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Showing posts with label hangout. Show all posts
Showing posts with label hangout. Show all posts

Saturday, June 16, 2012

Review: Zogorion, Lord of the HIppogriffs

No spoilers here.

Last night, I had the opportunity to run a pickup game of LotFP for some lovely folks on G+. I had been itching for a chance to run +Jason Sholtis's little micro-module, Zogorion: Lord of the Hippogriffs, and decided this was the perfect chance.

The Good: Brevity! This micro-module can be read in about 15-20 minutes. That's really all the prep you need, unless you want to add some more customized hooks, or reskin something.
Jason injected just enough character and personality into Zog, the main NPC, to make him a fantastically interesting character, but left a lot of the little details up to the Referee to nit pick or hand wave.
This is in no way a railroady module. You can lay the hook(s) and see how the players take them. The location described is openly laid out in the module so that a Referee can allow the players to approach the challenge however they wish. Within there are even several major items that could be drawing factors or goals for PCs besides the obvious interactions with Zog.

The Bad: I honestly can't say much about it that isn't good. Maybe the fact that he hasn't written another like this yet?
I suppose there are a few little details left out regarding Zog's lair. They are easily filled in by a good Referee, of course, so it's not a real problem. I can't lay out the details here without spoilers, so I'll leave it at that.

The Ugly: Nothing. Seriously, I can't find anything that I just scoffed at. This was easy to read, easy to tweak and tailor, and a blast to run.

Where can you acquire such a delightful module, you ask? Why at Jason's blog, of course: http://roll1d12.blogspot.com/

Saturday, May 26, 2012

Savage SciFi: Sit-rep

We've played a few sessions of the Savage SciFi game, and I've been out of town for a couple weeks, but things are looking good now...

I have been more than pleased with everyone's ability to dive in to world creation. My goal at first was to create a small scenario and let the players work their way through it, and then call it quits. The problem with that? They ate it up. Every bit of lore I was creating (on the fly, by the way, *gulp*) the players devoured and asked for more.
Within the first session they were taking the lore I had given them and using it to try and figure out what was going on "behind the curtain." I love this kind of game!

The key, I think, has been to minimize pressure on myself as a GM. I'm relying on what I think is my best skill: improvisation. It was a bit rough at first, but by the second session I had a list of random-ish names, locations, ships, etc (no stats, of course) that I could draw on at a moment's notice if needed.

My players have been integral in the whole process, too. At the character creation session I asked them, based on the one-page world background I wrote, what they wanted to do and where they wanted to fit into the world. Each player contributed something monumental and integral to the world and its history, whether they realized it or not. This allowed me to build their characters into the scenario nicely.

Now, they have navigated their way beyond my initial idea, and I'm trying to do some by-post roleplay on G+ to see how they fill their in game down time and to see what leads and hooks they will chase down.
I'm not sure how many more sessions we will play, but I'm eager to keep these players around, and they may (if willing) turn into "my" group for the next game or games.

And yes, to my players, I have a nice way to wrap up the whole thing. I think you'll love and hate it. Mwa ha ha ha ha. Etc.

Saturday, April 7, 2012

Limited Series: Savage SciFi

It's dark as you open your eyes, straining to make out the motion and faint lights that woke you. Heavy isn't the right word for how your head feels--stagnant, like water that hasn't moved in years, yes, that's it.
Light attacks your eyes, harsh, and abrasive. Someone is walking into the room, beyond the plasteel covering your cryo-pod. It is a cryo-pod, isn't it? The last thing you remember is the technician attaching a tube to the shunt in your arm, telling you to count back from one hundred. Yes, this must be a cryo-pod--you can see your breath now as your lungs warm up.

The movement is a man. Or maybe a woman. But not like any you've seen before: deep cerulean skin, black as tar hair, lizard-like movements. You think it's a male, assuming its species has a biology anything like your own, and watch him through barely open eyes, hoping he won't notice you're awake.
Where are the technicians? Why haven't you woken up for your maintenance rotation on the ship? You were supposed to be woken up by the ship every five years to check the ship. Everyone gets woken up, in shifts, to make sure the ship is sailing smoothly.
There are no humans in the room, but now there are two of the blue people, and one of similar build and biology but with a deep, emerald coloured skin. This one seems to be giving orders, barking something in a language full of clicks, pops, and buzzes. All the while, the green one is staring at you and the other pods in the room.

Only five pods in this room. You can see all of them, and you know that's standard thawing procedure--five at a time, in a room just off the main cryo-hall on the ship. There are two thaw rooms, actually, so it's a total of ten at a time. Not that it matters: these probably aren't friendlies thawing you out.

You have spent the last three years preparing for this expedition. The team was put together by Phoenix Corporation, a company contracted by the United Earth Defense Organisation--UEDO. Phoenix is a privately held company, but then all groups capable of interstellar flight are, as governments have other things to spend money on. Like contracts with those companies. This arrangement allows the innovations of the private sector to benefit the federal governments of earth directly, and leaves the private firms open to private customers, too.
The expedition launched, the ship left the station orbiting Earth, and made only a stop at Mars for a send-off from the colonists. After that, it was down for cryo-sleep, with the last sleeper having to plug herself in and let the computers pump in the drugs.

How long has it been? Where are we?

