Discussion in 'Gaming' started by JRoss, Sep 3, 2016.
I wonder if anyone here besides me is into tabletop RPGs? Anyone else out there?
Conceptually, I am very much into them - unfortunately, I sort of want a group of extremely funny, witty mentor-type players who are geographically convenient to me handed to me on a platter, which is why I never get to play.
I've been into them for about 35 years although I haven't played much in the last ten. The groups I've had slowly broke up as various members moved away. Right now I'm the sole remaining member in my area. I could try to find new players but as you might have guessed at my age, I'm in my mid 50s, I don't really have a lot in common with the kids that play now, or with the games they play.
I always hated D&D. I played Star Trek but it's the FASA version. I've been a Champions player since the early 80s but I don't like 6th edition. I like a lot of games that have fallen by the wayside over the years: Dark Champions, Western Hero, and Justice Inc from HERO Games; Privateers & Gentlemen, Flashing Blades, and Space Opera from Fantasy Games Unlimited; James Bond 007 from Victory Games; The Morrow Project from TimeLine; and the first edition of 7th Sea from Alderac.
In recent years I've developed a very strong desire to run GURPS World War Two set in the North African campaign with each player having 3 characters one soldier, one seaman, and one pilot. Unfortunately I have no players. The land adventures would have the players as part of the Long Range Desert Group. The sea would have them on motor torpedo boats and/or motor gun boats running smash-and-grab raids or interdicting enemy supply convoys. Finally the air would have them running intercept, air superiority, and ground support missions. But alas I have no players.
I have a Kickstarter for a tabletop RPG running right now. It has a samurai theme and draws inspiration from Fantasy Games Unlimited's Bushido and L5R. We just hit our funding goal and there's still over 3 weeks left to go.
I love D&D (2nd Edition - 3.5 Edition), Alternity, Continuum, Feng Shui, Star Wars (WEG was the best, but WOTC is okay), Arcana Unearthed, Mutants and Masterminds, and I like D20 Modern and various other D20 and D6 games. I was part of a regular gaming group that played every weekend for almost 15 years, but stopped going about 6 years ago when the other guy who would run games moved away for work. I don't have any problem running games, but I like to *play*, too - and no one else wanted to alternate with me, or if they did, they wanted to run weird non-D6/D20 stuff that I just couldn't get into. Which not wanting to play those is as much on me as it is on them, but there it was, anyway.
My daughter wants me to run a game for her and some of her friends - so I may do that sometime soon. (3.5 D&D, almost certainly - it's what I enjoy most, and what I've invested the most in books for. )
Side note, my group playtested for 4E, and my name is on page 316 of the 4th Edition PHB. My contribution was mostly to tell them how stupid and video-gamey their new magic system was and how screwed up their 4e Paladin class was - only with more details and more politely.
I've just found it @JRoss. It looks great! I'll be keeping an eye on it. It's also great that you're giving out the basic rules for free!
I was inspired by Kevin Crawford, who wrote the brilliant Stars Without Number. He gave the base game away for free (his has art, though), and charged for a fuller version that has politics, robots and mechs. I'm also following his example of having the whole thing written before putting it on KS. Kevin is one of the best people in the RPG industry.
Back when I was running games I used to write out multiple 1 - 3 paragraph hooks to pass out to my players and see what campaigns they might be interested in playing.
Here are a few of those. I'd be very interested in any thoughts you guys and gals might have on them. Are there any that you particularly like or dislike, do you have any suggestions for tweaking the ideas, are any of them things you would enjoy playing, etc?
Anyway here they are and yes I'm asking for feedback even if you aren't usually a tabletop RPGer.
Land of Mystery
San Francisco, 1935. You have been contacted by the imminent Professor Winston Cullingsworth to accompany him on his expedition into darkest Africa to find the shadowy lost city of Koram, the home of a fabulous Bronze Age culture. You have your own reasons for accepting Cullingsworth's invitation. Perhaps it is scientific curiosity or the love of adventure. Then again it could be the tales of the incredible riches reputed to be found there. One thing is certain however, before long you will be in the midst of an adventure so fantastic as to border on the unbelievable! [for Justice Inc.]
