Showing posts with label The Last Parsec. Show all posts
Showing posts with label The Last Parsec. Show all posts

Monday, May 15, 2017

Leviathan Academy - Course Selection


Go Astro-Gators!


Looking to broaden your horizons?  Interested in pursuing strong academics amidst beautiful vistas?  Excited to study advanced and challenging subjects such as Neural Architecture & Design, Interspecies Poetry, and Zero-G Dance Theory?  Perhaps Leviathan Academy is right for you!  

Leviathan Academy is a JumpCorp sponsored community college located in the uncultural district of downtown Ralston.  Graduates of our prestigious university are guaranteed great paying opportunities* after leaving Leviathan Academy.  Ask any alumni and they'll tell you that their time spent at Leviathan Academy took them right to the perilous edge of excitement!  

So what are you waiting for?  Download the application, send in your genetic material, and plan for an academic adventure like none other... at Leviathan Academy!

*Post-graduate employment guarantee limited to JumpCorp opportunities.  

*     *     *

I've been talking and writing about this mash up for well over a year now.  You take Savage Worlds East Texas University and you transport it across the galaxy into The Last Parsec.  Reskin some of the paranormal to be more like super-science (a la Doctor Who), and toss in a bunch of laceraun (dinosaur) action, and you get Leviathan Academy.  

In my mind this should play out as Firefly meets Community meets Jurassic Park.  

I'm a fairly lazy GM, so I'm not here to show off a bunch of conversions, or additional setting rules.  After setting up a one-shot that I'll be running in a few weeks, I took a look through all of my ETU and TLP stuff and realized that, just like pretty much all Savage Worlds mashups, this would be really easy to do on the fly.  All you need to do is add some species options for starting player characters, and reskin the extra-curricular activities.  

But we need to do something about those majors... 

Rather than taking on this work myself, I turned to the Official Savage Worlds Facebook Group and asked for suggestions so that we could create a list of Majors for Leviathan University.  Those cooked up by the wonderful members of that group got extra credit!

Leviathan Academy Majors*

*Approved for JumpCorp's Employment Guarantee Policy

  • Alien Influence on Current Writing (Brandon Lee)
  • Ancient Xenopology
  • Applied Ethics (William Huet)
  • Applied Nanotechnology (Steven Vande Vyvere)
  • Astrosports Medicine
  • Business
    • Megacorporate Accounting
    • Megacorporate Administration
    • Megacorporate Economics
  • Colonial Architecture
  • Colonial Home Economics (John Pyrich)
  • Computer Science
    • AR (Augmented Reality)
    • Neutral Architecture and Design (Mike Walser)
    • Positron Matrix Architecture (Steven Vande Vyvere)
    • VR (Virtual Reality)
  • Deep Space Psychology (Brandon Lee)
  • Galactic History (Mike Szczepaniak)
  • Engineering
    • Cryogenics
    • Cybernetics (William Huet)
    • Genetic (William Huet)
    • Exo-planetary (William Huet)
    • FTL
    • Advanced Robotics (William Huet)
    • Synthetic Organisms (John Pyrich)
  • Human/Xeno Resources (John Pyrich)
  • Humanism (William Huet)
  • Interstellar HVAC
  • Interspecies Art Theory
  • Interspecies Poetry (Preston DuBuse)
  • Interspecies Relations (Steven Vande Vyvere)
  • JumpCorp Studies
  • Offworld Agriculture 
  • Physics
    • Applied Wormhole (Mike Szczepaniak)
    • Quantum Mechanics (Brandon Lee)
  • Planetary Exploration (William Huet)
  • Pre-Law
    • Cultural Comparisons in Criminal Justice (William Huet)
    • Megacorporate Law (David Howard)
    • Intergalactic Law & Litigation (William Huet)
  • Pre-Med
    • Inorganic Biology (Jon Fermin)
    • Xenomedicine (Roger Gray)
  • Quantum Decorating (Mike Walser)
  • Stellar Cartography (Jim Snider)
  • Synthetic Organism Sociology 
  • Terramorphic Ecology (Mike Szczepaniak)
  • Terraforming (William Huet)
  • Transhuman Philosophy (Mike Szczepaniak)
  • Xenoarchaeology (Brandon Lee)
  • Xenomorphic Biology (Martin Tucker)
  • Xenotheology
  • Xeno Linguistics
  • Zero-G Culinary Arts
  • Zero-G Dance Theory (Roger Gray)

Wait, not enough?  What am I missing?  If you can think up more, send them my way and I'll be sure to add them to my list.

