Showing posts with label Accessories. Show all posts
Showing posts with label Accessories. Show all posts

Monday, August 14, 2023

Happy Anniversary, STA App!


 It is hard to believe that B.C. Holmes' Star Trek Adventures character builder app is celebrating its second birthday today, but that is a fact!  Over the past four years, I have been running an every-four-to-six weeks' LGBTQ+ themed STA RPG campaign. Our game reached its 49th episode this weekend, and I can't tell you how many main characters, supporting characters, starships, and space sectors I have created using this app!

So thank you to B.C. for creating it! I check it often, because new features are being added all the time.

Happy Anniversary! Engage!!!

Sunday, November 15, 2020

#StayAtHome: Tillie Walden's "On a Sunbeam" and "Cosmic Slumber Tarot"

 


The art above comes from Tillie Walden's SF epic graphic novel On a Sunbeam, which tells the story of a group of women and one genderfluid crewmember who travel the stars repairing abandoned space relics. Not relics as in spacecraft, but relics as in "old palaces" or other mysterious and long-abandoned structures hanging alone in the built environment of deep space. The starships we see are giant koi, and there are elements of space magic in the graphic novel. At 500+ pages, the story takes a while to "take in" and includes two storylines: the protagonist's school days, and her present life as part of a travelling architectural repair crew. Think about the design intent of the RPG Diaspora, remove all men from the picture (it totally passes the Bechdel test), and add space magic and you have some sense of the promise of this graphic novel. It also has one of the nerviest borrowings from classic SF: in particular, from Bradbury's "All Summer in a Day".



During the North Country Gaylaxian's discussion of the Walden book, we discovered that she has also created the Cosmic Slumber Tarot. This is a full-sized, full-color Tarot deck with two extra cards representing day and night. The art is very reminiscent of  the author's illustration  style in On a Sunbeam, in particular once we reach the vivid, mysterious and magical world known as The Staircase. The deck is charming and beautiful, and comes with a small hardcover guide to the deck. The cards and book come in a hard double box with a magnetic close. It is very reasonably priced at $25.

Friday, April 19, 2019

Mystifying Oracle

Mystifying Oracle ARU

I ordered an All Rolled Up (well, maybe TWO, one is still on the way) for my John Carter of Mars RPG dice.  I decided to order the Mystifying Oracle, because I often spent time with a cousin when we were young playing with her Ouija Board. It also fits into the whole psychic medium, theosophy zeitgeist of the John Carter era.

Here's what the ARU looks like loaded with dice, three dry erase pens, and three canisters of tokens:


Here's the flat view of the ARU with John Carter of Mars RPG character sheets:


Finally, here's a close up of the rule book and a character sheet. The PC is from another world, but not Earth. Can you guess from where this character hails?


Saturday, October 15, 2016

Alethiometer Deck


In the Dealers' Room at Gaylaxicon this past weekend, I found a promo deck from The Golden Compass movie. The seller had no idea what the cards were like, but at $10 the deck seemed like a pretty low-risk purchase.

Imagine my surprise when upon opening the deck I saw a unique image on every playing card. And not only an image, but a definition of the image. For example, the 7 of Spades is Serpent, an has the legend: "Definition: Evil, Guile, Natural Wisdom". Very nice! The card includes both a traditional meaning and a more Gnostic interpretation of the Serpent.

I believe each card in the deck is meant to represent one symbol from the alethiometer, the most important clockwork device from the first novel in His Dark Materials. The deck could be used as the Action Deck in any Victorian or steampunk Savage Worlds game, or used as a special divinatory Aspect generator in a steampunk-flavored Fate game.

Compared to the disappointment that was the Penny Dreadful Tarot Deck, The Golden Compass playing card deck is a major find and a bargain.

Thursday, December 18, 2014

Playtesting Strange Stars



"Greetings from the Mighty and Benevolent Vokun Empire!" With these words booming planetside from an orbiting space fleet, we began our first playtest set in Trey Causey's Strange Stars universe. I'm 95% done with the Fate Strange Stars rules that will follow the release of the Strange Stars setting book. Tonight's playtest focused on testing and refining some factions rules I have created using the idea behind the so-called "Fate Fractal." Based on the notion that almost anything in a game can be represented similarly to a character, we have created rules for running the prominent factions of Strange Stars, as well as guidelines so that GMs can create new factions..

