Showing posts with label Stars Without Number. Show all posts
Showing posts with label Stars Without Number. Show all posts

Thursday, December 6, 2012

Review: Starships & Spacemen 2e

First of all, I would like to congratulate Dan Proctor for getting Starships & Spacemen 2e (S&S) out in a timely fashion. Of all the various Kickstarter and Indiegogo projects I have had the disposable cash to contribute to, Dan’s is the first to actually show up at my door.


S&S is a loving RPG tribute to Star Trek and all of the sci-fi imitators it spawned. If one has been a regular reader of my blog over the years, you might be surprised that I would spend money on something related to Star Trek. Admittedly, I do not much care for the franchise, especially in its most recent incarnation. As I have grown older and wiser, I have found the foundational principles of the Star Trek Universe to be dangerous, I have found myself deeply offended by episodes of TNG and I never really bothered with either DS9 or Voyager because of the lazy way they went about telling their own stories.

I did, however, grow up around Trekkies and remember with great fondness watching original episodes, the short-lived animated series and the first movies with those Trekkies. Though I never shared their enthusiasm, I did learn to appreciate why they had that enthusiasm. Thus, the idea of divorcing Star Trek from its foundational utopian illusions while capturing the enthusiasm that I grew to appreciate so much really appeals to me — especially when one considers that S&S is part of the Labyrinth Lord line of products with the built-in potential for a mash-up of Star Trek, Mutant Future and a D&D retro-clone.

My initial reaction when I did my first perusal of the rules was mixed. I laughed out loud with glee when I found out that there are rules for playing Red Shirts. That in and of itself makes the purchase of the game worth every penny and I truly hope that I get the opportunity to take full advantage of those rules some day.

However, Dan’s claim that S&S is “fully compatible” with LL is a bit of a stretch. For example, combat uses a mechanic where the goal is to roll below the target number. I assume that this is an homage to S&S’s Fantasy Games Unlimited roots (Villains and Vigilantes uses the same mechanic), but it does necessitate a bit of conversion if that Star Trek/Mutant Future/D&D retro-clone mash-up is to happen anytime soon. I will grant that the conversion is relatively simple, because the percentages of each system is basically the same; however, since every monster in the monster section assumes the roll-low mechanic, such a conversion will take some time upfront in order to reproduce the Armor Class of all those cool new monsters.

Here are some of my thoughts after a more thorough reading of the game:

Characters

Character creation will be very familiar to those who have ever played D&D; however Wisdom has been replaced by Psionic Potential. There is a very cool universal table of bonuses that has four columns. Each column is used in different contexts as detailed with each ability.

When determining a class, characters choose from one of three branches — Military, Scientific, or Technical. Each of these branches has sub-classes (for example, Military has Command, Security and Fire Control subclasses). These sub-classes will offer a secondary skill (more on that later) or other mechanical bonuses. If one eschews a sub-class, the character receives an experience point bonus. One can also choose between being a CO or an NCO. The CO track requires more experience points to advance and has more mechanical bonuses while the NCO track requires less experience for advancement and allows players the joy of being a Red Shirt.

Over-all I think this is a rather clever way of dealing with classes and is a loving homage to Star Trek and its ilk. The one draw-back is that one player in every group has to take the Commander sub-class. The upside is that every party gets to command its own ship regardless of level.

Races

There are eight different races available: Adromedans, Daelans, Dreipeds, Gorrans, Humans, Hykhot, Rigel and Taurans. There are plenty of homages to Star Trek races plus a few extra with built-in racial and political baggage with each in addition to all the various mechanical bonuses one receives. One of the nicest touches is that each race has one of three Metabolisms which determine body chemistry and therefore susceptibility to various diseases etc.

Equipment

Since this is based on Star Trek, which laughably got rid of a money-based economic system, equipment is not based upon how much money a character has, but rather by their branch and rank. In addition, there is an optional rule where a party can have a stash of extra equipment that can be traded out depending upon the needs of a mission.