Friday, March 30, 2012

The Sci Fi Game


While Houses of Stone is on hiatus and I am a bit burned out on its creative flow, I have decided to run at least one game of Savage Worlds in a sci fi setting. It'll last 5 sessions.
I already have players lined up (in excess, surprisingly) for this game but I need to iron out world details.

The plan is to have one game session for world description from me and group character creation. Savage Worlds is fairly lightweight but has more to it than OD&D or B/X, and those are the only systems I've done character creation on G+ with. At a real table, it's fairly easy to talk to three or four people at once, pass around books, notes, and sheets of paper, and so on. I'm hoping that, with good people and patience, we'll be able to create characters as a group and establish the world properly on a G+ Hangout.

Right now I'm debating and designing the world. It's not going to be fantasy in space (i.e. Star Wars), but it definitely won't be hard sci fi, either. I tend to lean a bit toward the Mass Effect style--it's not about inter-ship combat, it's about people, doing stuff, on stations, planets, and ships. Interactions and shootouts.

Today's idea is that in the late 21st century, humanity is visited by a dying race, on their last pilgrimage across the universe before evolving into non-corporeal beings. Some handful of millions of them travel in convoy/flotilla. They were visited by a race from our solar system 50,000 years before, and that is how they gained the ability to travel the stars.
I'm also thinking that not long after this visit, humans realise they need to leave Earth, and are planning for the fact that a few hundred years later they will need a planet to settle. Perhaps the players will take on the role of a party scouting the galaxy for a New Earth. Or maybe they finished scouting and have been in stasis for the journey home--arriving on Earth 200 years or more later.

The thoughts... they drown out everything else in my brain. It's a good thing.

Wednesday, March 21, 2012

HoS: Hiatus / Reorganisation

I have now run a total of five sessions of the Houses of Stone game on Google+ Hangouts.
It has been a blast. Every session has been a ton of fun and has revealed a lot to me about how to make the HoS world better.

However...

I need a little break from running the Houses of Stone game.
I still love the ConstantCon and FLAILSNAILS concepts and community. I'm not going to stop DMing forever. I'm not going to stop playing on G+.

tl;dr version: I'm taking a break for a couple of weeks so I can reorganise Houses of Stone as a more traditional campaign. I want one, possibly two, discreet groups of PCs playing on a regular basis, with characters that belong in the world.


Why are you pulling HoS from the FLAILSNAILS multiverse?
Because it's a world that doesn't belong in the mix of dimension-hopping. HoS is a standalone world, even though I intended to create it as a FLAILSNAILS compatible one, and the way I want to run it involves continuity of PCs, events, etc. The big selling point has been that every delve and adventure reveals the history of the world, but if each week I have characters who have never been there before, how do I maintain that?
(Yes, there are easy hand-wave ways around that. I have just decided that I would prefer to not use them for this game.)
I love FLAILSNAILS and may continue to run some pickup games here and there for FPCs... they just won't happen in the HoS world.

How long will the break be?
At least a week but I can't really say for sure. I need to rewrite the house rules doc, as the last 5 sessions have revealed a lot to me about how I want to DM the game, and I need to continue designing content, as a regularly playing group will cover territory more quickly.

What resources will new players have to get acclimated?
I will be writing a much more extensive document to introduce players to the game world. However, I will still rely heavily on players' abilities to draw on real history. After all, this is a historical fantasy / alternate timeline world.

Do I have to roll a brand new character?
Probably. FPCs that have spent a lot of time in HoS already might be cloned at level 1 or re-created with new stats but the same history/background. If you are picked to play and want to make a new character, go for it. If you are picked to play and want to do something other than a brand new character, we'll handle it on a case by case basis, at my discretion.


Who will play?
Not sure yet. Many have expressed great interest in continuing to play in HoS and I've even had some tell me that they'd love to play but are looking for a more traditional campaign. I will have to spend some time considering how to pick players, and hope I don't offend anyone by not inviting them.

When will it be played?
Probably still on Mondays at 20:30 CDT and possibly Tuesdays at the same time. If I have two groups, each one will get one night.

Monday, March 5, 2012

Houses of Stone: News / Events / Rumours for 5 March


Some of the interesting news, events, and rumours floating around the village for tonight's Houses of Stone game...

- The spirit of the headman's great-grandfather has been seen wandering the village every fortnight. Some say they see him walking toward the old stone city ruins after he leaves.

- People in the Mchlanga farm valley are disappearing. Reports of giant creatures carrying them off at dawn abound, but no one can substantiate these. (See below for an "approximation" of these creatures.)

 

- One of the local witch doctors has put out a call for brave souls to test a new spell. Does not care if volunteers test on themselves or others.

- A shaman has been holed up in a cave for 100 years. The village headman will pay well if someone can get him to tell stories of the village's past.

Friday, January 27, 2012

Why Didn't I Think of That?

I have a lot of moments where I say to myself "Self, why didn't you think of that?"


Using Google+ Hangouts as a way to run pen and paper RPGs is brilliant! I am very eager to give this a try.

Some bloggers have put together a site called ConstantCon to help facilitate players and GMs meeting up and setting up games. It really is like the convention game signup sheet--only constant / eternal / perpetual / awesome / never ending. You get the idea.

Check it out at the link below. Also, if you're interested in seeing what games I might end up running in this format, add me to a circle on G+ using the other link here. Please post to me (Limited, + me only) to let me know so I can add you to my gaming circle.

ConstantCon: http://constantcon.blogspot.com/

+Ian Wheat: https://plus.google.com/106423294933249271024