One of my goals with the Fate Strange Stars rules is to have factions be something that players can tap into as a resource. That's fairly straightforward. The thing I wanted to test was rules that enable the use of factions as a tool for the table to participate in environment creation and evolution in a manner similar to Microscope. Through a series of exchanges in which factions cooperate and compete, recent history can be developed by the players as the backdrop to a new roleplaying campaign.

What we played out in the session was the rediscovery of a long lost star system in the Zuran Expanse, a region of space sandwiched between several large interstellar polities. Players took on the roles of the Alliance (the closest thing to the United Federation of Planets in this setting), the Vokun Empire (a ruthless and decadent polity led by a species of feuding Harkonnen-like alien clan elders), the Instrumentality of Aom (an interstellar theocracy that uses peaceful conversion where possible), the Zao Corsairs (space pirates so ruthless and successful that many other space pirates pretend to be them), and the Airrotten Unified Assembly (the one party state ruling the system's two inhabited worlds).

The new arrivals knew that the Airrotten system had ruins dating back to the ancient Radiant Polity era. Since Radiant Polity tech was more advanced than the mainstream technology of the current era, this was the primary point of interest for a couple of the other factions. Creating the conditions for access to these caches of ancient tech was one goal of the new arrivals. Another was adroitly pursued by the Vokun player, who quickly saw the value in obtaining Airrotten war captives from the Zao Corsairs to use as genetic stock for new servitor species. (The Vokun Empire is a racially stratified polity in which subaltern species play specific socio-economic roles; the Vokun are pretty nasty folks to have as either overlords or neighbors.)

People played their factions well, getting into "character" as their faction very quickly. Since my factions system uses six custom Approaches rather than the more granular skill set in Fate Core, it was important to see the Approaches in action and learn whether they made sense to players. People thought they did. However, the four Actions need some examples for the factions level of play, especially in a factions sub-system that includes the potential for PVP play. (Note that if you are signed up for the Strange Stars game at Con of the North in February, we'll be doing traditional roleplaying with characters - NOT PVP gaming.)

The players had a lot of great ideas for how the factions system could be clarified and improved. We'll be implementing a number of those, including building-in mechanical rewards for inter-factional deal making and mutual assistance. One astute observation was that the Fate economy slowed down due to the lack of Compels. This was probably because the GM was playing one of the factions, and not paying sufficient attention to the Fate Point economy. That being said, one player asserted there was no need for a GM with this kind of set-up. A lot to consider there.

One positive outcome was how many Aspects were in play simultaneously at the table. I'm usually forgetting about scene Aspects entirely and not necessarily doing the best job of tracking the Aspects that players discover or create during the game.

What was different this time? I used Avery Dry Erase Flash Cards for each of the two Airrotten planets, as well as to write down individual aspects and place them on the table (in "orbit" around one planet or the other) as we played. That made a real difference and added a lot of color and texture to the story. One downside of the flash cards is that they tend to smear ink across the card rather than completely erase the ink. They are still a great resource and I am going to continue using them!

(The "encounter" side of the Jadepunk playmat is another option, but our very generous host usually places a couple bowls of snacks in the table's center, and the players have mugs with beverages - so not the ideal set-up for using a mat.)

What's next? Refining the factions rules a tad! The time has also come for a careful rereading of the Fate rules for Actions; I get confused by the difference between Create an Advantage and Overcome Actions. So it's back to the book for a refresher!

I'm looking forward to running the full Fate Strange Stars RPG at Con of the North, so if what you see here as piqued your interest - and you're in town - stop by and play in this session. In fact, I may use what developed in the factions play last night as the scenario seed for the roleplaying.

We'll also have some opportunities to offer demos of the game next year at The Source. Stay tuned for details!

