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Tuesday, March 8, 2016

Let's try this again...

Hey.

I'm gonna skip the big flashy intro. Also going to skip all the gimmicks I may have tried in the past.

This is my blogging space;a place in the web to share my voice, my outlet for my personal thoughts on gaming. I tend to try my hand at it, get pretty serious (for me anyway), then work in the real world happens and I'm offline for about six months, and then when work finally slows down I have to start all over again on this site (and Google+), rebuilding, reestablishing my identity, all that nonsense.

It's like a long distance relationship with my geeky side, and I'm literally the worst boyfriend.

I was going to post about my plans for this year, but fuck it. I'm a big believer that actions speak louder than words, and people wants action...they want content.

So this post is for my own personal selfish reasons, just a thing of me yelling at myself enough until I finally signed in and wrote something. Well, wrote nothing, but at least I'm here again.

And yes, it does feel good to be writing. Even if I'm writing nothing at all.

Next post: What should I name my Space Opera campaign?


Wednesday, July 15, 2015

Setting Idea: DEATH PLANET PUNK!

Original Artwork © +Matthew Adams. Modified and Used with Permission.
In the aftermath of a trans-dimensional war of worlds waged by alien psychopathic death cults, survivors from a post-apocalyptic 1970 find themselves on an alien planet alongside survivors from an Earth where World War 2 never ended. Souped-up, weaponized, armored muscle cars clash with diesel-powered suits of battle-armor across a deadly landscape where the only hope for supplies lie buried in strange, subterranean holds...ancient alien missile silos that litter the planet's already dangerous surface.

Do you and your crew have what it takes to survive on...DEATH PLANET?



What...the...Fuck?


Full disclosure: I have no idea why I thought this would be a good idea.

In fact the only explanation I could come up with was that I was tripping out of my mind when I started to see all these crazy genres blending together. Thankfully, I discovered +Matthew Adams's incredible artwork around the same time I took this leap into CrazySpace, and it just so happens his art looks like exactly how my brain sees the world, especially when it comes to cobbling together disparate battle genres.

I've recently discovered Matt's work thanks to people sharing his art on Google+, as well as an awesome monster he's drawn for +trey causey (probably one among others but what do I know): specifically the Moon Goon from Trey's Azurthite Bestiary.

No seriously, check out this fucking art (note: NOT a Moon Goon, follow the link to see that):

Because Flailsnails, motherfucker.
So naturally Matthew's art wormed its way into the dark, diesel-and-gasoline intoxicated recesses of my brain where the worst of my ideas hang out and consume too much acid, and I instantly made the connection between his style of art and evertyhing I could possibly imagine.

Including this weird CarWars/BattleTech/Dungeon Crawl mix I had going on. Lucky for me, Matt not only had some inspired art to coincide with these themes, he also had already designed a game for car battles (which also has a kickass revised version included at the end written by +Patrick Stuart, author of "Deep Carbon Observatory" and the False Machine blog).

I also got some advice from +Zak Smith, author of the award-winning Vornheim supplement and the recently released campaign setting A Red and Pleasant Land, because I was having a really hard time figuring out how I was going to blend Mad Max with BattleTech with dungeon crawls in alien mini-dungeons.

He solved it with a simple idea: TRANSDIMENSIONAL BOMB

That was it; that was the key to unlock the fusion of all the ideas and vomit everything else onto paper.

Zak also wrote his own set of ideas on Mad Max rules for D&D and also on Mech/Robot Battles which shouldn't be too much work to combine all together alongside Matt's Rumble City Rules and then slather that on top of a D&D game with its dungeon crawls for treasure supplies.

What's Next?


So there are two things I need to have ready in time for my get together with my players: what the mechanics are to play this mash-up, and what details about the setting are absolutely necessary to know.

So, for example:

In order for this to work, it has to be fun. If it's too confusing or if it tries to do too many things at once, it could cease being fun and become purely about management. Management sucks except in the case where managing resources gives players anxiety because if they fail to manage their resources correctly they DIE and that makes succeeding at surviving a reward and that makes it fun, but not if this plays like Mad Max Tycoon instead because then you're divorced from the threat your character faces and it becomes dull.

But there could be a very good reason why no one has sat down and wrote up (at least to my knowledge or that gets played frequently) a car wars/mecha/dungeon crawl game.

In addition to being fun, it has to be fast. High-octane fast. Combat has to be raid fire and brutal and over the top because dragged out engagements might be fun for strategizing war gamers but are definitely not fun for combat car people or dungeon crawling people (well at least not every type of dungeon crawler; YMMV).

So I'll keep plugging away at fusing the rules, running some models at my table pre-game, and then doing the live playtest to see what worked and what absolutely didn't.

As for setting:

I know its a harsh place with a brutal, killing surface that hates life. The interior of the planet isn't any better but its the only place to find supplies. The alien death cults are insect-like creatures that live underground and go through cycles of dormancy like cicadas. There are a ton of artifacts from all times and dimensions stored away in the underground complexes.

One of the big concerns in Mech games is engines overheating, and in a dieselpunk based setting, it's probably an even greater chance. Thankfully the surface experiences what are called "Sick Storms": long, drawn out rain storms that are poisonous to life but help keep the engines of both the mechs and cars cooled down. Survivors may be forced to raid one of the holds simply to avoid getting caught in the rain. The holds themselves are full of traps and other hazards, including insane robots, the alien death cults, and other dangerous and exotic flora and fauna.

Alright now I need to get some sleep. Then I can dream up other crazy things to tie in to this bloated setting. 

Things like Spelljammer.

My thoughts don't stand a chance.

Tuesday, July 14, 2015

Transmitranids

(Note: I've started drawing stuff. It's pretty unfamiliar territory for me, but I'm actually having fun with it, so why the hell not?)


Transmitranids

No. App: 1-4
HP: 96 (16HD)
Maneuverabilty: Slow, Turning Speed: Fair
Attacks: 1 Front Facing Laser
Damage: 3d6 for 3 consecutive rounds, then can't be used for one round
Special: Save vs. Paralysis while within 300' of broadcast, or go insane for 1d4 days.

(*Note: Only roll once per turn to determine insanity)

XP: 475 each
Treausre: Salvageable parts, Copper wire, some Electrum and Platinum parts

(*Note: Total value of each Transmitranid is 120gp or equivalenet depending on campaign, + and additional 5d4x10 gp in sellable scrap)

Transmitranids are unmanned, multi-legged walkers built by the Church of Unseen Voices for a singular purpose: to spread the message of the church far and wide across what remains of this devastated world (or wherever in your own campaign you're putting these things).

Unfortunately, the church died out a couple of thousand years ago, but these servitor spiders haven't given up with their mission to spread the word of the church. So they have roamed for thousands of years, screeching out a baleful noise that interferes with any other transmission they get near to (within 300'). Anyone hearing the broadcast, which now sounds like a garbled, alien message of shrill squawks and high-pitched beeps, must save vs. Paralysis (or Confusion or Insanity or whatever fits your game the right way) or go insane for 1d4 days, running around the open desert like a maniac spewing bizarre prophecy made up almost entirely of intelligible words.

Transmitranids are approximately the size of tanks, and their long, durable legs keep them approximately 10' above the ground.

Combat

When threatened, the front surface of the machine blasts out a solid, mega-sized laser, melting anything directly in front of the walker. (3d6 damage, save vs Dragon's Breath or Dexterity to half damage) The laser keeps a steady stream for 3 rounds, before shutting down the laser. Once it is turned off, the machine has to wait a full round before it can fire off the laser again.