Friday, November 19, 2021

Maps, Re-Revisited

So for the last few months, I've been doing more revisions to my fantasy setting. One of the things I'm trying to do going forward is make myself less reliant on computers, because RPGs have always been a way for me to step away from the computer, television, smartphone, refrigerator, etc.

One of the things I'm doing is remaking the maps of my setting, plotting them out on standard square graph paper. (I've actually been doing this for over a year now, since I haven't had much else to do aside from work.) Despite my admiration for hexes aesthetically and mathematically, the square is much simpler; plus, it would be extremely easy to transfer to video-game form if that flight of fancy ever takes off.

To that end, the other night I decided to brute-force it by making dozens of squares on Google Drawings, and arranging them in a grid. This is a lot more tedious than, say, Hexographer, but it allows me to work on the maps whether I'm at home or at the library, due to the cloud access. I've finished a topographical map already, but it took me less than five minutes to copy and change it to a political one. Each square is 24 miles to a side; I'll post some pics of my digital and penciled topo maps once I have more time.

Pink: Principality of Le'var. Green: Kingdom of Duemerus.
Yellow: Principality of Tadea. (Blue is water, orange is lava.)

In other news, I've been reconsidering a lot of my gaming interests, which coincides with one of my partners gaining interest in running a game. The V5 version of the World of Darkness is pretty well put together, though sadly I missed the opportunity to back the new Mind's Eye Theatre book. And the more I read of Tunnels & Trolls (5th Edition, for those keeping track), the more I like its approach.

Thursday, July 22, 2021

Entering Hyperspace in Star Wars D6

Not sure if I already posted about this, but I made a flowchart explaining the steps needed to calculate the difficulty number for a hyperspace jump in Star Wars D6 (1st edition). I'll upload a picture once I have access to my own computer again (and post the last part of that minis series), but for now I'll just type it out, as though this was Thy Dungeonman. Ye adventure ┼┐tarteth below ye cutte!

Wednesday, June 16, 2021

Star Wars Miniatures By Species, Episode V

Follow-up to this post, and it only took me two months! Must be something I ate.

Anyway, same deal as last time, except I'll be covering the playable alien species included in The Star Wars Sourcebook. The overall list is rather similar to that in the later d20 rules, though obviously it doesn't have any species that were invented for the prequels; a few omissions are a bit strange, though. But nowhere near as strange as what the W.O.T.C. decided to do with some of their miniatures...

Quick and dirty diagram I made for one of my friends. As cool
as that Darth Talon mini is, no way am I paying $90 for it.


Friday, April 2, 2021

Star Wars Miniatures, By Species

So, a little project I've been working on today. I'm a huge, huge fan of the old WOTC Star Wars Miniatures, not only as a collector and an RPG nerd, but as someone who's grown to like the Miniatures Game with which all of these are compatible.

Everyone knows that one of the coolest things about Star Wars is the almost infinite variety of alien species. The minis do a pretty good job of this, with even a few of the old Expanded Universe types getting a figure here and there - although some of them really got the short end of the stick, as we'll see later. But finding them is not always easy when they use a character's name instead of the species name, hence my little project.

This is gonna be a list of all the WOTC minis of each species, as I'm able to find them. For now, I'll just be listing the three alien species from the core rules of the old D6 RPG: Ewoks, Mon Calamari, and Wookiees. Future posts should (should) contain more.

(shamelessly stolen from here, don't blast me Syd)

Tuesday, November 3, 2020

But how will I know the good side from the bad?

Over several months of contemplating Star Wars and the two older RPGs thereof (don't have anything like the money to even touch the FFG trilogy of tomes), I've continued to find my mind split right down the middle. I own the core books for both the West End Games D6 version (the original one), and the Wizards of the Coast d20 version (revised). My miniatures habit has continued to swell like Val Kilmer's ego once did, and I'll briefly put some notes in bullet points.

