Showing posts with label online gaming. Show all posts
Showing posts with label online gaming. Show all posts

Monday, October 4, 2021

Traveller 2300AD: The Dark Between The Stars

     Hey folks, long time no electrons. This is the info page/FAQ for my 2300AD campaign, The Dark Between The Stars. The game is based on the first edition Traveller rules and 2300AD setting from Mongoose Publishing, and is currently in the planning/recruitment stage.

The Premise: Rebco SAR is involved in more than just search and rescue operations in space and on Earth's far-flung colonies. As humankind has spread throughout the stars, it has encountered numerous alien species, mysteries, and threats. Humans being what they are, tend to take risks and meddle in things they're not necessarily well-equipped to deal with.

     That's where you, the heroes, come in. You'll be called upon to help people and organizations deal with the difficulties of off-world life on one of Earth's many colonies. With the shadow of the Kafers spreading throughout human space, will you be able to nurture and protect human civilization on the frontier, or will you simply fade into the dark between the stars?

What You Need: There are only two books you really need for this game: the Mongoose Traveller 1e rulebook and the Mongoose 2300AD 1e setting book; both can be purchased in PDF format from DriveThruRPG.
 
The Platform: Audio will be handled through Discord, while the virtual tabletop (VTT) may be handled either through Roll20 or Owlbear Rodeo. Players are not required to have their cameras active; I know I, the referee, will not.
 
The Rule of Rules (Rule Zero): As a friend of mine wrote on his own long-running campaign site:
Even if a game element is initially permitted, if it is later deemed incompatible with the campaign, it will be modified or removed. Any characters (PC or NPC) that use that element may be required to adjust to the change (in other words, grandfathering is not guaranteed). The (GM) will attempt to keep this sort of thing to a minimum (if at all), but sometimes this may happen in the process of keeping the rules appropriate to the campaign setting.

    That being said, while there are a ton of other Mongoose Traveller (and third party) books which are possibly compatible, the two aforementioned books are the foundation. Those books will be referred to and open for access as needed in the campaign at the referee's discretion. The same goes for material from the original Traveller 2300/2300AD RPG and related periodicals from GDW, Digest Publications, and Stygian Fox. Still, if an element presented in any of the material proves to be an issue, it will be removed or changed as needed.

Campaign Tone: While the Kafer War seems to dominate the setting of 2300AD, this campaign will be focusing on exploration, dealing with problems related to off-world colonies, as well as international (and interstellar) diplomacy, rivalries, and politics. As such, characters in the group will need to have a wide range of abilities and skills - medical, combat, sciences, etc. The Kafers will show up in the campaign, but they won't dominate it completely.

Character Generation: Beginning characters will be created using the rules as presented in Mongoose Traveller 1e, modified by the Mongoose 2300AD rules. I would recommend that characters be no older than 30 or 35, as I'm not aware of the 2300AD setting having anagathics to prevent the effects of aging. As with the original 2300AD, a deck of cards comes in handy for selecting a character's motivations. I'm willing to allow players to choose their character's motivations, so long as they are reasonable. Finally, all player characters are human, as the aliens in the 2300AD setting are NPCs.

Replacement Characters: Should a starting character be killed or otherwise need to be retired from play, the player may be offered the chance to generate a new character with access to one or more MgT1e career books at the referee's discretion. New characters joining the group, whether tied to a new player or to a current player, will have roughly the same amount of experience as the least experienced character in the group.
 
Rebco SAR logo by Ted Lindsay
About Rebco SAR
(from Mongoose 2300AD, p.85)
Headquarters: Lansdowne, Wellon, Tirane, Alpha Centauri, Core
Mission Statement: To provide the best and most appropriate human resource to tackle any problem, anywhere.
Products/Services: Employment services, troubleshooting, security and mercenaries.
Language(s): English, French, Urdu.
Culture: Free-wheeling but at the same time very cautious. All operations must be above-board.
Staff Levels: 125,000 throughout Human space, including contractors.
Scope of Operations: Human space.

     In the year 2244, two financial institutions on Earth, the Rawal Pindi Trading Company of Pakistan and the National Express Bank of America, merged to become Rebco. The majority of Rebco’s business involved financial services on Earth but in 2257, after developing a large internal security force, the corporation created a splinter group dedicated to providing short-term security forces to organisations on colony worlds.