The Quest Voyages
The Galactic Rim, Combined Systems frontier zone, 2340 In the two hundred odd years since the development of the Hyper-warp engine mankind has slowly expanded into space. Sometimes making new friends, and other times encountering foes. Today Earth is the most influential member of the Combined Systems, an alliance of over 100 planets. Currently the C.S. is in a period of expansion, as the crew of the extended range scout vessel CSS Quest that will be your job. All alone in charted, but unexplored space, beyond the frontier. [for Star Trek: The Role Playing Game]
Dakota Territory, 1876. "Thar's GOLD in them thar hills!!" That's the cry that's echoing through the country. Gold has been discovered in the Black Hills of Dakota, and it seems like every man who can swing a pickax is on his way to try and cash in on the instant riches just awaitin' to be dug out of the ground. But they're not the only ones headin' north. There's whiskey peddlers, snake-oil salesmen, shopkeepers of every stripe as well as gamblers, con-men, and bandits all makin' a beeline for the new boomtown: Deadwood. It's a wide open town where the only rule is "Come out alive and with more money than you came with." The opportunities are there, on both sides of the law. Which one will you choose Pardner? [for Western Hero]
The Secret War
London, June 1938. A shadow detaches itself from a darkened building a few hundred feet down the street and flits quietly across to merge with the deeper shadows beyond. One man between you and the completion of your assignment. No, not a man, an obstacle to be overcome. You steel yourself for the inevitable confrontation. Two blocks of nervous anticipation later, your assailant comes for you. Light glints off the razor-edged blade of a stiletto as it slices for your jugular. You sidestep quickly, receiving but a knick on the chin from the blade, and with a stiff-fingered karate blow to his wrist you succeed in disarming him. As the stiletto clatters to the pavement your opponent utters a filthy curse in guttural German, and kicks sharply at your abdomen. The blow is expert and slams up against the side of a building. You recover in time to see the German Agent snatch up the fallen knife; his arm cocks back to throw. With a flick of your wrist the .25 caliber Beretta Bantam up your left sleeve slides into your hand. The crack of the weapon is deafening in the still night air as a small red hole appears in the German's forehead… In the world of spies life is cheap, and death comes quickly. [for Justice Inc.]
Survive and Succeed!
Imperial Space, near the Triangle, 2280. There are two kinds of people in the Klingon Empire - those who succeed, and those who die. You have done well thus far - posted to a fine vessel as part of the Imperial Klingon Expeditionary Forces - but tomorrow is always another day. A new day bringing new danger, new challenges, and new opportunities for Glory! A toast for the game begins anew. "To the Komerex Zha, the Perpetual Game, and all the players in it!!!" [for Star Trek: The Role Playing Game - Klingons]
Against the Fall of Darkness
Hudson City, 1993. Some Heroes fly above the streets dealing with menaces that the common man can barely comprehend. But in their roles as Guardians of the planet they often overlook the everyday crime in the streets. Murder, rape, robbery, narcotics, organized crime and a host of others are left for a monstrously overworked police force. But you are another breed of hero. You stand on the city streets to battle a menace all the more insidious for it's familiarity. There is no fanfare in this fight. Indeed the Press hounds you, the police hunt you and you are derided as a vigilante no better than the criminals you fight. So be it, this isn't a popularity contest, it's a war. A war against the forces of darkness, a cancerous mass draped across the throat of this city, slowly strangling any decency and justice. The human beasts are trying to plunge mankind into darkness. It's up to you to get out there and stop it! [for Dark Champions: The Animated Series]
Lock and Load
France, 1944. Awright, boys. This is it! The Big One, WWII. We've made it off the beaches at Omaha, and wasn't that a bitch, and we're rolling through France. But don't nobody get no ideas, it's a long friggin way t' Berlin. A lot of us won't be going home, but we knew that comin in, right? So we go in and blast the Nazi sons of bitches out where ever they are. It'll be rough. One fire mission after another. But we all know the alternative; those little Hun bastards'll be marchin' through Main Street if we don't stop 'em. So saddle up! And quit yer bellyachin'! Don't cha know there's a friggin' war on!! [for Behind Enemy Lines or GURPS: World War Two]