Go Astro-Gators!  

Friday, December 30, 2016

Adventure Review - The Last Parsec: Pranac Pursuit


A Bit of Everything

 
The Last Parsec is not only on my short list of favorite Savage Worlds settings, but of all the settings I own.  As a proud Kickstarter backer of The Last Parsec I received a hefty bounty of rewards.  My shelves and hard drive are full of sourcebooks, adventures, pre-gens, figure flats, and deck plans, all just begging to be played.  As of this past week, after reading Scientorium, I've officially read through each and every TLP product. 
 
So... what's to love?  For me it's the openness and modularity that The Last Parsec provides.  Other campaign settings may offer more detailed backgrounds and complicated backstories.  Dip into familiar space opera games, such as those based on Star Wars, Firefly, or Star Trek, and game masters face seemingly insurmountable volumes of canon material.  While I sometimes enjoy dipping into these sources, I prefer settings that leave me room to play.  
 
This is exactly what The Last Parsec does so incredibly right.  Each of the three initial sourcebooks, Eris Beta V, Scientorium, and Leviathan, provide a single place of interest that can be plopped down in just about any ongoing Savage Worlds sci-fi campaign.  If you have all three, you get a bit of everything.  A star system, an ancient space station, a "dinosaur" planet. The Last Parsec: Core provides material and inspiration to aid GM's in building ongoing campaigns outside of the original settings sourcebooks, while leaving wide open spaces for their own original material. 
 
With all that said, Pranac Pursuit, a complete twenty-three page adventure by Sterling Hershey, just happens to encapsulate everything I adore about The Last Parsec in one single adventure.  It's a bit of everything, with plenty of room to insert your own plots, concepts, and complications. 
 
Last night I had the opportunity to play Pranac Pursuit with some of my friends.  Here are my thoughts...
 

Using the "Aces & Eights" deckplan from the Serenity RPG

Away Team

 
SPOILER WARNING!  If you have even an inkling that your GM is going to run this adventure for you, it's best that you don't read ahead. 
 
Adventure Overview
 
In Pranac Pursuit the player characters work for an interstellar exploratory organization known as JumpCorp.  After a fellow crew and their vessel (the Distant Light) go missing in the Pranac system, the PC's are sent on a search and rescue mission.   They discover the missing JumpCorp craft in an unstable orbit around the planet Pranac IV, suffering from a bizarre power-flux that threatened the life support of the craft.  This forced the crew to abandon ship and crash land on the planet.
 
The missing JumpCorp team are found to be assisting a primitive alien race with their own dilemma.  The native villagers, known as the "Jalur", practically worship a piece of alien technology (a probe), that had been damaged during a raid by a competing tribe.  But when the probe senses the technology of the approaching PC's, it takes off, dragging the missing crew into the sky and towards a nearby mother ship. 
 
The PC's may then explore the local region, discover other pieces of technology as clues, encounter other Jalur tribes, and find clues that will lead back to the alien mother ship.  Once found, the PC's must either disable or destroy the rogue AI keeping the missing JumpCorp team hostage. 
 
As a final added complication, once everyone is off Pranac IV and the missing crew is back on the Distant Light, the PC's must deal with the fact that the "power-flux" affecting the vessel is a sentient electrical organism that seeks freedom. 
 
Tone
 
For groups that may not typically play science fiction games, Pranac Pursuit allows a GM and their players to experience several common tropes all in one adventure.  A search and rescue mission requiring starship piloting and space walking.  First contact with a neutral yet primitive alien species.  Exploration of a strange new world.  Combating an advanced alien artificial intelligence.  Such a terrific variety of possible scenes. 
 
I should point out that Pranac Pursuit feels a lot like a good Star Trek episode.  The overall theme is one of exploration and discovery.  While there are opportunities for physical conflict, they are rare and often unnecessary.  Conceivably, the entire adventure can be completed without the PC's firing  even a single shot.  It's important to point this out, because this adventure may not be for everyone.  If your group of players prefer to shoot first and ask questions later, this may not be their kind of mission. 
 
That said, it wouldn't be hard to reconfigure the adventure for the latter kind of group.  Making the Jalur more militaristic and armed, or adding terrible natural defenses could completely change the tone for the "rescue".  Page 18 of the adventure offers Encounters in the Rulwan that take place while exploring the planet's surface.  Should your group lean towards fight over flight, refrain from choosing these at random.  Playing up the Molil raiders (rival Jalur) as villains could sate your friends' bloodlust.
 