     This began with uniformed guards for corporations and over time ranged up to include mercenary troops for small colonial governments and even rescue operations. Rebco relocated their new organisation’s offices to the colony of Wellon, on Tirane and they called it ‘Rebco Search and Rescue,’ or, more succinctly, ‘Rebco SAR’. Since then, Rebco SAR has expanded from providing security forces to matching persons seeking employment with employers looking for experienced personnel.

     Missions for Rebco SAR can involve anything. If there is money to be made, Rebco SAR will most likely be willing to get involved, although its coordinators pride themselves upon their honest reputation and will avoid overtly criminal activities.


House Rule: Character Improvement
    One of the big questions of Mongoose Traveller was how characters advanced in skill levels during their adventures. I put the following system together to answer that question. In addition, I hacked some of the XP and learning/teaching rules from MegaTraveller (Player's Manual - p. 41-43) and Traveller: The New Era (p. 133-134) to expand upon how characters can teach (or learn from) others.

Basic XP Guidelines
  • 1 XP for surviving the adventure.
  • 2 bonus XP for good roleplaying and/or ingenuity in the game.
  • 1 XP for each skill used repeatedly or in a particularly dangerous situation.

Spending Experience Points
    Players keep track of what skills their character used during the adventure. Only these skills are eligible for improvement with the cost in XP being equal to the new skill level (e.g. Skill-1 costing 1 XP, Skill-3 costing 3 XP, etc). Boosting a skill from Skill-0 to Skill-1 costs 1. Learning a skill from scratch up to Skill-1 costs 2 XP.

Learning via Observation and Training
    Characters may also learn through observation and training. A character observing another character successfully performing a task gains 1 XP for the relevant skill. This works only if the character explaining the task has a skill level twice that of the observing character (e.g. a Skill-2 character teaching a Skill-1 character how to do something; or a Skill-4 character teaching a Skill-2 character to do a task).

    Teaching a character to do something requires a Difficult check of the teacher's relevant skill (i.e. using Repair to teach another how to repair something). The students' INT and EDU modifiers are also taken into consideration when totaling the final DM. For multiple students, average the INT and EDU modifiers if you so choose.

    The teacher must have at least one level in the skill being taught and the student cannot have a skill level equal to or higher than the teacher's. If the teacher succeeds at their roll, they gain 1/2 XP per student (minimum of 1 XP). The teacher's roll is followed by the student's roll to demonstrate understanding. The comprehension DM is the difference between the teacher's roll and the target number. if the student succeeds, they gain a certain number of XP

     If the number of students is less than half the teacher's skill level, each student gains 3 XP. If the number of students is more than half the teacher's skill level, each student gains 1 XP.
    Example: Corey has INT 10 (+1 DM), EDU 7 (+0 DM), and Repair-1. His teacher, Brian, has INT 13 (+2 DM), EDU 9 (+1 DM) and Repair-2. Brian is going to teach Corey how to repair his pistol. The DM for the task is -2 (Difficult). Brian rolls 2D6, adding the task DM of -2 (for Difficult), his own INT and EDU DMs (+2 for INT, +1 for EDU), his repair skill (Repair-2) and Corey's INT and EDU DMs (+1 for INT, +0 for EDU) he gets a total DM of +4. He rolls a 7 adding the +4 to get 11; this gives a +3 (11 - 3 = 8) DM to aid in Corey's understanding. Brian has succeeded in adequately explaining the task; now Corey has to demonstrate his understanding.

    Corey rolls 2D6, adds his INT and EDU DMs (a total of +1), his repair skill (Repair-1), and the +3 comprehension DM. His roll is a 9, giving a total of 14. He shows that he understands. For his success in teaching, Brian receives 1 XP, since he has only one student. Since Corey is the only student and he understands what he has been taught, he receives 3 XP.

    Characters with a skill at Skill-0 may still learn a skill, either through observation, instruction, or trial and error (also called "The Hard Way").

Skill Caps
    Characters are limited in the total number of skill levels they can have. This limit is the sum of their INT and EDU scores. Untrained and level-0 skills do not contribute to this total.

