the Styx. The main goal being destruction of the weapon, but also sowing whatever chaos and destruction we can.

Many of the group had misgivings about the survivability of this plan. But Markus figures it’s war – gotta go big or go home.

And the plan worked!  This is one of those sessions where we spend as much time carefully laboring over every little detail as much as in execution – which ends up paying benefits in survivability. The main nail-biter was the precognition ability of the enemy psychics, which end up alerting them to potential attacks. We bypassed that by installing a nuke in their cathedral, given that they probably couldn’t escape the radius in time even with teleportation. Luckily this worked, and then when we fired off the superweapon we put a big albeit nonfatal hole in both fortress ships.

Markus got to march around the ship in power armor firing drum after drum of grenades from his Zeke-5 grenade launcher, which always gives him a warm feeling. Wily opponents try to move into melee range to escape the hail of grenades, whence they discover what real pain is like.

Enjoy the writeup!  More to come… We’re moving into the final stages of the war, looks like.

Alternity: The System

This week, we celebrate the Alternity sci-fi game that has given many gaming groups years of fun.  I’ve played in and run a number of Alternity campaigns over time – most recently our two year long campaign The Lighthouse, but a fair number of others too.  I even played in the Living Verge campaign – they had an RPGA campaign for Alternity back in the day.

Today let’s explore the Alternity system itself. It is an interesting departure from most systems, and especially for the D&D-haunted halls of TSR/WotC! In terms of other major systems it is probably most similar to GURPS (strongly skill based, roll under) but has a lot of unique aspects to it.

The Core Mechanic

The core mechanic of Alternity uses a d20, but to roll low under a skill. Die rolls are modified not by flat numbers but by die “steps” (d4, d6, d8, d12, d20) where a negative is a bonus. Therefore if you are rolling your skill at “-1” you roll 1d20 -1d4.

The Skills

Alternity sports a very detailed skill system which covers combat as well as other skill use, an approach much more appropriate for modern and future games than normal d20 in my opinion. First, there are general broad skills and then ranks in specialty skills, all based off a relevant stat. Let’s say you want to shoot someone and have no skill in it.  You roll versus half your DEX stat, with a one step penalty – in other words, 1d20 + 1d4 trying to get under 1/2 your DEX.  If you have the broad skill “Modern Ranged Weapons,” you roll against your full stat with a one step penalty. If you have a specialty skill such as “MRW: Pistol,” you roll 1d20 versus your Pistol skill, which starts at your stat and adds skill ranks.  This provides a nice differentiation of levels of mastery in the system, and since you have to buy the broad skill to get specialty skills, it helps ensure that you aren’t great at one skill and awful at another that are very, very closely related. In this case, if you have ranks in Modern Ranged Weapon: Pistol, you at least have the broad skill for firing rifles or SMGs. A common weakness of granular skill systems is that you are pathetically unskilled in otherwise logically clustered skills.

Degrees of Success

The most unique part of the skill system is the precalculated degrees of success that the rolling scheme makes possible.  If you roll under your skill, you get an “Ordinary” success.  If you roll under half your skill, you get a “Good” success and under 1/4 your skill gets you an “Amazing” success. These numbers are precalculated on your character sheet and don’t change, the die step modifiers just affect your roll.

So let’s say you have Modern Ranged Weapons: Pistol 14. You write this on your sheet “Pistol: 14/7/3”. You can then see at a glance which threshold you roll under.

Different skills behave differently in terms of degree of success; in the case of weapons they actually do different amounts and types of damage. Let’s say you are firing a 9mm pistol at someone, it does d4+1 points of wound damage on an Ordinary success, d4+2 points of wound damage on a Good success, and d4 points of mortal damage on an Amazing success.  You write this “9mm pistol: d4+1w/d4+2w/d4m”, matching the O/G/A format of your skill entries. For more techie skills, you often need a number of successes (perhaps before another number of failures) to accomplish a task, and Ordinary successes give you one, Good two, and Amazing three successes against the total, which lets you go faster the better you are.