At Rapier's Point
Paris, 1624. Bonjour, mes Amis. I have heard that in the East they have a saying: "May you live in interesting times". Well the times are very interesting indeed, non? We are ruled by a young King of but 23 years, while the wily Richelieu manipulates events from behind the throne. There are some who fear that he will kill Louis and seize the Throne for himself. Perhaps they are right. It will be up to us to prevent that. The Black Musketeers have always stood by the King. But at the same time we can not simply run the Cardinal through. First, he may be innocent of the charges leveled against him. Second, he is too useful to France to simply kill. And third, his supporters, of which there are many, would plunge La Belle France into Civil War. Thus must intrigue be the order of the day, a game at which the Noble Cardinal is a Grandmaster. Mais oui, interesting times indeed. [for Flashing Blades]
Let Freedom Ring
Theoretical Science Foundation Headquarters, Los Angeles, 1951. Ladies and Gentlemen, the Organization that you are about to become a part of is considered by most to be a collection of crackpots squandering a fortune away on half-baked theories, and investigations that are better suited to a Hollywood fantasy than a true Scientific Society. It is an image that we go to considerable lengths to maintain. If the people knew the truth about our work it would terrify them beyond words. You see we know the true history of this planet we call home. The forces that have shaped it, and continue to do so. We know what threats this world is facing, and let me assure you here and now that the Red Menace is the least of our worries. The few high officials of our government who are aware of our work are aiding us to the best of their ability. However as the enemy has infiltrated that government we dare not join forces completely. Your job will be to investigate any phenomena that are considered to be unusual. You will be formed into one of our investigation teams. And I assure you there will be plenty for you to do. [Atomic Horror for GURPS or the HERO System]
Stalag Luft C XIII, 4 kilometers south of Osnabrück, Germany, January 1943. The Colonel could still remember the day the Brass had pitched the idea at him three months ago. At first he had joked that it was six months too early for April Fools. Nobody laughed. Nobody even cracked a smile. They were serious. MI-6's top deep cover agent in Lower Saxony had discovered an old abandoned iron mine beneath a POW camp. The ore had played out long ago and the mine hadn't been worked in over three hundred years, the entrance was overgrown and partly collapsed, no one even knew it was there. It was the perfect base for an intelligence/underground/sabotage operation. And being prisoners in the camp was a perfect cover. It had taken some work to get the right people in the right jobs but they'd managed it. Von Kleinmann was career Air Force but vain, gullible, and not especially bright; he was also a decent man at heart and hated the Nazis though he was too terrified of them to show it. Getting him assigned as Camp Kommandant hadn't been too difficult. Then there had been the Sergeant of the Guard. That had been the agent's choice. She knew a grandfatherly old World War One retread named Schmidt who would do perfectly. Schmidt preferred things nice and quiet and was perfectly willing to look the other way to keep them that way. He also harbored a secret hatred of the Nazis for closing down his little toy shop and calling him back into uniform again. Then there was the MI-6 agent, she was a stunner, smart as a whip and able to wrap any kraut around her little finger in minutes. She was Von Kleinmann's secretary and had arranged to have the Colonel and his team transferred to C XIII after their capture two months ago. Now the mine's tunnels were outfitted, exits and entrances carefully camoflaged, radio set up, printing press ready to give them any false papers they needed, photo lab in place, German uniforms fitted for everyone and ready for use. Just yesterday the Colonel had reported to London that they were ready to go into action. Now the moment had come. The radioman held out a sheet of paper, "Orders from London, Colonel." [for GURPS: World War Two or the HERO System]
