Saturday, December 31, 2011
Wednesday, December 28, 2011
Monday, December 26, 2011
Saturday, December 24, 2011
Monday, December 19, 2011
We play as a group of 'Drifters' who are basically nomads and follow a strict tribal code. We have four members: Edinson, Melky (who is played by me), Yata and Emaly.
Saturday, December 17, 2011
Friday, December 16, 2011
I've looked it over and so far it sounds like a fun start. These guys did their job. Naturally I'll post something more useful after we try it out.
Some changes that maybe can be made is to include actual character sheets instead of one sheet for all characters. Good for saving space, but it did have a bit of a "I want this character, he's the best!" in my group.
More later when we actually play.
Monday, December 12, 2011
Our rescuers have to make a stop at Tatooine and on the way we're flanked by several vessels. We're boarded by the Mandalorian Protectorate. Since these are Kall's people we let him do the negotiating and after a brief conversation we go with them. Our group is led into a briefing room where they're planning an attack on a large Star Destroyer named 'The Executor' (which is also the 501st's staging vessel). The first order of business is regarding trouble with one of the financiers funding their operations. We decide to accept the mission since we're fairly poor, have no ship and no place to really call home. Our mission is of the assassination type and has to be correct. We're to kill a Hut by the name of Jabba while making it look like the imperials did it. Our target will be on a sail barge. The Mandos give us a lambda shuttle to take down planet-side and we already have imperial uniforms with the exception of Jang who will be posing as a guide.
Once on the surface we take a speeder out to the barge and are intercepted by skiff full of grenade throwing hillbillies. They nearly take us out with stun grenades and stop their attack after some negotiating. The tow us to the barge since the speeder's lift mechanism is malfunctioning due to the deep desert. Three of us are led to a bar/leisure room while Delora is taken to the Hut since she offered certain 'services'. We're very sure she'll 'butter' him up, har har. After a short while Delora emerges from his chambers with a flushed, angry look and she smells like butter. With the Hut discretely dead we depart without incident and make it back to the ship.
Saturday, December 10, 2011
It's coming. I've been talking to the two guys responsible for this and I can't wait for the playtest version to come out. It should be soon (if it's not posted already). We'll take a day off of Star Wars to play it when we have a chance. I'll report more back about it here.
When I learn more about the RPG I have some plans that I'll be posting as a fan development.
UPDATE: Next few days on the RPG playtest.
Quite a bit from a straight up FPS this game has RPG progression mixed in with the equipment unlocks. Three trees with a total of 144 levels to unlock.
The four player co-op experience is a must as the AI is lacking in certain areas. The AI won't do objectives, won't carry objects. The will however help you up, cover you and follow you. Unfortunately those things can't be expected from human players all the time.
If you can, I would recommend picking this up in a four pack for you and your friends.
Wednesday, December 7, 2011
Monday, December 5, 2011
After fleeing we decide to try a different mission involving an Imperial Space Station. We quickly fall into trouble and have to negotiate our way out of being destroyed. We need a Jedi or Jedi look-a-like so we offer up the Zabrak in cuffs and I plant one of my lightsabers on him. With the trade complete we quickly flee and I mourn the loss of a good lightsaber… They execute him before we make it back inside our ship, like an animal. On our way out from the station we notice a grappling hook and upon further investigation we find the Zabrak corpse attached to the other end. We cut it loose and Delora sends her regards.
We learn that the cost of screwing up the mission is 15,000cr, woohoo. Our employer gives us an opportunity to waive the fees if we can convince a certain person to join the rebellion. Our target's name is Reandda. Intel states that she is retiring from her career in shipping and the best way to approach her would be at her retirement party. We arrive at the station where it will be held the following day. As we're walking down a corridor we discover a suitcase that just seemed to appear out of nowhere containing formal clothing. Kall and I talk with the party planner and after some careful negotiating we're allowed to attend the party.
Saturday, December 3, 2011
After that I'm working on a World of Darkness game as well as a Warhammer 40,000 game.
The World of Darkness game will basically be a romp in a fictionalized Chicago. Players will start play as human characters, but will be able to become vampires. Other supernaturals will be included and offered as a "buy up" from previous characters.
The Warhammer 40k game will use at least the four games currently published and will include playing on both sides of the fence. We have Dark Heresy characters already started for this. They will be joined shortly after the start by Rogue Trader characters, followed by Deathwatch characters. Naturally as the power escalates so will the dangers.
Also in the planning stages is a Legend of the Five Rings game.
Friday, December 2, 2011
The problem seemed to be that it gave players an unfair advantage because they have money to spend. It overshadows a players hard work put into the character and effort in the game. After all, why bother when you can buy your way to the top?
Then comes the conflict. Buying gaming books and materials is expensive. Plus the situation where a player can negotiate something better is an unique and interesting one.
My solution is to create a system for barter, rewarding players for putting in the extra effort, cleaning up their area after the game and other things. The goal is to keep it low powered enough that I won't worry about players abusing it or it derailing the game, however keep it rewarding enough to keep it interesting.
The design goals are fairly straight forward from here. I want players to be rewarded for good role playing and being good guests in my home. I want players to feel they can use it to get things that are obtainable but not normally in the scope of what they'd see. I want players falling behind with other incentive programs ("homework", blog posts, etc.) to feel like they have other means of catching up. I want players that miss sessions to be able to catch up in more ways than one. Finally, I need to be able to tweak it so I can use it easily across multiple game systems.
Most of the remainder of it is just writing it out and letting the balance be found.
Part of this freedom is letting them play their characters how they want to and at a unique pace. I give them many opportunities for extra experience. These usually take place as "homework" where I ask for a written response to a question or such. Past examples are a back story, a sketch, character goals, reactions to the situation they were just in. I'm going to have to hunt down some more ideas so I can do this regularly.
Recently I started up the idea of playing short competitive games for bonuses. The first game we played was a card game called "Loot" and I offered a reward of experience points and later as a bonus prize for in the game instead of the experience. The player naturally took the bonus instead of the experience and then went on to enjoy it greatly. The second game was another card game. This one had a larger experience reward for winning, or if I won, it would be a split pot between the players.
I hope they enjoyed it. I certainly enjoyed it and thought it broke up the monotony of playing a single game for so long. It also helped ease us into gaming (which as a social group, can be hard).