As a result, the runtime complexity of the system is mainly figuring out the relevant die steps of bonus and penalty. Then you roll, get your degree of success, and look up the right result. This encodes a lot of complexity in the system while making most of it not burdensome at play time.

Effects

The theme of “three kinds” carries through the system.  As there are the three levels of success, there are also three types of damage – Low Impact (LI), High Impact (HI), and Energy (En). This is an innate characteristic of a weapon – an axe is always LI, a 9mm pistol is always HI, and a plasma gun is always En.

Similarly, there are three different degrees of damage a weapon can do – stun, wound, or mortal. (Characters have stun, wound, and mortal damage tracks.)

Armor is damage ablative and has three ratings, for LI/HI/En.  So a specific type of body armor might be statted as “Battle Vest: d6-3/d6-2/d4-2” which means it will soak e.g. d6-3 points of LI damage every time you get hit.

And still more – there are three different levels of quality of damage, Ordinary, Good, and Amazing, designed to level set personal vs vehicular vs starship combat.  So a 9mm pistol does HI/O (High Impact, ordinary) damage, a heavy machine gun does HI/G (High Impact, Good) and a starship’s rail cannon does HI/A (High Impact, Amazing). Armor is rated similarly, such that Ordinary damage against Good armor gets automatically degraded a level. It’s like a more well thought out version of Palladium mega-damage.

Once you get the hang of the triplet system it flows pretty quickly. Its strength is that it encodes a lot of the desirable complexity in a semi-crunchy science fiction system without depending on exception based design.

There’s a blowthrough aspect to damage; if you deal wound damage to someone and their armor soaks it, they take half the damage one level down. So if you shoot someone for 6 wounds, that actually does 6 wounds (minus armor) plus three stuns (not affected by armor). This prevents armor from making you invulnerable, a problem with some ablative armor systems (old WFRP being a good example of that).

All this may sound complicated, but in the end here’s a meaningful combat stat block for a street goon.

Skills: Modern Ranged Weapon 12/6/3, MRW: Pistol: 14/7/3
Weapon: 9mm pistol (HI/O): d4+1w/d4+2w/d4m
Armor: Battle Vest: d6-3/d6-2/d4-2
Durability: Stun 11, Wound 11, Mortal 6

It Gets More Complicated From There

Yeah, OK, so many skills have unique little “rank benefits” where you get feat-like abilities when you have a bunch of ranks, and using things like grenades turn into minigames of their own. They had to fill 250 pages of Player’s Handbook and another 250 pages of Gamemaster’s Guide with something I guess.

Flaws

Probably the single biggest frustration players find with the system is how granular the skills are.  There’s between 100 and 200 skills, of which  you only have a dozen or so, and sometimes it’s unclear what the right one is in a given situation.  And stats are not high – though the game uses the familiar 6 “D&D stats”, they don’t go from 3-18, they hover more in the 8-13 range. So if you are relying on broad skills with their one step penalty you usually have a very poor chance of succeeding. The main mitigations for this is the more generous optional skill point system we’ll discuss in my next post on Characters, and the GM being generous in letting related skills be used to achieve tasks. “I want to disconnnect the shuttle’s security computer” could arguably use Security: Security Devices, Technical Science: Juryrig, Computer Science: Hardware, System Operation: Defenses, and probably several more skills (Demolitions!). A GM that takes a very exclusionary approach and says “Security Devices is the right skill for that so it’s the only one that can be used” is likely to piss off players.