Adventure Length
 
I tried running this adventure in a four hour period, that was somewhat crunched by everyone eating dinner for the first hour while picking characters from amongst The Last Parsec Archetypes pre-gens.  Until we experienced our TPK (total party kill... we'll get to that later), I was figuring that we'd have to skip the entire sequence where the PC's explore the region.  We would've jumped straight to the mother ship.  Pranac Pursuit allows for this kind of flexibility.
 
On the other hand, Pranac Pursuit could easily turn into a three or four session long mini-campaign, especially if the GM expounds on the exploration of the planet Pranac IV. Other probes could be tossed in, some potentially dangerous, as well as tribal politics could make for some interesting storytelling. 
 
Parting Thoughts
 
I thoroughly enjoyed reading this adventure, and thinking about all the opportunities provided within.  In less than four hours we barely scratched the surface and the experience felt a bit rushed, albeit with an abrupt ending when the game went off the rails during the interaction at the Jalur village.  When I run this adventure again (which is inevitable, because it deserves a full play through) I'll be aiming for an eight hour window. Perhaps run the game over two or three sessions.
 
Now that I've covered how this all should've played out, let's chat about how it actually turned out at the table...
 

Poorly drawn GM diagrams

 

A Brief Recap

 
Our team of JumpCorp operatives consisted of the following:
 
  • Farrah Shipkicker, the Human Teamleader, played by my wife Jen
  • Jody Moonstar, the Serran Psychic, played by Frank
  • Cubb, the Human Scout, played by Jeremy
  • Chuklani-Gan, the Aurax Security Officer, played by Andy
  • Earwin Wigg, the Deader Science Officer, played by Emily
  • Kiff, the Kalian Pilot, played by Robert
 
For the first part of the adventure everything was going well.  The team found the Distant Light disabled, but managed to tow it into a higher orbit and learn about the whereabouts of the missing JumpCorp team.  They flew down to the surface of Pranac IV, did some investigation, and eventually discovered the Jalur village of Craa.

This is where things went terribly wrong.
 
When the alien probe took off, dragging one of the missing crewmembers (Janet) with it, Kiff borrowed Chuklani-Gan's gyro-jet rifle and took a shot.  Both of Robert's attack and damage rolls exploded, and there was no way that the probe was still flying.  So it crashed, killing Janet. 
 
The Jalur were pretty mad about this, as was Captain Wu, Janet's teammate.  The Jalur wanted their metal sage back, and the PC's decided to find another one.  Frank had to leave the game early, so he had his character Jody Moonstar stay behind as a hostage while the team went looking for another alien probe. 
 
Jeremy got the idea of using a portable 3D printer to create another version of the alien probe, but the team would have to get a closer look at the crash site for this to work.  When they arrived, they found Janet's body crushed. 
 
With Frank, the group's "voice of reason" gone, the entire party started shifting towards the bloodlust of our new player Robert.  A D&D player who loves barbarians, anti-bards (???) and chaotic evil paladins (is that possible nowadays), Robert may have been a bad example.  My wife Jen's character, Farrah, started taunting Captain Wu, making fun of the fact that his teammate was dead.  This may have been the red wine talking.
 
Eventually Captain Wu began to fear the PC's, so he ran back towards the village.  So the PC's chased him down and killed him.  Of course this all happened about five-hundred feet from the Jalur village, so they sent all of their warriors (about 100 or so, armed with lances and crossbows), into battle. 
 
I didn't even let the PC's make any rolls, as there was no chance they could survive.  I announced their deaths, and the failure of their JumpCorp mission.
 
Better luck next time? 
 
*     *     *
 
 
So... what went wrong?
 
It definitely wasn't the adventure.  Pranac Pursuit is superbly written, well plotted out, with plenty of room for GM's to add their own thoughts and ideas.  Going into the adventure, I let my players know that we were going to playing an adventure based on discovery and exploration, rather than killing and looting.  I made the assumption that everyone was on board with this plan.  Even when Robert announced that the only other RPG he had played was "D&D", I didn't take that as he wanted to play The Last Parsec like it was D&D. 
 
Oops.
 
The other aspect that set us off course was the time.  We had less than an hour left in our game when the team arrived in the village.  There was a lot of time spent dealing with the ships in space and at the crash site.  By trying to rush the game at the end the players stopped asking clarifying questions about what was happening in the game.  My fault.
 
But in the end, we all had a great time, and that's really all that matters.  So many memories from such a crazy evening... perhaps more than we would've had with a more successful mission.  


