Nuketown

Game Day

Game Day: Noble Armada

Posted in by Kenneth Newquist on Sun, 01/08/2012 - 1:23pm

The Blackrazors’ annual holiday hiatus will come to an end in a hail of laser fire and missile explosions as we play A Call to Arms: Noble Armada. The Fading Suns-themed successor to Mongoose Publishing’s Babylon 5: A Call to Arms starship battle is fast, fun and often brutal.

It faithfully recreates Wrath of Khan-style slugfests between ships of the line, with the initial weathering of the ship’s shields and hull, and then punch through into critical systems. We’ve had fun in our first three playtests, and I expect more of the same tonight.

Game Day: Second Darkness

Posted in by Kenneth Newquist on Sun, 10/16/2011 - 5:00am

I did something I've never done before in September: I kicked off someone else's campaign. Ok, technically it's still my campaign, but material belongs to Pazio. The campaign is the Second Darkness adventure path, and if all goes according to plan, it will see our seven freshly-minted heroes face the ancient hidden evil of the drow in an attempt to save the world from a second apocalypse.

I've been running my own campaigns -- for D&D, Star Wars, and Savage Worlds -- for 15 years. Over that time I've made liberal use of material from a variety of source books, including more than a few one-shot adventures, but by and large I was the one writing each week's episode. It was fun ... but it was also tremendously time consuming.

When the time game to launch a new campaign, Paizo's Pathfinder Role-Playing Game was an obvious choice. It preserved the strain of Dungeons & Dragons that my gaming group preferred, and enhanced it just enough to get rid of the things that had been driving us crazy in the 3.x branch. But the challenge with Pathfinder is that it's a crunchy, rules heavy game. When we ran Star Wars, I could easily knock out non-player characters in a night, but going with Pathfinder meant a return to magic and all its inherent complexity.

Game Day: The Saga Ends

Cover: Star Wars: Saga Edition Core RulebookAfter 47 chapters, 10 episodes, and 2.5 years, our Star Wars: Shadows of the Force campaign has come to an end. What started with a fight against pirates on the jungle world of Zebulon Prime ended with against grey market salvagers in the depths of a planetary nebula. In between we saw the rise of Binary Transports, the promotion of three Jedi Knights, the training of two padawans, the discovery of an alien holocron , and numerous battles against the Force knowledge cult known as the Sith Ascendancy.

But the campaign was about far more than numbers. Along the way we changed how we play RPGs, incorporating narrative mechanics like skill challenges that created truly exceptional, truly memorable encounters, including hot-wiring a speeder while fending off high plains lizards and bouncing a starship through a proto-star nebula. We also told some really cool stories, including the adoption of a young Force sensitive Twi’lik and his training as a padawan, the epic battle with the fleet of the pirate lord Ral Duris, and lightsaber duels amid alien ruins in the sunward desert of Ryloth.

Game Day: The Return

Posted in by Kenneth Newquist on Fri, 05/06/2011 - 7:01pm

It’s Game Day, and for the first time in years I’m running Dungeons & Dragons. Well, technically I’m running Pathfinder, but in all the ways that matter it’s the thematic and mechanical successor to the flavor of D&D my group liked best. 

This session is a long time coming. I’ll save the story of the road back for another post; the short version is that my group experienced a catastrophic burnout brought about by 8+ years playing D&D 3.x and the subsequent Edition Wars. For the last three years, Star Wars: Saga Edition has been a welcome refuge, providing us with a much-needed change of genre (wizards with laser swords notwithstanding).

Part of what drove us away from D&D 3.x in the first place was the “x” in 3.x; the splintering of the 3.0 and 3.5 rule set gave rise to all manner of confusion as we constantly stumbled over changes large and small.  More than one disagreement at the table was inspired by disagreements over spells that had morphed and then morphed again between microeditions (and then morphed again when Spell Compendium was released). It was this sort of thing that led us to abandon D&D 2nd Edition for 3E in the first place.

GameCryer.com: Pandemic

Posted in by Kenneth Newquist on Tue, 03/29/2011 - 7:24am

My review of the infectious board game Pandemic is up on GameCryer.com.

My gaming group enjoys collaborative board games, but the biggest and best of those – Arkham Horror – can be a grueling marathon. We were looking for a faster game that delivered the same level of intense, collaborative game play, and we found it in Pandemic. The game’s easily playable in 60 minutes and while we lost the game three times in as many hours, they were enjoyable defeats.

Game Day: The Lunchtime After Ragnarok

Posted in by Kenneth Newquist on Sat, 09/04/2010 - 2:36pm

 The Day After Ragnarok My lunchtime role-playing game campaign is now a reality. Inspired by Mike Mearls' tales of lunchtime D&D 4E campaigns, and after my coworkers jumped at an offhand tweet about a lunchtime game, I'm now running a twice-a-week The Day After Ragnarok game.

Powered by Savage Worlds, The Day After Ragnarok is a post-apocalyptic setting that takes place in 1948, after the Nazis summoned the Midgard serpent in an attempt to bring about the end of the world ... and the American's killed it by flying a nuclear bomb into its eye.

Game Day: Crowdsourcing a Starship Crew's Planetside Adventures

Posted in by Kenneth Newquist on Fri, 06/11/2010 - 3:39pm

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 - 4:30am

 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.