A slightly lesser concern is how effective and mandatory armor is. A lot of foes end up having good armor and it turns shootouts into whittling-down fests decided by secondary stun damage.  We’ve been known to joke after bombarding an enemy with attacks that do mortal damage but all get ablated by armor that “at least my bullets are making him sleepy!” On the other hand, it makes character death less frequent – Alternity has “levels” but you don’t get D&D style hit points as you go up, you have the same ~10 wound points at level 10 that you do at level 1, so it could be a very deadly system.  Well, it is a deadly system, it’s just that good armor is not a luxury, you have to have it. If you are wanting more of a Star Wars feel, you are probably out of luck; any sane player gets as much armor on as they can; even moderate armor takes combat from 1-2 shot kills to 5-10 shot stun takedowns. In our game we’ve mitigated this a little by making armor half as effective against mortal damage. Mortal damage is “worse” so usually the system does fewer points of it – like that pistol above that does “9mm pistol: d4+1w/d4+2w/d4m” – but that means that RAW, armor effectively almost always does away with  mortal damage, which is supposed to be the coolest Amazing result.

And the final concern is more of a packaging/formatting concern – they smattered a bunch of fundamental rules into the Gamemaster’s Guide instead of putting them in the PHB. You can see the standard TSR “well you need to sell them both a player’s book and a GM book right” philosophy fray in this game; a proper redesign would put a lot of the GMG content into the PHB and then turn the GMG into more of a resourceful campaign and opponent book.  As it is we ignore the GMG most of the time until we have to look up a picky splash diagram or range modifier table. Hell, you could do without the GMG just fine as long as you don’t mind off-the-cuffing some of that other stuff.

Conclusion

These two flaws can be worked around, and in the end provides a quite satisfactory system, in the same weight class as GURPS. I’ve played a variety of other SF systems – Traveller, Traveller d20, Star Frontiers, Silhouette, GURPS – and I put Alternity right up there next to all of them for overall quality and play experience. It was quite a departure for TSR, too, who then fell into the trap of “d20 Modern” and killed off Alternity when they got the Star Wars license.

Our Alternity Campaign Is Still Rockin’

Let’s hear it for science fiction gaming.  Our group has been running a campaign using the venerable TSR game Alternity for, goodness, nearly two years now!  The campaign is called The Lighthouse, as it is mostly set aboard the eponymous Galactic Concord space station in the Star*Drive universe. Paul is our faithful GM, who is using pretty much all the extant Alternity sources as part of one huge megacampaign.

It’s an interesting game that has a good bit of Babylon 5/Star Trek flavor.  Each player has two characters, in fact.  One is part of what we have taken to calling the “A Team” which is mostly command staff aboard the Lighthouse.  I play Captain Ken Takashi (since promoted to Admiral), the commanding officer. Patrick plays the faithful station pilot Commander Martin St. John, Bruce plays the eccentric mechalus engineer Taveer, Tim plays Haggernak, the weren station Concord Administrator (police chief). Chris was playing a CIB spy who died, and now it’s arguable which of his characters is “A team” – we’ll call it Drest, the Pict warchief who has come aboard with a task force of Picts from Lucullus who are flinging their bodies into the interstellar fray. You can check out our character sheets here.

Our second characters come from the seedy underbelly of the station. Disaffected diplomats, criminals, and other miscreants.  I play Markus the retired warlion shock trooper (who is bartender of the station bar/casino The Corner, and deals arms on the side), Patrick plays Lenny the T’sa “diplomat” (a semiretired master thief), Bruce plays Lambert Fulson the demented illegal merchant, Tim plays Ambassador Peppin (a dissolute professor who spent most of his career preying on coeds), and Chris plays Ten-zil Kem (apparently a VoidCorp diplomat but really a sleeper agent for an opposing faction).

The Lighthouse is a space station with a stardrive, and it wanders the Verge, a poorly populated part of space cut off from the main galactic civilization by a galactic war some time ago, spreading the law of the new Galactic Concord. We have been caught up in a holy war spearheaded by a variety of demented alien races who seek humanity’s death and/or enslavement. Unfortunately, they did not count on our resourcefulness, tenacity, or enormous capacity for violence.

We write up each of our adventures in some detail; you can read each session’s delightful mix of adventure and in-jokes on our session summary page.

This week will be Alternity Week here on Geek Related; we’ll celebrate the the game with some in depth looks at the system, characters, and campaign. Chime in with your experiences if you’ve played it too!