While I don’t think the origin of this system is very realistic, I do like its elegance and could see it easily justified within the context of a military organization regardless of genre. This is certainly one of the modular rules that I would like to experiment with in other frameworks.

Skill System

As seems inescapable with modern or sci-fi RPGs there is a nascent skill system. It is broken down into three types: Primary, Secondary and Other. Depending on the level of the character each skill type has a target number. Primary starts out at 60%, Secondary at 45% and Other at 30%. If one considers that Combat is one of these skills, that means that Military Branch characters are twice as effective in combat than other Branches. In comparison to LL classes, Military Branch characters are slightly more effective in combat than Fighters overall, but every fantasy class is going to be a better combatant than either a Technical or Science Branch character.

Despite my normal reticence about skill systems, there are two things that I like about this one. Firstly, it is wide-open enough that one could easily see both of the following scenarios play out in the same game session:
Player: Since an object in motion wants to stay in motion, if we apply that to our current situation we should get the outcome we want. Star Master (the S&S version of a GM): Sure. Done.
Player: Captain, if we redirect the shield capacitor to reverse the current in the thrust of the nacelle unit, we should be able to force the door open! Star Master: Okay. Roll versus your science skill (with a bonus if said phrase of technical jargon was performed in a passable Scottish accent).

Secondly, this has potential further applications in other contexts. For example, if one wanted to create a non-Vancian magic system for a fantasy world, this is a potential model for how to proceed. Various classes would combine different skills-groups including combat, divine magic, arcane magic and other non-combat skills. The success or failure of a particular spell would be based upon these skill tables and could be modified by the difficulty of the spell, the number of people trying to cast the spell, the place where the spell is being cast, etc. This is another modular section of this game that I will want to experiment with.

Starship Combat

One of the most frustrating aspects of any sci-fi RPG for me is spaceship combat. There is inevitably one class that is significantly better at it than anyone else, which makes things frustrating for anyone who is not a member of that class. If the party is on one ship (as in S&S) there inevitably won’t be much for everyone to do, since the unit of combat is not the individual character, but the ship. There is also the real possibility of a TPK if said ship is destroyed. This can be made much worse when there is the possibility that there will be players who had no way to control or influence the outcome.

S&S tries to mitigate these failings in two ways. Firstly, all ship actions require Energy Units (EUs). EUs also determine when a ship is destroyed. Thus, combat requires that each ship decide how and when EUs are allocated. This gives an opportunity for every member of a party to have a say in the outcome of a battle. Secondly, starship commanders are required by military doctrine to flee combat when their EU count reaches 25%, and there is a mechanic that allows for this retreat. Thus, the chances of the TPK due to the destruction of the party’s ship is minimized (though not eliminated).

Overall, I must say I like this section of the game. It has a nice tip of the hat to Starfleet Battles without all the complication. It also has all the elegance needed to be a potentially fast and exciting part of the game.

World Creation

This is perhaps the weakest part of the whole book. Dan understandably (and correctly) assumes that most sci-fi games actually suffer from having a pre-generated setting. It often consumes the game and makes the task of the GM too daunting to even try (later versions of Traveller are an excellent example of this). Unfortunately, the reverse is also true. Creating an entire sector of space from scratch is also a daunting task — much more so than a small wilderness map on which is a town and a dungeon.

Although Dan provides an example sector map and a sample adventure there is little else in terms of guidance with which to create your own maps and adventures. Thus, S&S does little to inspire confidence in overcoming such a daunting task.

Perhaps S&S suffers from a comparison with Stars Without Number (SWN) which has an absolutely fantastic system for creating not only entire sectors of space with awesome descriptors which inspire adventure after adventure, but has rules for factions that might exist within that sector of space. Fortunately, SWN has a free version, so it is very possible to simply use SWN’s sector creation system for use in an S&S campaign.

Final Thoughts

I am not 100% satisfied with S&S. As a stand-alone product it does a very good job of emulating a Star Trek-type sci-fi game. While the lack of a world generator is annoying it is far from crippling. I am not a big fan of the roll low mechanic (it is one of the few things that I don’t like about V&V). I don’t know why, but the aesthetics of rolling high just appeal to me more.