Jen's character complete with super high boots
 

Sunday, January 3, 2016

Cygnus Adrift - A Savage Worlds: The Last Parsec Adventure


Cygnus Adrift - An Adventure in Random Space


Happy New Year!  

This particular game session was very special for several reasons:


  1. It's my first role-playing game session of 2016.
  2. We got to celebrate the New Year with the Norwin Game Knights.
  3. I got to play The Last Parsec, which is probably in the lead right now for my favorite Savage Worlds setting of all time!  


After announcing our New Years gaming celebration, I started thinking about what RPG I was going to run.  I needed something that I could pull off in 2-3 hours.  I wanted something that could be very visually appealing, as we would be playing in a public place: the Norwin Public Library.  But I also wanted science fiction, and space ships, and aliens, and airlocks.

Although we are right in middle of a Season of Star Wars, and I loved The Force Awakens, Star Wars never scratches my true science-fiction itch.  Between the easy space travel, weird tech level (Droids don't have WiFi!), and the Force, Star Wars seems too much like science fantasy for me.  When I'm craving science fiction, I tend to gravitate towards Firefly, Riddick, and Mass Effect, with a hint of Guardians of the Galaxy…

… that just happens to be my description of The Last Parsec!

This wouldn't be the first time I cracked open this Savage Worlds sci-fi setting at a Norwin Game Knights event.  Last summer I playtested my Gen Con Last Parsec adventure featuring the world of Leviathan.  While tempted to return to one of the worlds in the plot point campaign books, I wanted to come up with an adventure on my own…

… but I was short on time.

Fortunately The Last Parsec: Core was part of my haul at Gen Con 2015!

As well as including all kinds of great campaign source material for your Jumpcorp operatives, The Last Parsec: Core also has a sweet little Adventure Generator!  The last time  I used an adventure generator for Savage Worlds, the one featured in East Texas University, I cooked up "Someone Banish Grandma", an adventure that I never would've thought up on my own.  

You'll soon find out that the generator in The Last Parsec: Core doesn't disappoint!  

To add some additional flavor, I also drew from the World Maker in the Science Fiction Companion.  

Remember when I mentioned that I wanted something "visual" for this session?  0-hr Art & Technology had me covered!  I printed out a full deck plan for the Cygnus, a large exploration vessel that could work in just about any sci-fi setting that involves spaceships.  Heck, given the "saucer/nacelle" look, you could use it as a scout craft in a Star Trek campaign.  

Before I go into my typical adventure summary, let's look at how I included the random tables.


Adventure Generation Basics


The Last Parsec Adventure Generator can be found in Chapter Five of the core book.  Included are eight random tables, powered by d12's, d20's, d100's, and a regular deck of playing cards.  Once the game master is ready to start rolling they follow this order:

  • Objective
  • Focus
  • Conflict
  • Other Elements
Objective gets its own table, while Focus, Conflict, and Other Elements share from these options:

  • Obstacle
  • Nonplayer Characters
  • Fortune
  • Enemies
  • Complications
  • Unique Phenomena
The last table included in the Adventure Generator is a Random Xenos Table, just in case you need to add a few more aliens to your adventure.

The World Maker in the Science Fiction Companion can be found on page 63.  Ten random tables that can populate an empty solar system in just a few mere minutes:

  • Planetary Gravity
  • Dominant Terrain
  • Atmosphere
  • Population Density
  • Dominant Government
  • Dominant Law
  • Customs
  • Group (Connected to the Customs)
  • Technology Level
  • Spaceport


Adventure Generation Results


From the Adventure Generator in The Last Parsec Corebook I got the following results:
  • Objective:  13, Diplomacy
  • Focus:  Ace of Hearts, Noneplayer Characters, News Crew
  • Conflict:  5 of Clubs, Obstacle, Quarantine 
  • Other Elements:
    • 6 of Diamonds, Fortune, Power Armor
    • Red Joker, Unique Phenomena, Celebrity

From the beginning of this process I intended the adventure to take place entirely in space.  Perhaps if this were part of a larger campaign I'd start the Jumpcorp team on a planet's surface, but with limited time we needed to start at the scene.  Still, I wanted to root the adventure in a planet… 

… as well as an excuse to use the World Maker from the Science Fiction Companion!