Decrease Metagaming, Increase Immersion

Immersion. Actually taking on the role of your character in an RPG; behaving, and ideally feeling, like you are a person in this shared fictional world. To me, immersion is the heart and soul of roleplaying.  If I just wanted to push my character around a board and perform cool combat combos, there are a lot of wargames and stuff out there that are arguably better at it, and a lot of computer games that are definitely better at it. I often wonder why people that don’t value playing “in character” play RPGs at all.

But since a lot of players don’t “get” immersion, it can be hard to achieve.  In fact, it seems like game designers don’t “get” immersion any more – D&D 4e makes it difficult with their dissociated mechanics, and that’s just the most mass-market version – a lot of the hot new indie games are more narrativist/gamist and are more interested in taking a God’s eye view to characters and scenes and thus create a story – but not to live a story. Often I think this is a result of people not having actually been in an immersive game, because the ones I’ve been in have been some of the best experiences of my life,and the other people in them don’t want to settle for less in the future either.

I read a great question on the Paizo boards about how to get more immersion and less metagaming in Pathfinder. It didn’t get near as much attention as I’d like, so I reposted it over onto RPG Stack Exchange, where it’s starting to get some great answers, especially from Runeslinger and LordVreeg.

Please consider joining the discussion here, or on RPG.SE, or on Paizo. I think that there needs to be a lot more discussion about things like immersion, which are the real core of the hobby, not “here’s some more feats or geomorphs or some shit like that.” It’s always harder to write about “soft skills” than hard skills, but the problem is that since the industry (and blogosphere) does that, eventually the hard rules stuff drowns out the soft techniques part.

Fixing the Gunslinger

We have been using primitive firearms in our Pathfinder campaign Reavers on the Seas of Fate, and watched with interest Paizo’s publishing of new gun rules and the Gunslinger class as part of a playtest for Ultimate Combat. In this last Reavers session, I put in a pirate captain with four levels of gunslinger to kick the class’ tires.

The gunslinger class is fine.  But the gun rules Paizo published are awful and suck utterly. Because their gun damage output is so low, and because they published them before the gunslinger class and they were therefore not up for playtest, to be viable the gunslinger ends up spending loads of abilities on getting more and more attacks, which is of course totally unrealistic with early firearms. It also drove them to include revolvers and other anachronistic weapons in a desperate attempt to fix their rules by sacrificing the game world, and even with all that they don’t favorably compare to the other classes in damage output. I actually had Wogan switch over to the Paizo gun rules for several sessions to give them a fair shake but we all decided they were just preposterously bad.

If your sword-and-sorcery fantasy world concept includes people reloading and shooting guns multiple times a round or blazing away with twin revolvers, then sure, use their rules. I think that’s a bit of a stretch however. A lot of people don’t like including firearms at all, and many of us who do want it to be more “Pirates of the Caribbean” than “Hard Boiled.” The “emerging guns” level as they describe it in the Paizo playtest doc.

Luckily, the fix is simple. I used my existing gun rules – in fact, after consideration and a year of playtest, I upped their damage to pistol: 2d6, musket: 3d6. I’ll note the gun rules in the Freeport Pathfinder Companion from Green Ronin have them doing even more damage that I just upped ours to, like 3d6/4d6! I didn’t want to go all that way yet, but after more time I can’t say we won’t. Then I told everyone “there is no combination of powers that lets you get off more than a shot per round per chamber.” Reload time is move action minimum.  No class powers to reload faster. And I don’t have revolvers and whatnot – I mean, maybe something like that could be found as part of a crashed spaceship in Numeria, but not in common use.

In fact, this pirate captain had as much as I’m willing to do in medieval/renaissance fantasy, which is a double pistol (two barrels). You can shoot both in a round at -4, or do one at a time. He had Rapid Reload so he could load and fire once a round. Or you can draw and shoot multiple pistols in a round (needing quick draw), but then you run out of loaded guns quick.

