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Space Empires 4X at Thanksgiving

I hate to say it, but the holidays means just one thing to me. Spending time with someone that will invest however long it takes to get your favorite games played again and again. I can’t help it. All of those college breaks that turned into reunions with my best friends from high school just made me that way forever and I will never get over it.

Today we did Space Empires 4X with both the Close Encounters and Replicators expansions. Yeah, it would be nice to have two more players. But this game works well enough with two. There is just enough fog of war to make it worth the effort.

So many things to remark on!

  • We both opted to rush each other. I went all in on carriers while my opponent opted for ship size and then (at the start) one level of tactics. He made his way across the board first and made that first nail-biting attack without having any idea what I had.
  • The big discrepancy between our empires was that my opponent had no Research Centers. I was doing 40 research points a turn to his 15. When he arrived, I was pumping out three loaded carriers a turn with Attack-1, Defense-1, Tactics-1, and I think Fighter-3. My technology advantage combined with Fighters made mincemeat out of his sneak attack.
  • We tried the Resource Cards from Replicators for the first time. These slowed down the game without really adding to it. There is just too many of these cards in play and we are in such a hurry to move through the turns that we just can’t be bothered to keep up with the best moment to play some of these things.
  • I did not get to use the ground combat rules which is really my one big gaming dream with this series. Some day!
  • The tech discrepancy was decisive. My opponent would not be able to change gears, so while he could maybe build up some point-defense before I could arrive in his sector, he would not be able to ever do anything about the edge I had in quality.
  • The experience my ships got from this first round was also a boon. Heck, I could roll right up to that alien world in the neutral zone and just get even more of an edge there.
  • The Research Centers are I think a really good addition to the game. They prevent people from going all in on production the moment combat begins which just makes everything in the game matter more and get used more. I’d like to see this cause the additional tech available in Replicators to come into play once we have a game that runs a little longer than this one.
  • Ah, I still haven’t leveraged the custom ship design rules to shake up the game at all. I will have to make a plan beforehand for that. There is just no time during a real game to mull that over!

Okay, we should be set now to have a decent game of this coming up for Christmas. No matter what gifts are under the tree, I am just not going to be happy unless I get some first rate gaming in. That’s just how it is!

So can you sell your “Braunstein”, or…?

I was right.

You might have thought I was being overdramatic. But the conversation really has shifted.

No one is talking about the finer points of Braunstein theory. If they are talking about rpgs, they are talking about Zero Prep and 1:1 time– things which the BrOSR introduced months or even years ago. If they are talking about the BrOSR, there is only one thing that they are concerned about: explaining why it is that they cannot or even ought not to ever contribute to the common good.

This is an extraordinary turn. Finally, the real and fundamental difference between the BrOSR and the OSR has been made plain. I mean, sure, it’s one thing to say that the hobby is something other than copying and pasting somebody else’s ideas and then figuring out a way to make tens of dollars a year off of it. From where I sit, people approaching rpgs with this weird and grabbling “how can I make money off of this?” type attitude have not only debased the medium, but its creators and fans as well. Sure, I can almost understand people settling or compromising or even just making a strategic decision. But the thing I can’t understand is the way that people pretend to not be able to understand this. I mean, they act as if it is a landed gentry class that owns sprawling estates which can afford to be genteel and magnanimous and embody a sort of noblesse oblige.

This is a disastrous failure of the imagination. One much more telling than simply being unable to imagine fantasy without the intrusive and overwhelming influence of Tolkien. But we can help you with that. It is in fact our calling to do so. We didn’t just make Brozer free because we wanted to make your game better. We didn’t just make Brozer free because wanted to make it harder for people exploit you.

We made Brozer free because we love you.

GURPS Forces You to Prep Until You Stop Caring

I am getting many accounts from GURPS people that describe how they have experienced countless instances where their campaigns so frequently imploded. I can tell you why this happens. But first, check out my half-orcs.

Okay, this army is awesome! It is ten times as cool as my kobolds. I have never had a set of figures for either GURPS or The Fantasy Trip that had this much detail or character. The gear on the iconic Denis Loubet drawings has forced me kit them out in a fashion that would never have occurred to me. If I wanted to use second edition GURPS to play out countless Melee type battles… I am just so ready to go!!

Now… I know from my last experiment trying to play out a GURPS scenario with very little prep that I absolutely need this amount of worked up figures in order to play even a brief fantasy campaign. But egad! Now that I actually have these guys ready to go I find I just don’t care anymore. Agh!

  • [1] 3-15 Half-orc leader — ST 14, IQ 12, DX 12, HT 12, Spear-14 (impaling/thrust+2/1+2, 4 lbs.), Thrown Spear-14 (impaling/thrust+3/1+3, PB 4, Inc. 5, 1/2 D 14, Max 21), Broadsword-14 (cutting/swing+1/2+1 or crushing/thrust+1/1+1, 3 lbs.), Crossbow-14 (impaling/thrust+4/1+4, PB 5, Inc. 19, 1/2 D 280, Max 350, 6 lbs.), Goat’s foot (2 lbs.), Quiver with 10 bolts (1 lb.), Chain mail (PD 3¹, DR 4², 45 lbs.), Buckler-15 (PD 1, 2 lbs.). Basic Speed 6, Total Weight 63 lbs., Medium Encumbrance (2), Move 4.
  • [2] 3-16 Half-orc mage — ST15, IQ 13, DX 11, HT 13, Quarterstaff-13 (crushing/swing+2/2+1, 4 lbs.). Basic Speed 6, Total Weight 4 lbs., No Encumbrance (0), Move 6.
  • [3] 3-17 Half-orc with broadsword — ST 13, IQ 11, DX 12, HT 11, Broadsword-13 (cutting/swing+1/2 or crushing/thrust+1/1+1, 3 lbs.), Longbow-14 (impaling/thrust+2/1+2, PB 5, