Showing posts with label CORPS. Show all posts
Showing posts with label CORPS. Show all posts

Tuesday, June 5, 2018

Some More Campaigns

In the last post, I mentioned six campaigns that I offered to my players that I wanted to run, and let them choose from among them. I mentioned elsewhere that I have a lot more where that came from, and I had whittled my various games down to just that half-dozen. Here are some more where those came from:

First, I have always wanted to run a game using Ken Hite's "Seas of Dread, Sails of Daring" setting that he outlined in the old GURPS 3E supplement, GURPS Horror, Third Edition, then revised (as just "Seas of Dread") for GURPS 4E in GURPS Horror, Fourth Edition. It might even supersede wanting to run Flashing Blades as a pirate game right now. Also, I'd kind of like to run Stonehell Dungeon in my Middle Sea setting using Delving DeeperSwords & Wizardry Core, the D&D Rules Cyclopedia, or AD&D 1E with some of my own customized character classes. In addition, I wouldn't mind running a sandbox of Hârnmaster starting in Kanday in Hârn. Aside from these four examples of other people's campaigns/settings, though, I have some others.


  • AD&D 1E: Flanaess Sector - I still have considerable work that I'd need to do, but in addition to the idea of using White Star, as mentioned previously, I wouldn't mind converting AD&D for the purpose.
  • XXXXX: Metahumans Insurgent - This could be run using almost any superhero game. My preferences would be, in order, GURPS 4E, CORPS, Guardians, or Villains & Vigilantes. The idea is that the world woke up one day a month or two ago and a portion of the population had metahuman powers. The players would be in the upper tier, the portion that counts one in a million as members (500 points in GURPS, 200AP/200SP in CORPS, and standard starting characters in the other games). There would be a lower tier, one in a hundred thousand, that have lesser abilities, and the rest of the population have no metahuman abilities. The campaign would start with the world coming to realize that metahumans exist, and then trace the resulting collapse of society into chiefdoms ruled by metahumans and groups of metahumans. Or maybe some other outcome, depending on how things went. It would be inspired by the TV series Heroes, the movies Push, Chronicle, Jumper, Limitless, Lucy, and the like, and the comic book series ESPers. That is, no costumes, no silly names.
  • RuneQuest 3 or 6: Time of the Gods - This is a relatively undeveloped setting in my head, of a world in the late bronze or early iron age where city-states legitimize their rule by invoking gods into physical form as their rulers, or are held in control by powerful sorcerers. This would draw on an article by Jenell Jaquays published in Dragon magazine under a different name, titled "When Gods Walk the Earth", in issue 144. I could probably also do this setting in GURPS with a very small amount of work, or maybe using Hârnmaster with a bit more work.
  • Fantasy Wargaming: The Crusaders - Mainly, this would be a way to both show off and develop the FW game system. The game would be centered on a group of characters who have gone to join in the Third Crusade behind Richard the Lionheart. It would need at least six players, though, and a couple of the characters would be pre-gens.
  • Realms of the Unknown: Tribes of the Volyet - This would use the maps of my Middle Sea setting, though not the "things I know" about that setting. In this campaign, the Long Sea (not the Middle Sea, which is to the east of that map) is renamed as the Volyet, with the players controlling clans on the eastern shore of the Volyet Sea. I have some events in mind, obviously, but the first part of the campaign would be the players getting used to the system and dealing with each other and some of the NPC clans in the region.
  • CORPS: Deindustrial Future Dark - This would be the more realistic version of my Deindustrial Future setting. In this one, magic and such is scaled way the heck back, to the point that they are hardly discernible in the setting. No super gunslingers, no spirits, no alchemical potions. At least, not in the same sense as the GURPS version I am running now. I could also run this with GURPS, but I like to find reasons to use CORPS.
  • Top Secret: Cyberpunk Shadows - Near-future using the Top Secret rules. There are some basic spaceflight rules in Dragon magazine, along with an article on lasers in Top Secret, and it's not really all that difficult to come up with stats and rules for other futuristic technologies. I haven't really thought through what I'd actually do with it yet, but it's an idea that keeps pushing itself on me.
  • Chivalry & Sorcery 2E: Denizens of the Pale - Another one that mostly exists to showcase a rules set, and also the historical setting, this campaign would have the players as Anglo-Norman settlers in the Pale in Ireland in the early 13th century. They would have to live with the surrounding Irish people, as conquerors or neighbors.
There you go, an even dozen other campaigns that I have desires for in my head, bringing the total I've written down here to eighteen. This is what happens when you don't game for too long. Or when I don't, anyway. Maybe some of them will inspire you to come up with something, or maybe I can figure out ways to run one or more of them. Realms of the Unknown, for example, is particularly suited to Play By (E-)Mail formats.