Here were the results of those rolls:

  • Planetary Gravity:  Low Gravity
  • Dominant Terrain:  Desert
  • Atmosphere:  Dense
  • Population Density:  Below Average
  • Dominant Government:  Feudal
  • Dominant Law:  Lenient Law
  • Customs:  Specific Adulthood Rites
  • Group:  Priests
  • Technology Level:  21st Century Earth
  • Spaceport:  Basic Space Port



Transformation


So, now to put this all into an adventure…

The planet Banav is under a strict quarantine, and Jumpcorp has been contracted to help the fractured and disorganized local lords restrict off-world travel.  Over sixty separate nations dot the small desert globe, each ruled by a chief that cannot stand any of their neighboring chiefs.  While the plague only seems to affect the Ban species, no one in the Known Worlds wants to risk an interplanetary pandemic.  

Banav has one basic space port operated by Jumpcorp, so only a single vessel has been necessary to maintain the quarantine: the Cygnus.  The first vessel of her name, the Cygnus was recently refurbished by Jumpcorp.  The Cygnus' primary mission to Banav was to be one of diplomacy, bringing technology and needed medicines to the Ugavi tribe as payment for the establishment of the small star port.  But as the outbreak of Thiptin's Scourge became more aggressive, the vessel remained on the planet, offering support where it could.  

Unfortunately for the famous Intergalactic News Network reporter Lana LaRaana, she's been  stuck on the Cygnus for several months now, first sent to cover the Jumpcorp star port opening, and then to cover the quarantine.  She was supposed to be going home soon… until a feisty Ban decide to stir the pot.  

Strivel, a Ban rebel, has been a vocal supporter of various peoples' movements in the Ugavi tribe.  He sees Thiptin's Scourge as an excuse to force the lowest classes of Ban society even lower, thus making them dependent on their many chieftains and lords.  But Strivel has a plan!

Rather than waste his life on Banav, and possibly die from Tiptin's Scourge, the Ban extremist wants to put his off world education to use.  He intends on stealing the Cygnus and taking it high into orbit and then off into the stars.  Most of the Cygnus' crew operates within the star port when the ship is planet side…

… leaving Strivel alone with a few security guards, and a very famous news reporter and her camera operator.  


Ban (New Species)


The ban are a small, rodent-like species native to the desert world of Banav.  Averaging just over a meter in height, ban have a tough, wrinkled pink/orange skin with patchy grey hair covering their body.  Ban evolved from colonies of subterranean dwelling creatures.  After learning to grow and farm various edible fungi and molds, and raise large beetles as livestock, the ban tribes created underground villages and towns.  The most wealthy beetle farmers in these villages would become the first feudal lords of a civilization that would last millennia.  

When Jumpcorp made first contact with the ban, they encountered a world much like Earth in the 20th century.  A few tribes enjoyed modern technology, while many were still medieval.  Unfortunately, most ban lords refused to share their technological advancements with other tribes.   

Traits:
  • Burrowing (1)
  • Immune to Disease (1)
  • Keen Sense of Smell (1)
  • Small (-1)

Strival


We have a new species for the adventure's primary adversary, so now it's time to put some stats together.  While educated off world, I kept Strival as a novice level non-player character with no advancements.  Since he got his hands on the Cygnus' one suit of Power Armor (provided with the "Fortune" roll on the Adventure Generator table), I factored those into the stats.  
  • Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
  • Fighting d6, Repair d8, Notice d6, Shooting d6, Kn: Computers d8, Kn: Electronics d6
  • Charisma 0, Pace 8 (Run d10), Parry 6, Toughness 16(12)
  • Wearing Command Power Armor
    • Minigun, 2d8+4 damage, ROF 4
    • Targeting System
    • Trauma System



Player Characters


Rather than spend a lot of time making up custom pre-gen characters, I used The Last Parsec Archetypes.

These sample characters are gorgeous, and they give players several options to choose from.  Pilots, scouts, science officers, security, not only are there several roles available, each alien species from the Science Fiction Companion is represented.  As well as giving my players printouts for their characters, the Archetypes PDF also provides Figure Flats…

… perfect for my big, fancy Cygnus map!

After reviewing all of the archetypes, my eight players made the following selections:

  • Sergeant Elite Kitkat, Rakashan Team Leader, played by Jeremy
  • Chen Kit, Kalian Pilot, played by Matthew
  • 3Z52, Artificial Being (Construct), played by Craig
  • Spike, Insectoid Scout, played by Dylan
  • Squishy, Aurax Security, played by Ryan
  • Officer Venus Techtrap, Floran Science Officer, played by Evan
  • Mysterious Fawful, Human Scout, played by Zach
  • Phonica, Serran Psychic, played by Carrie





Adventure Summary


The Jumpcorp Civil Security team, stationed out of Manayunk Base on Banav, received their mission to take back the Cygnus from Director Suwara, a Floran.  The team did not know who took vessel, only that it was stuck in orbit around Banav.  Jumpcorp security was able to at least disable the ship's ability to leave the system.  Grabbing a small shuttlecraft, the eight Jumpcorp operatives left Manayunk Base for the Cygnus.