    Additionally, a character is limited in how many high-level skills he can maintain at a time. This limit is typically one level-4 skill and two level-3 skills. If a player raises a skill up to level-3 or level-4, and thus exceeds this limit, he must simultaneously drop a skill down from that level as well.

    If the sum of the character's INT and EDU DMs is greater than zero, they are allowed that many additional skill levels toward their total. A character with an INT and EDU both of 9 (+1 DM for both) could have up to 20 levels in their skills (9 + 9 + 2 = 20). This does not allow them any additional level-3 or level-4 skills.

Skill Caps, Enhancements, and Aging
    Cybernetic enhancements will not allow a character to surpass these limitations.

    Should a character suffer a loss of either INT or EDU due to aging, the character's skill caps are also affected. For example, the same character fails an aging roll and has his INT reduced by 1, dropping it from 9 (+1 DM) to 8 (+0 DM); the character's EDU is 9 (+1 DM). Where once the character had two additional skill levels, he now loses one skill level and must drop one skill by a level to reflect this deterioration if he had previously hit his maximum number of skill levels. If the character had not already hit the maximum, they do not suffer the loss of an active skill level, only the reduction of the maximum number of skill levels they can have.

Improving Characteristics
    Characters may also improve their characteristics through training. The target characteristic score's DM, in addition to any aging modifiers, is the DM for the training roll; characteristics cannot be improved through training beyond +1 per year.

    To quote the MT rules "...a character could regularly lift weights to improve his Strength; he could study fencing to improve his Dexterity; or he could run regularly to improve his Endurance. A memory course could enhance his Intelligence, and he could regularly participate in a reading and discussion group to increase his Education."

    The exceptions to this rule are social stats (Caste, Charisma, Social Standing, and Territory). These cannot be increased through formal training or experience. Instead, "it requires significant cash expenditures and consequent changes in lifestyle to 'become' part of the desired social class."

House Rule: Sanity
     At least two of the original GDW adventures (one being "Bayern", the other remaining nameless to avoid spoilers) had scenarios and rules regarding how encountering alien intelligences affects the human psyche. The purpose of having these rules isn't to make 2300AD into some eldritch dark space where sanity-blasting xenomorphs lurk in every shadow. No, it's just to provide some point of reference in how humans deal with encountering the truly alien with little or no points of reference in common.
 
     Because the original 2300AD system differs from the Mongoose Traveller rules, and because Mongoose Traveller's base rules don't handle anything regarding sanity (Book 4: Psion has rules for psionic trauma), that leaves a bit of a gap. I've crafted some workable (at least to me) rules from the psionic trauma rules in Book 4: Psion, the rules from WildFire's out-of-print Chthonian Stars setting, and Terry McInnes' article "Losing It" from The Travellers' Digest #17. You can find them here.

House Rule: Psionics
     The original 2300AD didn't allow for PC psions. Some GDW adventures had PCs encountering psionic aliens (again, no spoilers), and as above, had rules for such encounters' effects on the human psyche. As it stands, I'm using Patrick M. Murphy's 2300AD psionics house rules as a guide, as well as my own common sense. In other words, if your character has psionic abilities, don't expect them to be crushing starships or flinging jets of fire from their fingertips. As per the Mongoose Traveller rules, characters cannot have psionic talents at generation without permission from the GM. My guidelines for psionics in Mongoose 2300AD can be found here.

House Rules: Armor Ablation and Other Options
     Combat will use both the Knockout Blow and Random First Blood optional rules on p.66 of the MgT1e book. With regard to damage to armor, one (1) point of armor protection is lost for every three (3) points of damage that gets through.

So What's The Difference (Between Games)?: Around 1986, Game Designer's Workshop released Traveller: 2300, which was essentially a follow-up to Twilight: 2000. Unfortunately, the title caused a bit of confusion, and so GDW revised and retitled the game 2300AD.
 
Different and yet...