And, you know, I have still more campaigns in my head. If there's interest, maybe I'll write down some more.

Thursday, May 31, 2018

FINALLY!

So, after several years of looking in varying degrees of intensity, I finally have a (hopefully) regular gaming group again, for which I am running the game. It's a couple of old friends who live in the area.

When they agreed to let me run something, I gave them six choices:


  • MegaTraveller: Noble House - This would be my own MT setting, using my conversion and update of the Pocket Empires rules from T4 (which aren't complete right now, but I would have worked extra hard to get them ready in time to run the game). The story would revolve around a noble house and its retainers, and the intrigues of a rival house to discredit and dismantle them.
  • Top Secret: Special Missions Bureau - A Top Secret game set in the early '80s, with Cold War intrigue and globehopping adventure. I intended to take the results of the game and use them to provide a background for a second arc which would take place in the modern day.
  • White Star: The Flanaess Sector - In this one, the players would be gritty, down on their luck adventurers in the Flanaess Sector, against a background of interstellar rebellion against a distant empire. I'm afraid that I didn't present this option to the players very well, though it was considered.
  • Flashing Blades: Scourge of the Caribbean - Swashbuckling pirates in the Caribbean Sea!
  • GURPS Deindustrial Future - I presented this as a cross between Stephen King's Dark Tower series and Fallout without the nukes. The setting is the future a few hundred years after our civilization runs out of petroleum to fuel it. While electricity, and technology, does exist, the large-scale networks of power transmission and transportation infrastructure do not. Characters have access to items up to TL7 (most TL8 items require far too much interdependent, and so unavailable, infrastructure), but cost 2x as much as normal for every TL above 4 (roughly the 16th-18th centuries), which is the maximum easily sustainable technology level. The culture is heavily influenced by the American West, simply because that's easier to get everybody on the same page, but the world is split into, effectively, city-states and tribal chieftains - not unlike Europe's Migration Era after the fall of Rome. There's also some magic of a relatively subtle kind ("Path/Book Magic" for those of you who know GURPS) along with spirits, and alchemy of the standard GURPS sort ("snake oil") along with some other things like Gunslingers and traveling preachers of a sort.
  • CORPS Old Solar System - Dying Mars with its ancient civilizations and canals crossing the cold deserts, overcast Venus and its vast, jungle swamps, shallow seas, and saurian monsters. I hadn't yet figured out what would be around Jupiter and Saturn (or further out yet!), but Mercury was to be largely drawn from Space 1889's "Nodding World" with its planet-girdling World River. Lots of inspiration from C.L. Moore and Leigh Brackett.


After some discussion, the players settled on the GURPS Deindustrial Future game, despite the fact that none of them have played much GURPS (they have an ongoing Champions game and have stayed focused on HERO System, though like most sensible people they shied away from the sixth edition of that game). Since I haven't played much 4E GURPS myself, things have been a learning experience for us all. I hope to write up some about their characters and their first adventure (a saloon brawl that took us a long time because of our collective unfamiliarity with actually playing the game)  soon.

Monday, May 18, 2015

[Obscure Games]WarpWorld

One of the better small game companies out there is Blacksburg Tactical Research Center, or BTRC. They started out with a game called TimeLords, following that up with two games using the same system (and at least three other main game systems, CORPS, EABA, and Macho Women With Guns, not even counting their minor efforts like Epiphany, but I won't be talking much about those today), SpaceTime and WarpWorld. TimeLords was a game of time travel, in which the players became unmoored in time through the influence of a super-tech artifact. SpaceTime mixed space operatic adventure with gritty cyberpunk aesthetics. WarpWorld, the last of the games using the system, postulated a post-apocalyptic world in which magic returns to our world, causing immense havoc. The setting has since been retooled for use with BTRC's current system of focus, EABA, but this overview will discuss the original version. Except for the setting-specific elements, the rules are largely similar between the three games, and I'll try to quickly run through the other two at the end. Notable here is that the company's supplement, Guns, Guns, Guns (aka 3G), was written with this system in mind, and so the weapon statistics generated there drop into this system with no adjustments needed.