A Star to Steer Her By
Avalon, Anglican Star Kingdom, 13th century Post Diaspora "The Star Kingdom will always have enemies, Captain. Only the vanquished know peace." The bosun's call is lost in the hum of the power plants as Her Majesty's Cruiser Undine breaks orbit and sets her hypersails for Deleri Space ... beyond the Delta Rift. The year is 3784 and this is your first command since the war in the Karibee Cluster. Your orders are sealed, but you know your duty well: forge a fighting crew from green, starry-eyed youngsters and hard-bitten spacers, fight through the space of the barbaric Ma' Jho' hot, and sail for distant sectors where starships and rail-guns will decide the course of empires. [for the HERO System and Full Thrust]
Beneath the Green Star
On a distant world a powerful wizard summons a hero who will lead an enslaved people to freedom. Snatched from his comfortable life an ordinary man finds the hero in himself in the fight against the evil Empress Zandara and her barbaric Kanid warriors, becoming a Warrior-born in the cause of freedom under an alien star. [for the HERO System]
Los Angeles, California, June 1967 The Summer of Love The times they are a changing, or maybe not. The name's not important, but if you have to have one I guess you can just call me Sam. I'm a licenced private detective. You don't get rich in this racket. Sometimes you get beat up or shot at, or tossed in the slammer. Once in a while you get dead. Every other week you decide to give it up for some sensible occupation. Then the door opens and in walks a new face with a new problem and a small bit of money. Come in, Trouble, what can I do for you? [for GURPS: Mysteries or the HERO System]
It sounds like fun, but I've never known anybody who played so I have never gotten to try it out. As a kid I had a buttload of Star Wars: The Roleplaying Game books, but I never played it. I just liked to look at the pictures.
In the 80's and 90's I played in a hybrid AD&D 1st/2nd edition + Iron Crown's Arms Law, Claw Law & Spell Law.
For the most part we had the same group of guys over that period, plus or minus a few.
Or at least play with Cousin Tyrell so he can bring "Kanye" the giant along for some adventures and Alizé.
Am an old-school RP Gamer. Started in the last few years of secondary school with D&D, Traveller, Call of Cthulhu, FASA Star Trek and West End's Star Wars. Also played Twilight 2000 and 2300AD, and GURPS.
Have the Adventures in Time and Space Doctor Who RPG. Also have recently picked up the Fantasy Flight "End of the world" series of books.
I was disappointed that the two attempts to bring out Star Trek RPGs since FASA have failed, though there is supposed to be another coming soon.
I was an avid RPG gamer up until my late 20s, mostly Shadowrun (had even some very hard to get and highly sought after sourcebooks) and the occasional small print german apocalyptic RPGs.
Best part about the hobby was the community back then.. the Internet just gotten ahold in the private area and the company that published Shadowrun and a few other RPGs had a chat room where we all congregated daily with all the drama life offered. There were relationship dramas, jealousy, fights, discussions and friendships were formed that even though you only saw each other every few weeks or even months you were still in contact on a near daily basis.
The other part that i fondly remember was my local gaming group.. every 2-3 weeks we'd meet at the weekend for a day of gaming including junk food, dice, character sheets and books everywhere and just had fun.. good times.
I've been an avid gamer since the early 80s. Still going strong, too, though it's moved from tabletops to virtual table tops (namely Fantasy Grounds) or message forums. I have a great group of old friends who still try to get together every week on FG, though we have to skip quite a few sessions because Real Life is such a PITA.
Cool. I didn't realize people were still responding until I saw Kahless' quote.
This sounds interesting! I've never played a
Trois Mousquetaires themed RPG.
Flashing Blades is an old game, but a very good one. Well worth getting a hold of .
Thanks for the link. Definitely interesting! Should be fun to create a Capitán Alatriste adventure ot two.