  • The Star Wars Miniatures game based on the d20 rules is pretty good. Relatively fast to play, and the abundance of characters in the Fringe faction means that I might be able to adapt the rules for three sides instead of just two (living with two other nerds, one wants to include them when possible). The very small number of New Republic minis that aren't Luke or Han's kids is a bit disappointing, but there are still some gems out there.
  • Thirdly, as much as I like the core of the d20 System for combat skirmishes, the roleplaying games based on it are just too much. Not running Star Wars d20 unless at least one of my potential players makes a massive commitment to mastering the rules - in exchange for which, I might be persuaded to make a similar effort for her Starfinder campaign. Quid Go Pro, and all that.
  • Next, the D6 version has some peculiarities. Part of this is my own unfamiliarity with things that aren't D&D or D&D-based, but some of the rules are a bit confusingly worded and structured. Perhaps the 2nd edition resolves some of these issues, but I'm reluctant to drop more cash on that core book without trying this one in more detail.
  • Sixth and lastly, this White Star game that everyone's been talking about (or was a few years ago, back before the Renaissance turned into the Old School Ragnarok). It's pretty cool! Rules-lite enough for me, but maybe a bit too rules-lite in places - especially where starships are concerned. Still might pick it up at some point, though.
  • And in conclusion, I nabbed the Star Munchkin RPG at my game store. Might actually be persuaded to give this a shot if I find the right group - who I might have to sew together from HackMaster 4e and Halberd players.

Friday, September 18, 2020

Psychosis: Ship of Fools

So, a lot has happened. We've moved to a new city, and one of the first things we did was make a trip to a Friendly Local Game Store in this city. Aside from the usual D&D 5e and Pathfinder stuff, alongside less common fare like Deluxe Tunnels & Trolls (plus organized Dungeon Crawl Classics events - I can't wait until this pandemic is through), they also have an interesting selection of vintage games and supplements that changes over time. Though several splatbooks for Vampire: The Masquerade 2nd Edition tempted me, the only book I walked away with this time was an obscure game from the early 1990s, called Psychosis: Ship of Fools.

Having read through the whole thing, I can say that it's out of my league as a referee (or Guide, as the game calls it), but I hope I can shake off the rust and sharpen my skills to run it in the future. Using Tarot cards as the sole task resolution mechanic is a neat idea. My sole gripe is in some of the scenarios presented; suffice to say, fascism isn't the forgotten relic of the distant past that a lot of people once assumed it was.

Overall, though, I like this game a lot, and I'll definitely keep an eye out for any other installments in the series (assuming any actually got made).

Saturday, May 16, 2020

House Rule: Asogians

(The following is a homebrew species write-up for Asogians in the D6 version of Star Wars: The Roleplaying Game. Enjoy!)

Asogians are a humanoid species who have long been a part of the Galactic Republic. They typically have hairless brown or yellow skin, with long arms, very short legs, and necks that can be extended almost half a meter. Many Asogians are adept in the ways of the Force, and the philosophy of the Jedi is largely in accord with their peaceful, botanically-oriented culture.

Home Planet: Brodo Asogi
Attribute Dice: 11D
DEXTERITY 2D/5D
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+2
PERCEPTION 2D/5D
STRENGTH 2D/4D
TECHNICAL 1D/3D+1

 
Special Abilities:
  • Inner Glow: Asogians can naturally produce light within their bodies, especially within their hearts and fingertips; these tend to glow whenever they feel strong positive emotions. This light is fairly dim, approximately the brightness of a small candle.
  • Telepathic Bond: Asogians have a natural affinity for telepathy, even apart from any skill they may have in the Force; when an Asogian uses Force powers that involve interacting with another person, treat all difficulty modifiers for relationship as one less. (Examples: acquaintances would have a +5 difficulty, friends would have +2, and close friends would have no added difficulty.)
Story Factors:
  • Love of Life: Most Asogians have a natural respect and affinity for living things, especially plants, and have been known to nurture and heal weak and dying ones. This attitude is similar to the Ithorians, but less extreme - an Asogian has no qualms about exploring and studying an environment as long as they feel safe doing so.
Move: 8/10
Size: 0.8-1.2 meters tall