     In "The 2300 AD Revision" (Challenge Magazine #34), Lester Smith writes (bold emphases are his as they appear in the original article):
Some people originally confused Traveller: 2300 with Traveller or thought that there was some link intended between the two games. By changing the title to 2300 AD, we put an end to that problem, while at the same time maintaining the continuity of the releases in the 2300 line. Let me emphasize here for anyone who might still be wondering: 2300 AD has nothing to do with Traveller. Not only are the rules to the two games much different, the games are set in different "universes," with completely different alien races, different routes of travel between the stars because the FTL drives in each game operate on completely different theoretical bases, different technologies (there are no grav plates in 2300 AD, for instance), and different themes. Traveller spans the Milky Way galaxy and concerns humanity's struggles to maintain a civilization over that broad reach of space. 2300 AD reaches stars just beyond 50 light-years from Sol and concerns humanity's struggles just to survive among those stars.
     Flash forward to 2012, and Mongoose Publishing releases their edition of the 2300AD license - with "Traveller" emblazoned on the cover. Granted, the second edition doesn't have that same point of confusion, but I'm not really thrilled with the second editions of either Mongoose 2300AD or Mongoose Traveller. Overall, I find it rather ironic that Mongoose Publishing has unintentionally reinstated the relationship between Traveller and 2300AD.
 
     "So, what about 2320AD?" you say. Well, that's a different matter. If the campaign timeline runs through the end of the Kafer War, we'll cross that bear when we get to it.

     If anything else should need to be addressed with regard to the game rules, it will be added to this blog post. Now, let's reach for the stars.

Monday, July 27, 2020

Taking the Final Frontier to the Virtual Frontier

Now that the uncertainty regarding Nuke-Con 2020 is out of the way, I can actually start making headway in planning and prepping for my October and November events. After a lot of gamer ADHD and anxiety, I've come to the conclusion that Cyberpunk 2020 hits too close to home with current events the way they are.

As such, I'm going to be running the Icon system edition of the Star Trek RPG. While Modiphius' 2D20 system is the current incarnation of Star Trek roleplaying in the hobby, Last Unicorn's edition is my version of choice. This post will be the central locus for information on my events.

First off, let's get the skinny on the two conventions in question. Nuke-Con is set for October 2-4, 2020. Virtual GameHole Con is scheduled for November 5-8 go here to register for the con. Essentially, I'm going to be running the same events for both conventions, so if you miss a certain event at Nuke-Con's virtual convention, you can always try to catch it at Virtual GameHole Con. All that being said, let's move ahead to the 24th century...

The Series Premise

The year is 2377 - only two years since the Dominion War ended. The Alpha Quadrant's long healing process is far from over. The Cardassian Union and Klingon Empire quietly rebuild from their devastating losses. Meanwhile, the Federation and Romulan Star Empire have resumed their cold war. In the shadows, predators and scavengers lurk, watching for any sign of weakness they can take advantage of.
Capt. Malcom Harrison. Yes, I went there.

Into this uneasy peace comes both a new ship and a new generation of Starfleet cadets. Cadet Training Squadron 42 - Delta Squad - find themselves assigned to the USS Odyssey, NCC-71832-A. One of many ships constructed under Starfleet's Rapid Reconstruction Initiative, the Odyssey is built from a number of refurbished, salvaged, repurposed, and new components. Despite being thrown into the deep end of this chaotic situation, Captain Malcom Harrison and his crew are determined to keep the flame of Starfleet and the Federation's ideals burning.

Canon and Apocrypha

While these are convention games, I feel it's important to remind some players that this game adheres mainly to the canon as presented in the TV series (excluding Discovery) and movies (excluding the J.J. Abrams films and despite my dislike of Generations, First Contact, and Nemesis).  Material presented in the novels, comics, and electronic games is considered apocryphal unless I introduce it into the game. 

The Icon System (Condensed)

 For those of you who don't own a copy of Last Unicorn Games' Star Trek: The Next Generation RPG, I've provided a condensed version minus the Renown rules. Why did I leave out the Renown rules? Mainly because I find them pointless, but also because they serve no purpose in these scenarios.
 

The Adventures of the Odyssey and Delta Squad

The following adventures represent the events of Delta Squad's extended cadet cruise. Event information for each convention will be added as details become available. Discord links will be provided here once they have been assigned by the respective conventions.

The Kobayashi Maru - Members of Delta Squad take part in the Kobayashi Maru simulation, but a cadet's secret agenda risks everyone's future.
 
GM's Note: Players whose cadet characters receive a promotion to Ensign in "The Kobayashi Maru" may bring those characters back to participate in the subsequent adventures below.