The strength of S&S, however, is not as a stand-alone product. Rather, it is another set of modular options within the Labyrinth Lord line of products. The reason that LL remains my favorite of all the various retro-clones out there is that it is designed to be modular. We are free to pick and choose various sections of rules from each of these products to make our own unique home brew without having to house rule. Want a 0e-style elf? You got it. Want mutant plant PCs? You got it. Want an extensive AD&D-like spell list? You got it. Now, with the addition of S&S you have the option of space combat, alien PCs, a robust system for running a military-type campaign and some intriguing possibilities for a simple skill system and a non-Vancian magic system.

Ultimately, it is this modularity that makes S&S such a good product and one that I am very happy to have in my library.

Sunday, September 9, 2012

WH40K Campaign: Abhumans

When I conceived of this WH40K campaign, I mentioned that I would allow abhumans (ogryns and beastmen, for example) as characters. The mechanism by which this could happen is the replicant class from Section 9 of Mutant Future. To that end, I need to define exactly what “mutations” various abhumans have. In addition to the standard ogryn and beastmen, I have also included an abhuman type of my own making to give the Black Reach Sector its own bit of abhuman flavor.

The following table will be used for all abhuman advancement:
Lvl 1: HD 1d8; XP 0; AB 1
Lvl 2: HD 2d8; XP 3,000; AB 1
Lvl 3: HD 3d8; XP 6,000; AB 1
Lvl 4: HD 4d8; XP 12,000; AB 3
Lvl 5: HD 5d8; XP 24,000; AB 3
Lvl 6: HD 6d8; XP 48,000; AB 3
Lvl 7: HD 7d8; XP 96,000; AB 5
Lvl 8: HD 8d8; XP 192,000; AB 5
Lvl 9: HD 9d8; XP 492,000; AB 5
Lvl 10: HD 9d8+2; XP 892,000; AB 7
All abhumans save as warriors of the same level.

Ogryns

Ogryns are described as big, brutish, physically powerful and tough. They are often used by the Imperial Guard as close quarter and shock troops.

Mutations:

Gigantism: Ogryns stall about 3 meters tall. As a result they gain a +1 on damage in HTH combat.
Increased Physical Attribute: Roll (or choose):
1-3 Strength: starting at 3rd level, the ogryn can summon great bursts of strength. Once a day, the ogryn does an additional 3d6 damage in HTH combat. The number of times per day goes up one for every additional 2 levels (thus, at 7th level it can be done 3 times per day).
4-6 Constitution: The ogryn receives an additional hit point per level and a +2 to all saves vs. poison.

Beastmen

These abhumans combine features of both human and animal. Despite their bestial nature, however, they do conform to the genetic standard of what qualifies as an abhuman. In the past, they were used as assault troops by the Imperial Guard, but this practice has been quietly abandoned over fears that beastmen are more prone to fall prey to the temptations of Chaos (despite little evidence that normal humans are any less so).

Mutations:

Aberrant Form: Beastmen normally have horns, which they can use in HTH combat doing 1d6 damage.
Natural Armor: Beastmen are also covered in hide, which give them a natural AC bonus of +3.

Darkmen

These near albino abhumans hail from the feral planet Night in the Black Reach Sector. Once a mining colony, the surface of the planet along with its atmosphere was blasted to ruin in a conflict long forgotten by its inhabitants. The isolated remnant population has managed to adapt and survive far beneath the surface of the planet in honeycombed cave complexes with a society largely based on war. Locally, the Imperial Guard in the Black Reach Sector have recruited Darkmen as special forces.

Mutations:

Ecolocation: Often living in pitch dark, Darkmen have adapted echolocation as means to see. Though they cannot make out fine details, they can make out shapes even incomplete darkness. This adaptation can also be used to increase combat prowess — Darkmen who are able to use their echolocation gain a +2 to hit in combat.
Combat Empathy: This is a low-grade psychic power that allows Darkmen to see what their opponents are about to do in combat before they do it. As a result they gain +1 to hit and +1 to damage in combat. This damage bonus increases by 1 at both 3rd and 5th level.