BTRC was clearly influenced strongly by GURPS, but wanted to give more detail to the game. Also, the designer has a few… peeves, shall we say, about the math involved in games. They weren't apparently strong peeves, since the ideas were dropped in later BTRC games, in favor of playability.

That's an important thing starting out: this is a complex game. It is for people who really like to work out detailed results, using sometimes complex arithmetic and even simple equations. If you don't like that sort of thing, then these three games are not for you. Me, I like that sort of thing in theory, but when it comes to actually playing games I'm not really likely to use these sorts of systems.

The setting assumes a short nuclear conflict on September 6, 2016, after which the world changes irrevocably for unknown reasons. Whether because of the enormous energies released or because of the millions of near-simultaneous deaths, the Old Gods return to the world, bringing magic with them and artificially limiting technology. Along with magic, elves, ogres, dwarves, and the like start to appear, as well. In some ways, the setting is like Shadowrun, only with all of the technology reduced. Because of the influence of the Old Gods, items of a "Tech Level" higher than a certain value are suppressed after being noticed. There is a system to indicate how high a Tech Level is available at any given time (it fluctuates due to certain factors), and how long it takes for use of such technology to be noticed and shut down. Further, there are some magical ways to limit the ability of the Old Gods to notice tech, though not with any long-term effectiveness.

Character creation is by spending points for attributes, skills, and advantages, while more points can be gained by taking disadvantages. If desired, a character can be designated a race other than human, taking attribute modifiers and acquiring special abilities and limitations as appropriate. The races are supposed to be relatively balanced out, so there are no point costs involved. There is an optional rule for "halfbreed" characters, whose parents are of two different races, but in the basic game setting this is not considered to be possible. The attributes for a character are Strength, Dexterity, Constitution, Intelligence, Willpower, Bravado (a measure of the character's bluffing ability), Perception, Appearance, Stamina, and Power (for magic/psychic abilities). There are other abilities that derive from these or other character elements (such as Body Points being derived from the character's mass in kg, with mass being derived from the character's Strength and a die roll for height, cross-indexed on a chart). There are a few templates designed to make creating a character a bit easier, but mainly it's going to take some effort. The system in TimeLords is slightly different, including a number of tests to administer to the players in order to allow them to quantify themselves in game terms, so that they would end up playing themselves (at least until that character was lost for whatever reason), though the point-buy system exists there, too, just in case.

One important feature of the game, and the subject of the math peeve to which I referred above, is the way modifiers are used. Rather than simply adding to or subtracting from a value, a modifier is effectively a percentage modification. That is, a +1 doesn't add 1 to your score, it multiplies your score by 1.05, each +1 or -1 being a 5% adjustment. This is correlated on a handy table called the "Universal Modifier Chart" (or UMC) that serves a number of purposes, so it is at least usable. The designer does this because, as he notes, a simple modifier has a different effect on differing levels of skill. A simple +5 would double the chances for a rating of 5, while only increasing a rating of 10 by 50%. One of the other major uses of the UMC is to determine the effect of an injury. For instance, if a person with 28 body points was hit by a weapon with a damage of 7, a cross-index of the chart would show a result of 5 (= 25%, see how that works?), giving a Damage Level of 5.

Using skills in the game is fairly simple. Find the base level of the skill, apply modifiers according to the UMC, and roll a d20 for that value or less. Some skill uses are automatic (the example given is climbing a ladder, where you could work up modifiers and roll on the Climb skill, or just specify that anyone with a 2 or greater Climb skill makes it automatically - and since the average person has a base skill level of around 3 in everything, that's pretty much everyone). There is a list of the "auto-success" levels for various difficulties, and to the game's credit it extends the idea all the way up to amazingly hard events like shooting a coin out of the air. There's a mechanism for figuring out how some skills can assist others in particular situations (the example is making leather armor, which would be based on Seamster skill, but could be assisted by the Tanner skill). Oh, yeah, there are a lot of skills. When I was young, I thought that sort of thing was cool, but these days I am less fond of such attempts to find a comprehensive list of relatively narrow skills.