After surveying the Cygnus from the outside, the Jumpcorp team decided to enter the vessel through the port side cargo-bay.  The door was sealed somehow, so an EVA would be necessary to winch it open.  3Z52 attempted to open the door on his own, but needed assistance so Officer Venus Techtrap donned a spacesuit and helped.  Once the door opened, the cargo-bay depressurized.  A blast of atmosphere knocked the Jumpcorp shuttle craft away from the Cygnus…

… and Officer Venus Techtrap into space!

But pilot Chen Kit was to the rescue!  The Kalian regained control of the ship and approached his spinning Floran.  Squishy the Aurax then put on a pair of spacesuits (since he was a centaur's creature), and dragged the floating flower back into the shuttle's airlock.  

When the shuttle returned to the Cygnus, landing in the cargo bay, 3Z52 was already on board the main vessel.  3Z52 closed the door manually from the inside and pressurized the compartment.  The rest of the crew then got out of the shuttle and started investigating.  The team noticed that the computer controls for the cargo bay had been shot up by a minigun, which caused some concern.

The only machine on the Cygnus with a minigun was the Command Power Armor kept stowed for away missions.  Whoever or whatever stole the Cygnus was probably wearing that nearly impervious battle suit!  

Nothing else of interest was found in the port cargo bay so Squishy and Phonica entered the botany lab.  But as soon as they went through the door, it closed behind them and the lights went out.  Team leader Sergeant Elite Kitkat approached the door, looking through the window with his low-light vision.  On the other side of the botany lab Kitkat noticed that another door opened and then quickly closed.

That's when the lights turned on again.  

Squishy and Phonica both looked around but didn't see anything at first.  Upon closer inspection, however, Phonica noticed that a small circular disk was attached to the wall nearest the opposing door.  Figuring that this was some kind of bomb or mine, Chen decided to disarm the device… with a wrench.  Fortunately this worked!  While in the botany lab, Officer Venus chewed on some of the plants to heal his wounds.  The science officer also used the computer to track down the location of the power armor.  After realizing that the power armor was connected to the ship's wireless computer network, the Floran disabled the network permanently.  

The entire team soon stumbled into the escape pod chamber, noticing that there were three other doors leading to other rooms, a ladder leading up, and an airlock down into space.  As he wandered around, Mysterious Fawful realized that there was a thin wire heading from the chamber above into the chamber below.  Mysterious Fawful knew way this meant, and jumped into the engineering chamber just before a bomb went off in the airlock.  The rest of the Jumpcorp team struggled to stay onboard the Cygnus while Fawful looked around the engineering compartment for something to patch the hull breach.  Once he found some sealer, he ran into the airlock room and sprayed the sealing foam all over the floor. 

The Jumpcorp team spent the next several minutes on the lower deck of the Cygnus working out some of their problems.  They used the biological scanners to find the locations of Lana LaRaana and her cameraman, as well as the life-form inside the power armor.  It was one of the Ban!  Using the ship's computer in engineering, Officer Venus tried blowing the Ban out the airlock, but was unsuccessful.  The party would have to deal with the threat head on!

Using her psychic powers, the team's Serren Psychic, Phonica, searched the Ban's mind.  His name was Strivel, and he was an uninfected Ban who simply sought an escape from his homeworld.  

Team leader Sergeant Elite Kitkat grabbed his pilot Chen Kit and headed up to the flight deck level of the Cygnus.  His plan was to talk Strival down, and perhaps get him to cooperate.  After several minutes of talking, the Ban agreed to leave the Cygnus on board the shuttlecraft so long as Kitkat accompanied him to the craft.  Kitkat agreed, but quietly worked with his team to come up with a plan to ambush Strival on his way out of the Cygnus.  

Once Kitkat and Strivel were back in the botany lab, Phonica sprung the trap!  The serran stunned the Ban momentarily, but the creature was able to shake off the psionic effects in only a few seconds.  Realizing that it was a trap, Strival used the minigun to gun down Phonica, and send a stream of bullets towards Kitkat.  But 3Z52 and Spike were ready for this.  The construct and scout were both armed with Armor Piercing Gyrojet weapons.  Spike caught the Ban off-balance with a well placed shot, allowing 3Z52 to focus its attack on the minigun, shattering the weapon.  