Thursday, September 6, 2012

WH40K Campaign: Black Reach

As folks who have read this blog for awhile know, I am a big fan of random tables. When used correctly, they can be a catalyst for some seriously cool creativity. Thus, I am very pleased with the way Stars Without Number handles system and planet creation.

A system consists of a 8x10 hex map on which are randomly placed 20+1d10 worlds (well, mostly random — the rules stipulate that you can choose where to place the last 10 or so in order to make sure worlds have access to other worlds in a way that you want). Each world has several characteristics reminiscent of Traveller: Atmosphere, Temperature, Biosphere, Population, Tech Level and Tags. There are two big differences, however. Biosphere refers to how the native life relates to humanity and Tags are a plethora of descriptors that give depth and flavor to the world itself. The rules suggest two for each planet. Further, the descriptions of these Tags come with what are called Complications — what amount to campaign and adventure seeds.

Thus, I gleefully filled out a hex sheet with planets in order to flesh out the Black Reach Sector. The results were challenging — just the way I like them. The dice came up with three hive worlds which could be a stand-in for my version of the sector capital. However, one had a low tech level and another had the tag Xenophiles — hardly appropriate for a world that had just been decimated by an alien (ork) invasion.

This left me with only one candidate: Thick Atmosphere, Warm Temperature, Immiscible Biosphere, Population in the Billions (of course), a TL of 4 (which is Imperial normal), and has the Tags Floating Cities and Tomb World.

This implies that when colonists first arrived at Black Reach, they found an environment that was completely hostile to human beings — the atmosphere was too thick and the local flora and fauna were too toxic for human consumption. Their answer was to build a floating colony suspended in the upper (and therefore thinner) atmosphere where they could create their own (separate) ecosystem. This solution proved to be so wildly successful that the original floating colony grew to be one of many hive cities flying above a planet surface no human would think to set foot upon. As a result, no one realizes that Black Reach is actually a tomb world, where Necrons patiently await for a food source to awaken them from their slumber (and in turn, the Necrons have failed to awaken because the potential smorgasbord of all those hive cities are miles beyond their reach).

All of this also strongly suggests the reason why adventurers are needed on Black Reach. During the fighting of the ork invasion, the mechanism that kept one of the hive cities afloat was heavily damaged. As a result, the city descended onto the surface of the planet somewhat in tact.

Various factions from around the sector have become aware of one of several things that were in the hive city when it crashed to the surface. They are now in great need of expendable resources to descend onto the surface to recover these valuables (can anyone say tent pole megadungeon?)

The upside of this setup is manifold:

  • I can justify a remnant ork population holed up in the hive city.
  • Native flora and fauna can not only be found throughout, but be as wild, alien, surprising and toxic as I want them to be.
  • Resource management becomes critical. The only food available is the food you bring in — even eating foodstuff found inside the city can run the risk of contamination. Filter masks are necessary to avoid having the air become toxic over time. Making sure the ride back home is secure becomes a real concern.
  • The thick atmosphere justifies a constant fog of war — literally. Regardless of light source, line of sight is going to be severely limited.
  • Has the hive city landed near a Necron tomb? Is there enough food that some have arisen from their slumber? If so, will an adventuring party inadvertently give them access to a transport to the billions who live above?
  • Regardless of whether or not an adventuring party ever takes advantage of the Letter of Marque to go world hopping around the sector, this hive city, its denizens and the riches it holds will always be there to fall back on when a party wants a good, creepy and possibly rewarding adventure.

Tuesday, August 28, 2012

Gamer ADD: WH40K Campaign

Grrr… this is what happens when I don't get to play as regularly as I want.

So, despite the fact that life continues to happen (severely limiting the time I have to dedicate this sort of thing) two comments from my last couple of posts have fired my imagination in a way that is extremely difficult for me to ignore (Gamer ADD — an affliction even the best of us suffer from).