Shakedown Cruise - The unexpected arrival of Delta Squad and a mysterious subspace signal complicate the USS Odyssey's maiden voyage.

Bioadversity - A survey mission turns deadly when an ancient bioweapon is released and an old enemy of the Federation returns seeking revenge.

A Hungry Season - A mission of mercy is derailed when raiders hijack a convoy carrying medical aid.

USS Odyssey NCC-71832-A


Please note, the starship record sheet is not form-fillable.

Dramatis Personae

Here are the heroes of our adventures - the cadets of Delta Squad and the crew of the Odyssey. The character sheets are forthcoming.

 
 

Bonus: Wonder what the theme song would be like? I think Nick Phoenix's "Starfleet" fits the bill.

Tuesday, May 19, 2020

On Adapting

Change is hard. Change is scary. But sometimes change is necessary for survival. That's something everybody is learning in this ongoing pandemic. One would think that gaming would be immune to this, but it's not. Groups normally accustomed to meeting in person are having to meet online in order to prevent the spread of COVID-19. Our favorite gaming conventions and convention-related services have also felt the effects of all the uncertainty.

GenCon, GaryCon, PretzCon, Nuke-Con. All of these are institutions in our hobby, either locally or on a larger scale. While GenCon and GaryCon both canceled their physical events, they adapted quickly and went virtual. PretzCon, a smaller convention here in Omaha, sadly canceled for 2020 and now it looks like Nuke-Con is on equally uncertain footing.

I originally wasn't going to raise a fuss regarding the option of going virtual, but given possibility of Nuke-Con 2020's cancellation, I've decided to come out and say this: I would rather see a online Nuke-Con rather than no Nuke-Con at all this year.

While there are people who tout the efficacy of such things as social distancing, masks, gloves, and plastic shields, these measures aren't entirely foolproof. In a convention scene, they're pretty much counterproductive. Masks and gloves can tear or become otherwise contaminated; plastic shields are expensive. Also, I can't see myself sitting six feet away from my players, shouting over the din of an open convention hall through a mask. Living with multiple risk factors, the only way I'll truly feel safe in physically attending a convention is if a working COVID-19 vaccine is made readily available.

This might appear selfish to some people, but think about it. While we would all love to get together with our friends and love ones at Nuke-Con, we all have to act responsibly to prevent the spread of the virus. Meeting virtually is the only way around this, in my opinion. Yes, I know meeting online is not everyone's thing, but sacrifices have to be made in order to protect ourselves and others from this pandemic. I'd rather run my games online than not run them at all.

As such, I'm going to be registering my events – with the proviso that if Nuke-Con happens physically (with or without a virtual Nuke-Con), and a working vaccine is not available at the time, I will run my games on Roll20. I will be including info in my event descriptions for where players can go on Roll20 and Discord to find the games if I am not physically at the convention. I would only need communication from Nuke-Con as to who signed up for what game. No prize support, no con bucks, no physical support of any kind. Just communications from the event team regarding players.

So the long and short of it is this: if there's no vaccine, I won't be there physically at Nuke-Con; instead, I'll be more than happy to run my games online for anyone interested. If a vaccine is available, I'll take the jab and be there to run my games in person.

We're all in this together, folks, and I hope we're able to see each other for real in October.

Tuesday, November 1, 2016

And so it begins...


So, it's been no secret that I'm a writer or that I write game material and some fiction. However, most of the time I keep what I write secret until it's done or at least until I know nobody is going to steal my ideas. At any rate, I'm throwing my hat into the ring for NaNoWriMo 2016 with a book I'm writing. We'll call it Project Frying Pan. Why? Because in the tradition of George Lucas, I don't want things getting out before it's time. Only two or three other people know the true nature of the project, and I know they'll keep it.

While I have the general idea of the project's plotline set up, have capsule descriptions of the characters, and actually have a head start on chapter one, there's a lot of work to be done on research so I can get things right. These last two months are going to be precariously balanced between my job, home life, my writing, getting some design work done for Beyond the Wall, and a Shadowrun campaign I'm running. I may not get Project Frying Pan done in one month, but I intend to put a good sized dent in it before the year is through.

But enough talk. It's time to act. I've got research and writing to do.