We did keep one part of the Paizo rules, kinda, in that they had firearms be a touch attack in the first range increment. We changed that to “versus flat-footed AC” (like everyone on the playtest boards told them they should do, but they ignored). This provides firearms a little extra boost. They still need it, because one shot at 2d6 damage is still worse than your average archer who can crank out 2 1d8+STR attacks with Rapid Shot (and a hundred other enhancement options besides). Especially since the guns have misfire chance.

Even with all that, the captain had a hard time hitting Sindawe – of course he wasn’t single class gunslinger (he was level 8 to the PC’s level 5, though) and Sindawe had a monk’s AC, where even flat-footed is high,and he was spending ki on keeping it at like 25.

The pirate captain got to use all his abilities. He used pistol-whip on a pirate the PCs charmed to attack him, he used quick clear because his gun jammed while Sindawe was swimming around the cave, he used snap shot on the PC’s first action, and used utility shot to set off the gunpowder keg bomb. And he combined his rogue sneak attack with it once when Sindawe was flat-footed.

So in the end, fixing the gunslinger to be a playable and balanced and non-anachronistic class is easy.

  1. Fix the guns. Use my gun rules and up the damage to pistol: 2d6, musket: 3d6
  2. Fix the gunslinger.  Change the “super fast actions” powers like Lightning Reload to something else. Maybe have Rapid Reload just take reload times down to one full round action and then Lightning Reload can take it to one move action.

I have to admit, I’m a little cheesed at Paizo. They keep running these playtests, but of the wrong things. It’s always “here, playtest this class,” seemingly more as a marketing promo than as an actual desire for input, but it’s the weapons that everyone can use that need more playtesting. Adventurer’s Armory was poorly tested and edited and was riddled with errors and bad ideas many of which haven’t been clarified to this day (like how brass knuckles etc. interact with monk attacks). They should have playtested these gun rules – most of their Gunslinger playtest was an exercise in “how do we make bad gun rules feasible” which is not an insipiring mission statement.

Reavers on the Seas of Fate – Season Two, Ninth Session

Ninth Session (10 page pdf) – “Architects of Ruin” – An assault on some hidden caves goes drastically wrong and half the party is captured by various miscreants. Pirates! Ghosts! Guns! Orca! Explosions! Gates to other worlds! Thrill to the hard-hitting action in the latest installment of Reavers on the Seas of Fate.

Well, this session didn’t quite go how I thought it would. The PCs found the hidden caves of dungeoney fun, but as most of them looked at going in through a secret door, Sindawe dives in through a sea cave and finds a whole crew of pirates at work. And then he decides to take them all on  himself! I was a bit surprised at that. He made a good run at it really, even when surrounding him and getting sneak attacks it took natural 20’s for the mook pirates hto hit his super boosted monk AC. And even the pirate captain, Screev Ten-tooth, was having a bit of a hard time shooting him with his nifty double barreled pistol. But then the captain pulled out his alchemical flare shots, which blinded Sindawe, and that left him open to some intense whupass.  I tried to encourage him to dive back in and swim for it (being in the water gets you some intense cover bonuses, he benefited from them coming in) but he just fought it out till he went down, I’m not sure why. He killed half the pirate gang, which came in handy later though, that’s for sure.

You can download Screev Ten-tooth from the Reavers NPC page. He’s an expert2/gunslinger4/rogue2.

While this was going on, the PCs tried to come in the other way – it’s possible they could have rolled the whole dungeon up in the middle – but the siren ghost fended them off, taking prisoners (Hatshepsut and Akron Erix), routing Clegg Zincher’s goons, and charming Serpent and Tommy.  So off they go, to find the giant dread wraith lover boy of the siren ghost – they were lovers back in the day, but a hateful priest and some villagers killed the siren and then the dude hung himself. I figured they were going to have to kill him, but they actually managed to talk the wraith down and get him to follow them to the siren’s lair. I made that really hard to do, and halfway he started going after Wogan because he confused him with the priest that killed the siren, but each time they talked him down – high skills and assists getting those 30+ DCs required. Thus they overcame the whole siren ghost/dread wraith thing pretty handily! She gave them a parting blessing, even.