Anthony said of this post:
This sounds like a lot of fun, giving space for all sorts of adventures and, if the chests were lost years ago, historical detective work. In fact, this campaign would also work with "modern" games, such as Call of Cthulhu. I'd be very tempted to add "competitors," say after the 2nd or 3rd chest was recovered, to give the party a sense that Bad Things would happen, if the relics were to fall into the wrong hands.
TheMetal1 said of this post:
And...so...What are you waiting for?!! Get this campaign rolling and run it online through Google+ or on a Virtual Table Top like FGII!
Anthony made me realize that the campaign idea I had laid out with lost relics could very easily be applied to the WH40K campaign that TheMetal1 has so enthusiastically demanded that I do. Unfortunately, my gaming budget does not have any room for a $30 .pdf of a rule system I am not even sure I would want to play; however, Sine Nomine’s Stars Without Number has a free edition. Since it is based on a system I am very familiar with (old school D&D) it means that not only will it be easy for me to run such a game, but it is flexible enough to easily accommodate the various peculiarities of the 40K universe.

I occasionally can’t sleep and over the weekend I spent some time perusing the Warhammer 40000 wiki and found myself a planet that could serve very well as a basis for a campaign: Black Reach. There are several reasons why I find this local to be ideal (many of which fall into the category of classic D&D campaign tropes):

  • The system lies in the Ultima Segmentum, which is on the imperial frontier.
  • A bunch of races can be found in the Ultima Segmentum (both friendly and antagonistic). Eldar, Tau, Tyranids, Orcs and Chaos are explicitly named, and there is plenty of room to include Abhumans, Dark Eldar, Necrons and Squats as well as all sorts of unexplained xenoforms.
  • Black Reach is a Hive World — it has giant multi-level cities capable of supporting a population in the billions. It also means that it is the equivalent of a giant megadungeon.
  • Black Reach was also recently decimated by a recent invasion of orcs — the entire northern hemisphere was left in ruin.
  • Despite the fact that the Ultramarines beat back the invading orc horde, (given a little change in tense) there are still pockets of orcs that need to be eliminated by the local population (i.e. adventuring parties).
  • There is a precedent for Space Marine chapters to have relics. The Ultramarines, in particular, have quite a few.
  • The thing that I like best about Black Reach, however, is that all the information I can find about it is this paragraph:
Black Reach is the Imperial Hive World in the Ultima Segmentum fought over by the Ultramarines 2nd Company under Captain Cato Sicarius and the Goff Clan Orks under the Warlord Zanzag following the invasion of Black Reach in 855.M41 by WAAAGH! Zanzag. As an Imperial Hive World, Black Reach's massive hive cities are home to billions of Imperial citizens. Much of the planet's population was slain during WAAAGH! Zanzag, and the northern continent of the world was completely ruined by the intensity of the fighting. After the defeat of Zanzag by the Imperial forces, Black Reach's inhabitants still had to take back the rest of their world from the pockets of surviving Greenskins.
    Other than this, there is no canon that I have to worry about. It doesn’t even appear on any of the maps I have found of the WH40K universe. Given that there are a million planets within Imperial space, that means I have the freedom to create the entire sector of space in which Black Reach is found.
The initial adventure will hold out a carrot to the party — a Letter of Marque, which gives them the freedom and authority to go anywhere within the Black Reach Sector. This will give them a bunch of planets to explore, and provide a reasonable limit on their activities to make life easier for me.

In addition, since Stars Without Number is based on older editions of D&D, I can easily import various classes from D&D and its clones. I expect to have the following:

  • Dwarves as a stand-in for Squats.
  • Halflings as a stand-in for Ratlings.
  • A modified version of Elf (combining Psychic and Warrior) as a stand-in for Eldar.
  • The Replicant class as detailed in Section 9 of Mutant Future as a stand-in for Abhumans (like Beastmen and Ogryns).
  • The Cleric class to represent the prophets of the 41st century Christians, whose turning ability will work against both Chaos and the Necrons.