Here's another one that worked out fairly well
Campaign Universe and Ground Rules
General Description: The Merchant Space Vessel Gyrfalcon is discovered drifting in space. The computer data banks are empty as is the cargo hold. The crew has vanished, although faint traces of a fight can be found aboard. The Player Characters are the heirs of the crew and as the ship was owned by the entire crew jointly, they now own the vessel. But what happened aboard the Gyrfalcon and if the crew is dead as the Patrol believes then where are the bodies? And if it was Pirates then why wasn't the ship taken, or at least stripped for parts? And why was the Data bank drained? For that matter what was the Gyrfalcon carrying that was so important?
Known alien races: Blarads (Ursoids), Rau'woof (Canines), MekPurr (Felines), Irsol (Humaniods), Whistlers (Avians), Hissss'ist (Saurians), the Bugs (Insectiods), plus minor racial types such as Pithecines and several varient Humaniod types.
Home World: Brittania ( Procyon IV )
Affiliation: Terran Union, full member
Terran Union - A federation of worlds governed according to democratic principles.
Rim Worlds Confederacy - A loose association of independant worlds.
Azuriach Imperium - A racist human empire dedicated to conquest.
Mercantile League - A mercantile society dedicated to free trade.
Blarad StarKingdom - A feudal empire dedicated to loyalty and honor.
Lords of the MekPurr - A feudal society based on clan loyalty and expansion.
Galactic Peoples Republic - A socialist empire dedicated to marxism.
The Bugs - A hive society of unknown goals.
Irsol StarCities - A society of scientific wanderers.
Rau'woof Republics - An association of democractic worlds.
Avaan Oligarchy - A small nation of unclear goals.
Invincible Realm of Hissss'Tah - A hegemony devoted to communism.
Trojan Empire - A small beligerent nation of arrogant racists.
Level of Technology: Within the Terran Union most worlds are at Tech 9 however the newer colonies may evidence a lower level of development though never below Tech 6 and rarely below Tech 7.The other StarNations have achieved at least Tech 7 and most are Tech 8 or 9.
Communications: FTL radios offer instantaneous communication but are quite limited in range with a maximum of about 5 light years for the big planetside transmitters and 1 light year for the best shipmounted systems.
Starship Speeds: Big warships average about 18.5 LY per day, while the small FTL Scouts can reach a maximum of 55. Most civilian vessels average about 20.
Shipboard Combat: Most ranged combat is done with pistols or occassionally carbines, heavier weapons rarely come into play in the short, twisting corridors of a starship. Once they are within hand-to-hand range most combatants switch to bladed weapons, this is a holdover from the days when all fighting was bladed out of fear of explosive decompression, although starship hulls are now quite strong enough to withstand even the heaviest hand weapons the tradition remains.
Timeline of Key Events
2051--- The first practical Nuclear-powered Reaction Drive is developed. Monatomic Hydrogen propellant gives an exhaust speed of 18 miles per second, and .01 G acceleration rates.
2055--- Dr. Richard Sanderson develops the first Xenon Nuclear Damper Shield.
2059--- Following the 'Wet-Firecracker War' the United Planet government is formed on Earth.
2075--- The Markheim-Hasagawa Trans-Gravitic Interphased Sub-Light Anomaly Drive ( or TISA Drive ) is developed from the examination of a severely mauled Bug Stardestroyer discovered 14 years earlier.This allows constant acceleration at up to .5 LS per minute per minute (pmpm).
2078--- The first L-5 city is completed.
2079--- The colonization of the OutPlanets begins.
2086--- Lasers replace slugthrowers as the primary weapon system used by humanity.
2098--- Ortega, Blackwell, and Charenkov develop the Hyperdrive. Initial speed is .013 light years per day, but this increases dramatically in short order, reaching 3.26 light years per day by the turn of the century.
2107--- The first 100,000 t. Pathfinder arrives at Alpha Centauri.