With the Ban disarmed, Officer Venus ran up and hacked the power armor, shutting the equipment down.  Strival tried to pull himself free of the armor and flee to the ventilation shaft, but Squishy was ready to squish.  The Aurax ran forward with his energy mace and smashed the Ban with a single blow.

For not causing further damage to the Cygnus, and reclaiming the power armor, the Jumpcorp agents received an additional day's vacation… on Banav.  




Quotes


Admittedly, this session's written quotes were sparse, but I think it was because of the noise. Between eight players, and running a game in a small room full of more than fifty gamers, I had a little trouble hearing everything at the table.  Who knows?  Perhaps some of my gamers will send me some of the quotes they remembered!  That's worked fairly well in our Cypher System game.  

"Squishy has many tender organs!" - Ryan's reason that his Aurax Security specialist needed to stay away from the front of the party formation.

Evan - "Is 'Squishy' large enough to fit through the hole?"
Jim - "Have you ever seen Alien Resurrection?" 
Evan - "No."
Jim - "Good."





Thursday, July 23, 2015

The Next Great Campaign


Coming Soon!



One of my favorite things to do as a game master is plan out the “next great campaign.”  My fellow game masters know exactly what I’m talking about: that mythical future gathering that will fulfill all of your gaming fantasies and more!  

More often than not these incredible ideas pop up right in the middle of an existing campaign, leaving the GM with a tough choice: end the current campaign abruptly or shelve the new idea.  Typically I have to place these cool ideas on a backburner for later, as I’ve learned (the hard way) that there is no faster way to burn out players than to churn settings every three to four sessions.  Just ask my friends Craig and Frank!  Most players want stability, and to watch their characters grow and evolve over time.  

Given my previous mid-campaign obsessions with “new and improved” ideas, I’ve been baffled by my reaction to recent circumstances. 

In late May and early June I wrapped up two fairly long-running campaigns.  For nearly a year I ran a Numenera campaign on Google Hangouts with characters advancing as far as Tier 5.  The campaign concluded following a nightmarish romp through my Cypher System conversion of the classic Ravenloft adventure, resulting in the death of two characters.   My other regular campaign was a monthly game of The Strange with my wife Jennifer and some local friends.   Our Sherlock Holmes/Dark Sun/Star Wars mash-up ended in legendary fashion, and one of the players recently moved which puts the future a little up in the air.  

This means that I have not just one regular open gaming slot… I have two…

… and I’m completely stumped on what to play next!

Regular readers of my blog may "call shenanigans" on that last comment, as I’m still gaming fairly regularly.  Over the last two months I’ve played Savage Worlds (Weird Wars Rome and 50 Fathoms), Dungeon Crawl Classics, and Basic Fantasy RPG, with lots of different people.  But for the most part these have been one-shots or mini-campaigns.   I will admit that Viking Crawl Classics has some staying power, so you can expect to see another session of that in the near future. 

This leads me to the meat of this blog post… 

What’s going to be the next great campaign?


I certainly have some terrific options to choose from. In recent months I’ve picked up some incredible games and campaign settings, from Star Wars: Edge of the Empire to East Texas University.  But there are also quite a few other games on my shelves just begging to be played, and I would feel terribly responsible if I didn’t give them some face time. 

To compound the issues, I’ve got this weird brain that cooks up some outrageous mash-ups.   I’ve learned this past year that I really enjoy running games that go completely off the rails, and so that may be a theme for future games. 

So enough rambling… what are my current contenders for the Next Great Campaign? Well right now there are two candidates:  Ardeyn: Land of the Curse (Cypher System) and Rimward Orion Academy (Savage Worlds)



Ardeyn – Land of the Curse


For those of you who are fans of Monte Cook Games’ The Strange, Ardeyn should be very familiar.  In The Strange, Ardeyn is a recursion (think “other dimension”) based on a fictional MMORPG.  The MMO just happened to be called "Ardeyn: Land of the Curse."  Ardeyn operates according to the laws of magic, and characters traveling to that recursion experience many traditional fantasy trappings.  Interesting races, enchanted swords, dark spells, all that – and more – exists on Ardeyn. In a typical game of The Strange, players characters may travel to Ardeyn for a period of time before returning to Earth, Ruk, or another recursion. 

