Nuketown

Game Day

Game Day: Crowdsourcing a Starship Crew's Planetside Adventures

Posted in by Kenneth Newquist on Fri, 06/11/2010 - 4:39pm

On Thursday I was busy writing a one-shot Star Wars: Legacy Era adventure, and wracking my brain about where the crew of the freighter Dark Nebula might take a break while visiting Ord Killan. I didn't want to use yet another encounter in a cantina, so I decided to poll Twitter for ideas. I got a huge number of responses, which I've compiled below.

I used some of these ideas in my adventure, creating a gambling den frequented by the flightdeck crew (which the PCs didn't visit) and a high-profile swoop bike race for them to gamble on. I also made the race the big event being talked about in town and at the spaceport, and it became the backdrop at the Planetfall Cantina, a drinking hole that I'd used in a previous adventure, and included again for continuity's sake. Of course, having done the extra work, the PCs ended up going to the Planetfall Cantina (which is what I'd been avoiding at the start, but hey, whatever works). Still, I've got this great list, and I plan on using it again for future adventures. Many thanks to everyone who contributed!

Game Day: The Star Frontiers Legacy

Posted in by Kenneth Newquist on Fri, 05/28/2010 - 5:30am

 Star FrontiersThe first role-playing game I ever played was Dungeons & Dragons. The second was Star Frontiers. Saying I "played" Star Frontiers is something of a stretch; I game mastered one or two sessions in 8th grade and that was pretty much it. Except … it was much more than that. Star Frontiers grabbed the world-building part of my brain, and wouldn't let go. I created the Starrior star system, and populated it with the benevolent megacorp known as Astro Mining & Freighting (or simply AMF). I detailed the vast starfleets of the United Planetary Federation and the smaller – yet still formidable – Starrior Milita.

I filled a three-ring binder background information, fleet configurations, and star maps that depicted the growing Starrior Republic which – looking back – was a sort of proto free market republic dedicated to fighting the threats that the UPF was too cowardly to engage (namely the vile Sathar invaders).

Game Day: The Mandalorian Interlude

When we were starting our Star Wars campaign and were kicking around where we wanted it to fall within the Knights of the Old Republic timeline, we struck up on the idea of the Mandalorian Interlude.

We knew we want to start the campaign in the Restoration Period -- a relatively quiet, calm time after the Great Sith Wars -- but at some point we'd enter the Mandalorian Wars, followed by the Jedi Civil War.

What we didn't want to do was slog through every era. The idea was to skip the campaign forward every few levels, allowing us to hit the high points of each era, but not get bogged down in none of them. At the same time though, we thought simply skipping forward 3-4 levels and five years would feel disjointed without some sort of transition.

Enter the Mandalorian Interlude.

For 6-8 self-contained adventures we're going to trade in our regular characters for Mandalorians from Clan Olan. They're old school, individualist Mandalorians who aren't sure what to make of the neocrusaders who are trying to establish order and conformity throughout the clans. The interlude gets everyone -- casual and diehard Star Wars fans -- up to speed on the Mandalorians and their culture while simultaneously showing everyone exactly what it is the Mandos are fighting for.

Game Day: Return to the Lost Caverns of Tsojcanth

After many months away from the game, my group is returning to Dungeons & Dragond 3rd Edition for an old school dungeon crawl through the Lost Caverns of Tsojcanth using the D&D 3.5 version released in 2007.

I've got mixed feelings about this.

While I owned the Lost Caverns as a kid and read through it cover to cover several times, I never had a chance to run it. Moreover, with this module we're going to continue what we started with our White Plume Mountain run by travelling back into our D&D campaign's history to the founding of the Blackrazor Guild. In White Plume Mountain, guild leader Brant Bladescream recovered the infamous soul-devouring sword Blackrazor (but lost most of his adventuring companions in the process). In The Lost Caverns, he's taking a new band of heroes into the depths of an infamous dungeon in search of even more powerful magical relics.

Game Day: Return to D&D 4E

 Revenge of the GiantsGiants stalk the land, threatening one of the few flickering lights of civilization. Someone needs to deal with the threat ... and it turns out that's us.

My gaming group is returning to Dungeons & Dragons 4th Edition with a megashot of Revenge of the Giants, the new super module from Wizards of the Coast. I received a review copy of the book in October, and at the time I knew it was a perfect chance for my group to experiment with 4th Edition again.