Monday, April 14, 2014

Jadepunk Playmat Reviews

You got Jadepunk in my Tekumel!

Over the last few days, we published a series of reviews, or, perhaps, practical elaborations, designed to show what you can do with the Jadepunk RPG's playmat:


Ryan M. Danks, one of co-authors of Jadepunk, released his first Jadepunk tutorial video this weekend, which explains how to use the playmat. It's very instructive and helpful.

Ryan told me recently that once I tried the playmat, I'd never go back to running Fate without it; he may be right!

The playmat costs $10 plus $6 shipping and can be purchased from the Reroll Store.

Saturday, April 12, 2014

Jadepunk Playmat, Pt. II - Zoneside


Today, we are looking at the Zoneside of the Jadepunk playmat. Earlier this week, we took a look at the Cityside of the Jadepunk playmat. The playmat is available from the Reroll Store for $10 plus $6 shipping.

The Zoneside of the laminated playmat gives you a dry erase space in which to create zone maps for action scenes. The Zoneside of the playmat is setting-neutral: you can use it with any Fate game. The playmat offers an open space for zone creation, rather than superimposing a grid of hexes or squares as do most playmats designed for conventional RPGs. This is in line with the Fate system preference for abstraction with respect to space and movement.

We gave the playmat a test drive on Thursday night, as Bob ran the second half of our Pilgrims of the Flying Temple playtest. The adventure took place in a forest, in the caves below a giant tree, and inside the giant tree itself. Our use of the map was a bit whimsical, and traced our itinerary through the forest adventure, with situational/environmental aspects being recorded along the way.

Later this weekend, I'll post a more tactical use of the playmat over on my Fate of Tekumel blog.


In the upper right hand side of the playmat, there is a box labelled "Situational Aspects". Since this was the second half of an adventure that happened 3-4 weeks ago, I used that box to record the names of the NPCs.

The action started with the PCs chasing a dog named Ulf. We had been sent to a village outside the forest because of a letter from a village girl called Molly. She had requested our help, because all of the village's animals had disappeared. Once we discovered Molly's dog Ulf deep in the forest, we followed the dog into a branching tunnel complex under the giant tree in the center of the forest.

Next to the sketch of branching caves, I wrote down one of the important environmental aspects that Bob put out there for players: Luminescent Moss. As we went in deeper, we encountered an underground river. All of us went in the drink, chasing the dog.


As you can see from the detail shot below, the river has one of Bob's signature aspects:


The river was swift, and some of us were NOT good swimmers. That led to a number of Approach rolls, as one PC attempted to avoid drowning, while a few of us struggled to catch-up with the others.


Over several rounds of Approaches rolls, Bob used the lower left hand box on the playmat (designed for recording Boosts) to make hash marks for each player's relative progress moving down the underground river. The fewer X's you had, the farther ahead you had gone; the more X's you had, the further you had fallen behind in swimming, stalactite swinging, or walking on water.

Yes, that's right. Walking on water. My character decided that since he knew how to walk on treetops, it should be easy to walk on water. The trick is to keep moving, so you don't sink! He grabbed a stalactite, kicked off his wet shoes, and began walking on water. Stunt creation on the fly!


Eventually we made it out of the cave, and found ourselves back right outside the giant tree at the center of the forest.


We climbed the tree, eventually found an opening, and went inside. There were ant-folk. We communicated with them by making "antenna gestures" with our hands. Eventually we encountered the blobular sapling creature living in a pool of sap.


We negotiated - get ready for it - a Tree-Tee, and brought it back to the villagers outside the forest so that they could sign it.


The villagers promised to treat the animals better, and eventually some of the animals returned!

***

Our first experience with the Jadepunk playmat was very fun. Sure, we didn't use it for tactical play in a single zone, as much as to represent the succession of scenes where the action took place. So we used the playmat as a set of linked scene maps. I think that is a legitimate use of the artifact.

The two boxes on the right side of the playmat were not used exactly as intended. Instead, the GM found a new use for each box which supported play in that specific adventure. I think it adds value to the playmat design that a GM can make versatile use of these small compartments.