Then they found the Dark Gate, the one opened by the blast from the Cyphergate, bringing the real world and the shadow world (aka spirit world, demon dimension, monster realm) together with their world. They realized the bits of Tammerhawk’s glyph that exploded when they disrupted the ritual in the Riddleport Light (aka Shadow in the Sky/Madness in Freeport) embedded in them are attuned to the gate somehow.

They did a hurry-up attack on the pirates – they had to break through a barricade in the face of a swivel gun, luckily Wogan knows just when to pop an obscuring mist to provide cover. They hacked through the pirate crew. The captain used a flare shot to shoot a gunpowder bomb with a short length of quickfuse on it. That took us into slo-mo really quickly – Serpent went for the keg, and other people dove for cover. I said the fuse would take d6 segments (ticks in the initiative count) to burn down, so there was a lot of risk involved. Serpent managed to grab it and chunk it out into the sea cave before it went off with a massive shuddering crash. Then the pirate captain held his gun in Sindawe and ordered them to surrender their arms.

I am not a kind and forgiving GM. When someone has a person in that position, they get a free coup de grace whenever anyone tries anything – I am NOT a believer in “the bad guy has a knife to her throat!” “We take our full round of attacks, he’s dead, yay!” That’s BS.  But luckily, Wogan had a spare Infamy Point to spend. He whipped his pistol out and shot that gun right out of the captain’s hand! He out-gunned a gunslinger. Good one. Then the orca watching over Sindawe came out of the water and chomped him.

(This generated some argument from Chris, Sindawe’s player… He swam into the sea cave during the day, when the water is illuminated from the sunlight outside and was seen easily; the orca came in at night when it couldn’t be seen… This chafed him for some reason.)

The session ended up with all of them in the water again – this time to escape the tender ministrations of the tentacle-dogs that came out of the Dark Gate after them. And then a shadow demon came boiling out!

Earlier in the session, Paul (Serpent), who had run Second Darkness for another group, had said “thanks for taking out that shadow demon, that thing was a bitch!” I was like “Uh, sure, no problem <snicker>.”

Maybe we should just start every session with the PCs all in water. Make a theme out of it. Maybe in the HBO series that will inevitably be made. “Reavers, this fall from HBO!”

My favorite exchange from this session:

The pirate captain calls, “Arr! Surrender and ye can be part of my crew!”
“What are the terms of this deal?” Sindawe calls while continuing to swim for the tunnel.
“Arr. You can be me cabin boy and I promise to not be too rough on ya.”

Do You Have A Question About Gaming?

If you have a burning question about gaming – rules, player or GM techniques, game recommendations, and want answers without a bunch of nonsense, consider coming to ask that question on RPG Stack Exchange.  It has a bunch of experts standing by eager to answer your question.

It’s not a forum, it’s a Q&A system based on the preeminent coder tool Stack Overflow. You ask your question, be clear what you’re asking for, tag your question, and maybe revise your question based on comments from the community.  Everyone else provides honest to goodness on topic answers, nothing else is tolerated, and people vote those answers up based on how good they think they are.  You as the question asker get to select what you think the best answer is too.

I’ve despaired of asking questions on RPG forums any more. It always gets bogged down in endless threadjacks, people saying “but you shouldn’t play that way,” and dozens of posts of nonsense for every post that kinda actually tries to answer your question. RPG.SE fixes that problem in spades; it’s not for hobnobbing, it’s for serious analysis of specific questions.

Want to know about good tools for a GM to use to organize their campaign notes? Or how to reduce dice reliance in a game? Looking for ways to get PCs angry without also annoying your players?

Come ask your question, it’s free and easy, and I bet you’ll get more solid answers than if you go ask the same question on any given gaming forum!