We played 4th Edition back in Summer 2008, but decided we didn't want to convert our regular campaign to the new game. A few of us have continued to dabble in 4E however, and there's been interest in getting another game together.

Revenge of the Giants is that game and we're going to carve off a huge chunk of it with an eight-hour marathon post-Thanksgiving session.

Game Day: Fighting SciFi RPG Writer’s Cramp

We’re well into Episode 5 of our Star Wars: Knights of the Old Republic campaign and I’ve got to say I’ve found switching gears from fantasy to science fiction harder than I expected. 

It’s not that I don’t know science fiction; hell I’ve been reading it ever since I could read. But after a dozen years of playing D&D in Greyhawk, I’ve grown used to certain kinds of stories, and being able to rely on the genres familiar tropes and clichés.

In some ways, it’s a question of switching tropes and clichés; when writing fantasy (or designing a fantasy campaign) there are certain standard story ideas (the dungeon crawl, the rampaging monster, the damsel in distress, the crazed cult) you can pull out with barely a moment’s thought. Make a few tweaks, change some of the setup and whammo, you’ve got an adventure.

Game Day: Star Spawn Munchkin

Posted in by Kenneth Newquist on Sun, 07/26/2009 - 8:37am

When will people start listening to the Herald of Bob? I argue. I reason. I yell. I shout. But no one, not a single blessed soul, every fully understands that Bob is the real enemy. And that if he's doing something that looks like it's going to help you, that means he's about to win. Or setting up a win in three moves.

He is, by no means, actually helping you. And he is the real enemy.

Such was the case Friday night when -- in honor of of the 8th anniversary of Steve Jackson's Munckin -- we combined my Star Munckin, Star Munckin 2 and Munchkin Cthulhu sets to create a truly epic space/horror mashup that will forever be known as ... Star Spawn Munckin.

It was a surprisingly effective combination, leading to feline cultists, mutant investigators, and bounty hunter bugs battling against clown troopers, geek ones, and various forms of shoggoth. It also saw our single best Munckin moment ever.

Game Day: The Final Flight of the Aeon Harrier

Our Star Wars campaign reached a major milestone last Friday: our heroes bought their first starship. The group is loosely divided into two factions: the Jedi padawans and the crew. The later group served aboard a ship known as the Aeon Harrier, which the Jedi occasionally contracted out for missions. It served as the group's spaceborn home for the last 15 game sessions.

Friday night, she met her end, not in flames, but on blocks. The old freighter -- a 578-R -- took a lot of hits over the last few months, engaging in firefights with pirates, narrowly escaping a shipjacking frigate, and nearly melting to slag in the heart of a protostar-rich nebula.

The Harrier barely made it home to the party's home base of Zebulon Beta, and after she landed (with only two of her three struts descending, the third having been melted closed) her captain handed the keys over to the crew (for a minor sum) and then announced his intention to spend the rest of his days drinking home-brewed alcohol and hunting.

Game Day: Return of the Revenge of White Plume Mountain

In 12 years of adventuring in Greyhawk, our group built up a number of legends, told, but never experienced. The recovery of the soul-devouring sword Blackrazor is one of them.

Brant Bladescream, warrior, adventurer and conman, recovered Blackrazor from the volcanic dungeon known as White Plume Mountain and used its notoriety to found the Blackrazor Guild. The guild would go on to become one of the cornerstones of our Greyhawk campaign, and last year we decided to finally play out the events in which Brant secured the epic blade. We were aided in this quest by Wizards of the Coast, which updated the classic S2 White Plume Mountain to the 3.5 rule set in 2005.

Game Day: Random Stellar Encounters II

Another week, another game of Star Wars. The adventure rolls on with a special flashback episode. Last week, our band of heroes learned of 32 Belasco Division E-company (aka the Early Birds), an Old Republic Army advance assault unit that went missing on Toprawa during the Great Sith War. This week, we'll be playing soldiers in the Early Birds, allowing us to learn first hand what happened to the division.

It's a cool idea, and one we talked about before heading into the campaign. One of our goals with our Knights of the Old Republic game is to get to play characters at low, mid and high levels. To accomplish that, we're going to occasionally jump the campaign forward a few years/levels, and then run one-shots (or multi-shots) to fill in the resulting time gaps.

For example, when the Mandalorian Wars finally arrive, we'll stop the regular campaign and jump into the skins of Mandolorian Neocrusaders invading the Republic. When we've played through their assault on some frontier world, we'll jump back into our newly-leveled up main characters, and react to the invasion.