Finally, a couple of words about the physical quality of the playmat are in order. In my original review of the Cityside of the map, I commented that I would have preferred a rolled mat, as opposed to a folded one. I have since heard back from the playmat's designer that they experimented with a rolled format. It didn't work too well, as the rolled mat kept trying roll up on the game table. I can tell you that in a 2.5 hour session, the fact that the mat had been folded made no difference for play. 

No less importantly, I want to underscore how erasable the playmat is. One dry napkin was totally sufficient to remove all traces of dry erase marker from the playmat. Reuse is everything with a playmat, and this one is a very good value. 

Thursday, April 10, 2014

Jadepunk Playmat, Pt. I - Cityside


Last week, we ordered the Jadepunk RPG playmat from the Reroll Store. It cost $10 plus $6 for shipping. It arrived in three days, remarkably fast when you consider how long some gaming vendors make you wait before they even take your parcel to the post office!

The playmat has two sides. One side is a map of Kausao City, the default setting of the Jadepunk RPG. That's what I am looking at today.

The playmat is laminated so that you can use dry erase markers with it. The city map has a few key locations that are labelled, but most of the map is designed for on-the-fly specification of locations used in the scenario. So we have a city resource that is closer to Vornheim than to Ptolus. This works well with Fate's collaborative and on-the-fly approach to setting creation, although there is nothing to prevent a GM from specifying setting details by fiat, as I have done in the photo above.

On the top left side of the map we filled-in two Scenario Aspects:
  • Find the Meteor Hammer
  • Pursued by the Red Jade Swallowers

Boom! We have a scenario!

Now we link the scenario to the map! You can click on the photo above to enlarge the map. For the scenario, I have marked three locations on the Kausao City map:

  • The primary location is the Nighthammer District (circled in blue), a borrowing from the city of Nexus in Exalted. This district is where the city's iron and steel are made. On the left side of the playmat, Nighthammer's aspects are listed:
    • Many forges
    • Smoke
    • The sound of hammers
  • A discoverable clue location, "Ling last seen here" is circled in rust colored ink on the lower end of the map. The location is known as The Red Garden. It's aspects are:
    • Smugglers trade here
    • Rough trade (it's close to the docks and people so inclined come here to pick up stevedores)
    • Pickpockets
  • A discoverable clue location, RJS haven? noted at the top of the map in red. The Red Jade Swallowers are a secret society which is trying to steal a Red Jade artifact, the Red Blood Cloud Meteor Hammer.
Now we link back to some important Faces (NPCs) of Kausao City that will be featured in the scenario.

Apprentice Ling
  • Portrayal: Apprentice Smith
  • Need: Sell the Hammer
  • Secret: On the Run
Master Chen
  • Portrayal: Master Smith
  • Need: Recover the Hammer
  • Secret: Promised the Hammer to two different customers
Mao Yang
  • Portrayal: Ling's Lover
  • Need: Find Ling
  • Secret: I have the money to start a new life with Ling
Debt Collector Yao
  • Portrayal: Collect what is owed
  • Need: Wants Yang for Himself
  • Secret: The Red Jade Society have my daughter

So, a macguffin, a love triangle, and a man who made too many promises.

Then we have our mysterious villain:

Mystery Vang
  • Portrayal: Boss of the Red Jade Swallowers
  • Need: The Meteor Hammer
  • Secret: ?
***

Conclusions: If you are playing Jadepunk, the city-side alone is worth $10. It is easy to use it to create adventures on the fly. The map is color-coded to show the major nations' turf in Kausao city, but there is plenty of neutral territory that the GM can use as they see fit. In fact most of the map works that way.  

My only critical feedback is that I would have been willing to pay even more to get the map without folds, rolled-up in a tube. I just prefer maps that lay perfectly flat. I might not have bought the product if I had known it was folded, but in practice that turned out not to bother me too much when I used it.

We are doing the second half of our Pilgrims of the Flying Temple playtest tonight, so we'll see if the GM wants to use the other side of the map, which offers a Zone Map.