Magic assumes that each spell is a skill. Casting multiple spells uses up the character's ability to concentrate, represented by the WILL attribute (and other activities use up concentration, too). More or less the same system, though not as detailed, is used in both TimeLords and SpaceTime for psychic/psionic powers. There are a lot of things that magic can do, but they are carefully described in game terms. There are some rules for enchanting objects, with different materials having a different ability to take an enchantment. Since black powder falls pretty well within the level of tech usually permitted by the Old Gods, enchanted pistols are pretty common.

Combat is divided into turns of 10 seconds, each turn having 10 phases. A character can act in a number of phases equal to half (rounded up) of their Speed. Speed is based on the average of Strength and Dexterity for physical actions, or Intelligence for mental ones like magic. There is a chart indicating on which phases characters of various Speeds may act. It is possible to act on other phases, but such actions take a negative modifier. Initiative within a phase is based on the average of Speed and the skill being used, plus or minus appropriate modifiers (not using the UMC for once). Hitting a target is a skill roll, but there are a ton of modifiers for specific circumstances.

When hit, a character takes a base damage of the weapon's DV/10 in d10, plus extra as dice. So, if a weapon has a DV of 28, the roll for damage would be 2d10+1d8. Odd results like 5 or 9 are still rolled as d5 or d9, by rolling the next higher die and rerolling inappropriate results (or, I'd imagine, if you happen to have the appropriate dice lying around, you could use those). Depending on the type of weapon, some of this damage will be Lethal, and some Non-Lethal. Weapons like knives and bullets do all Lethal damage, while maces do 3/4 as Lethal, wooden clubs do half as Lethal, and so on. This is modified for armor at the area hit (which might only convert some Lethal damage to Non-Lethal), and then converted to a Damage Level for that location using the UMC as noted above. In the basic system, the Damage Level is used as an Impairment modifier for any use of the affected area, and to check if the character falls unconscious, lays dying, or dies instantly. The more complex system has an extensive list of hit locations, damage levels, and a die roll to give a detailed wound result incorporating Impairment, Stun, Broken Bones, Eventually Fatal, and Fatal results. Personally, of detailed injury systems that don't rely on Hit Points, I prefer the system found in Hârnmaster, but this one is serviceable.

TimeLords, as I mentioned above, is about the players themselves being cast into the streams of Time by an artifact, which they must attempt to learn to control in order to find their way home - or to wherever/whenever else they wish to go. The game book includes the character sheets of the original playtest group.

SpaceTime suffers from trying to be both a cyberpunk game and a space opera. This was a problem with 2300AD (aka Traveller 2300), as well, but not as severely because of its focus on the frontiers. Still, it's interesting enough as such settings go. If you like star travel and computer hacking, then the setting (at least) might be worth a look.

As you can tell, the game system is very detailed and very complex. There is more, obviously, such as wilderness survival rules and so on. The setting, on the other hand, is potentially very interesting. Happily, BTRC, as I noted in passing above, has retooled it for use with their current system of focus, EABA, which is a much simpler game (and I think stands for "End All, Be All"). Sadly, they never did convert it to their intermediate game, CORPS (originally for "Conspiracy Oriented Role Playing System", I think, due to its original purpose of providing a system for an X-Files style gaming universe, though it grew far beyond that remit in the second edition, where it was said to stand for "Complete Omniversal Role Playing System"), which comes pretty close to my point-buy system sweet spot. I'll talk about CORPS in more detail some time, but for now it is enough to note that it was a simplification of the system described here which attempted to minimize dice rolling by expanding the "auto-success" rules. There are still rolls for hit location and the effects of damage, but damage itself is fixed in CORPS. But enough about that for now.

In summary, WarpWorld and its sister games are interesting designs, but mostly exist to show what can happen when things are taken too far. They aren't really the best choices for actual play, and apparently even the designer no longer uses the rules. Still, with the right group, possessed of the right mentality, they could be fun. Most of the rest of us, though, will quickly tire of the ubiquitous arithmetic, math, and modifiers, as well as the extensive need for complex and detailed record keeping. The settings of TimeLords and WarpWorld are already converted to a simpler system, so if those are what you're looking for, you are better advised to go there.