2109--- The Ganymede Terraforming Project is successful.
2114--- The Pure Earthers gain a majority in the UP Assembly.
2115--- The Exodus begins as the Hyperdrive provides escape from the rigid, small-minded policies of the Pure Earthers.
2148--- Sulu, West, and Wildstar develop the NovaGun from Forerunner artifacts discovered on Algol V.
2162--- West refines the NovaGun into the Blaster.
2170--- The Freedom Jump allows over 20 million people to escape from the Pure Earth Tyranny to the distant North American Nebula over an 11 year period.
2186--- As conditions on the colonies worsen, and the Pure Earth policies become more and more unjust, the Colonies revolt overthrowing their Terran Governors and forming the High Republic.
2187--- Terra is forced to sign the Treaty of Tycho recognizing the soveriegnty of the High Republic.
2189--- Scott and Sheridan develop the first Fusion Reactor. Hyperdrive speeds reach 25 light years per day, and TISA Drive accelleration rates reach 3 LS pmpm.
2190--- The Mercantilist Dispersion begins.
2192--- The Azuriach Common Market of Worlds (ACM) is formed in the Deneb Sector.
2209--- The Galactic Peoples Republic (GPR) is formed by SovWorld dissedents.
2215--- The Pure Earth government collapses setting the stage for the rise of the Covenantists.
2235--- The Imperial Party begins to gain power within the High Republic.
2240--- The Galactic Union of the High Republic is formed by the Imperial Party.
2245--- The League of Free Mercantile Planets is formed in the Antares Sector.
2248--- The 1st Interstellar War ( Galactic Union vs GPR ) begins, within 7 years the Mercantile League is drawn into the conflict.
2260--- Richard Ower rises to power in the ACM, the Azuriach Imperium is formed.
2265--- The 1st Interstellar War ends as the Bug raids force the the Union, GPR, and League to unite against the insectiods.
2268--- The First Bug Raid ends.
2273--- Riker and Nelson develop the MegaBolt Carronade for use against the Bugs.
2279--- The 2nd Interstellar War ( GPR vs Azuriachs ) begins, it ends 5 years later with a small Azuriach victory.
2286--- The 3rd Interstellar War ( Azuriachs vs the canine Rau'aarlu ) begins.
2303--- Fleet Admiral J.L. Picard's 275th Heavy Task Force destroys the Rau'aarlu home world with a PlanetBuster missile, breaking the back of the canine military.
2304--- The Second Bug Raid begins, it lasts untill 2319.
2305--- The 3rd Interstellar War ends with the Azuriachs complete conquest of the Deneb Sector.
2313--- Robinson, LaForge, and Zarkov develop the Anti-Matter Powerplant. Hyperdrive speeds reach 50+ light years per day, TISA Drive accelleration rate reaches 6 LS pmpm.
2325--- The Terran Union is formed according to the Principles of the Covenant.
--- A Terran explorer under the command of CruiserCaptain B.L. Sisko makes contact with a group of lost colonies in the North American Nebula.
2326--- Fearing attack from the Pure Earthers the lost colonies form the Rim Worlds Confederacy. It is some years before they learn of the sweeping changes the last 150 years have brought on Humanity.
2331--- The Third Bug Raid begins.
2349--- The Azuriach Imperium lays down the first of the million ton Imperial Battlestars. Following severe maulings in the 4th Interstellar War, the Terran Union counters with the even more massive Concordat Battlestars in 2335.
2360--- The Third Bug Raid ends.
2362--- The 4th Interstellar War ( GPR vs Azuriachs ) begins, within four years the Terran Union and the Rauwoof Republics are dragged into the conflict, then the MekPurr in 2378. The war ends inconclusively in 2381.
2388--- Garibaldi, O'Brien, and MacLeod develop the variable effect Plasma Gun. It is adopted by Elite units within the Terran Union Starforces.
Separate names with a comma.