In my proposed Ardeyn – Land of the Curse campaign, al of the action would take place within the confines of that one recursion, expanded into a full campaign setting.  To the player characters, the very concept of Earth or other recursions would be completely unknown… at least in the beginning of the campaign.  An adventure in Ardeyn would be very similar to something you’d find in other,  more traditional fantasy settings: 

Daring player characters investigating ruins, taking on tyrants, and felling horrible beasts while collecting loot and lore in the pursuit of glory! 

Along the way, however, hints of other “worlds” could possibly appear, along with threats, allies, and potential intrigue. 

To further reinforce that Ardeyn – Land of the Curse is something different from a standard campaign in The Strange, I would use the Cypher System Rulebook for the types: Warrior, Adept, Explorer, and Speaker.  Vector, Spinner, and Paradox, the types featured in The Strange core book, are all designed to interact with multiple recursions and the dark energy network itself.  By using the new types from the CSR, the players would be rooted in Ardeyn as its own solitary world.  

This is not to say that I wouldn't draw The Strange corebook and all of its supplements.  I would still need Ardeyn-themed descriptors, foci, cyphers, and artifacts for the campaign.  The newly released Worlds Numberless and Strange also has an extended chapter giving more detail to Ardeyn.  To satisfy my old school obsession I’m considering digging into some of my old Dark Sun adventures for plots and ideas, given the Sumerian/Egyptian “sword and sandal” feel I get from Ardeyn.

In addition, as the game evolved, I would bring in many of the concepts straight out of Ryan Chaddock Games' Broken Immersion.  This supplement explores all of the interesting features that should exist in a world based on an unfinished (a.k.a. "un-patched") MMORPG. 

A campaign of this type would let me scratch my current "fantasy itch", while keeping me rooted in my ongoing love for the Cypher System, without having to create a new campaign setting from scratch.  


Rimward Orion Academy


My Savage Worlds collection exploded this past June with the purchase of East Texas University and the arrival of my Kickstarter rewards from The Last Parsec. Practically overnight I received two complete collections, each begging to be played immediately.  East Texas University offers the opportunity to play as college students dealing with supernatural threats while attempting to make the grade and graduate.  The Last Parsec lets players explore bizarre alien worlds and uncover the lost secrets of ancient spacefaring civilizations. Asking to choose one setting over another is just too difficult…

… so what if I ran both at the same time?

That’s the concept behind Rimward Orion Academy.  The players would be students at a JumpCorp sponsored, space-based university trying to deal with alien threats while passing some incredibly difficult courses that require plenty of field work on hostile worlds. In space, no one can hear you scream… because you just flunked Dr. Spax’s Plutonian Renaissance course. 

Think of it as “JJ Abrams’ Star Trek meets NBC’s Community.”  

Players would not only have to choose their species, but also their major.  Maybe they will build a Aurax Theoretical Liberal Arts Major, or perhaps a local Construct Townie.  Adventures could come from either the ETU or Last Parsec sourcebooks.  As the player characters advance from freshman to senior, they would eventually catch the watchful eye of JumpCorp recruiters.  

Adventure design would be a great hodgepodge of mashed-up awesome!  One session could feature a Deader microbial xeno-biology instructor’s most recent assignment requiring a field trip to Leviathan to gather laceraun guano.  Another could place the players at a Yeti fraternity party gone awry.  I've always wanted to go back to a sandbox style of play, and with all of this potential source material, I'd never run out of potential adventures… 

… no matter what corner of the galaxy the characters have to explore during their work-study.  

I think this kind of campaign could end up being upbeat, fun, and campy while still leaving room for intrigue and adventure.  I'm not sure how I would use any of the awesome plot point campaigns from ETU or The Last Parsec in Rimward Orion Academy.  But with the random adventure generators of ETU run through a science fiction wash, this could be a blast at the table session after session! 

I've even figured out a mascot!  There is a certain terrible creature that infests the jungles of Leviathan…

… so gooooo Rimward Orion Academy Bloodwings!!!



Indy: The Big Wild Card


So there is this little local gathering called Gen Con 2015 next week, and that could definitely throw a big wrench in the cogs of my twisted mind.  You may have seen my Gen Con Wishlist a few posts back, and any one of those games could lead me to something totally out of left field.  Perhaps it would be Dragon Age, or maybe a certain Purple Planet. Anything is possible after a week of gaming glory!  

I'm well known to be a bit mercurial when it comes to campaign setting selection, so don't be surprised if I do a complete one-eighty.

*     *     *

Now I open this up to all of you. I would certainly appreciate any thoughts or suggestions. 

If you are one of my current players, and one of these strikes your fancy I would love your feedback. 

Speak now or forever hold your peace!