Wednesday, December 19, 2012

Sevens

Over at Rather Gamey, Ark has listed his top seven played and run games. Seems like something to post, so I thought I'd go ahead and do the same. Note that these are not lists of favorite games, but rather the games that have actually been played/run most.

Of games I've played, it seems to me like this:

1) GURPS 3E
2) Traveller
3) Call of Cthulhu
4) MegaTraveller
5) AD&D 1E
6) Rolemaster
7) Champions (1st-3rd edition HERO System)

Of games I've run, it is most likely in this order:

1) Traveller
2) MegaTraveller
3) GURPS 3E
4) AD&D 1E
5) Vampire: The Masquerade
6) Top Secret
7) Any number of one-shots. I'll say Space 1889 because it should be on here somewhere.

That is to say, I don't think that I've run any game other than those top 6 more than once. I wish that I'd done so with, say, Space 1889 or CORPS, but not yet.

I really should run a MegaTraveller game sometime. I've got the megadungeon thing up first, though, in order to get back into the swing of running stuff. I've laid some more firm plans toward that today, in fact.

Sunday, June 10, 2012

O Fortuna

One of the things that occasionally shows up in rule sets is the idea of "luck" as being something that a character can have that is not connected to the normal luck of dice rolling. For instance, in Fantasy Wargaming, almost every interaction with the rules is affected by a luck roll that can itself be modified by the native luck of the character (as a special ability gained during character creation). In GURPS, there are several types of luck advantages, each of which allows varying benefits, such as re-rolling dice (the most common) or narrative benefits (like "Serendipity", which forces the GM to include one "fortuitous but plausible coincidence" per game session). CORPS Luck causes all rounding done in any calculation (except character creation and calculations that do not directly affect the character) to be in the player's favor. Some games have Luck as a characteristic (such as Tunnels & Trolls and Flashing Blades) or as a roll based on a characteristic (the Luck rolls of Basic Roleplaying and its progenitor, RuneQuest, both of which are based on the Power characteristic).

But what is "luck"? Why should it be different than just the result of the series of dice rolls made during the game?

Obviously, in those games which include it as a separate concept, luck is an active force in the game world. Rather than being a description of events after the fact, it is a prescriptive concept that rests in certain people and not in others. It (usually) can have the qualities of "bad" or "good", so that those cursed with bad luck see detriments in the game world, while those blessed with good luck see benefits. From this, we can conjecture that it must be an actual force in the world, and not just a description of relative fortune.

The term came late to English, but was based on much older concepts in Northern European (Germanic, Scandinavian, and Celtic, mainly) societies. In those societies, the success of a community, or a person, derived from its connection to the invisible world. In most cases, the community would have a connection through its sacrificial religion, especially through the institution of sacral kingship, which is the origin of political kingship. In this institution, a person would be chosen as the representative of the community to act as a sort of high priest. His (or sometimes her) duties would include observing various ritual taboos, engaging in ritual activities, and living a virtuous life. Failure in any of these was thought to bring ruin on the community. An individual would have a similar connection through his or her particular ritual and personal actions that would affect his or her life. For instance, a person might build his house on an elf path and see his luck drain away, or she might sing a particularly pleasant song in a place that the elves are present and find that she is afterward living a charmed life. On the larger scale, a bad king (for instance, one who gave bad judgments) would bring ruinous weather, unchecked banditry, and failed crops to his community, while a good one who observed his taboos, was pious, and embodied the virtues of his people would see pleasant, peaceful days and bountiful harvests under his reign.

So, "luck" was the favor of the invisible world. That matches pretty well with RuneQuest and Basic Roleplaying, where Power is also the characteristic that is associated with spirits and magic. It also fits well in games like Flashing Blades, where God has ordered lives for good or ill. What would be interesting would be to see ways of affecting the luck rolls and advantages. Luck could be used as a way of enforcing alignment (or whatever) restrictions, by making characters who do not live up to their professed philosophies lose luck, and those who hew closely to the restrictions of their ethos gain it.

(Inspired by a couple of comments here.)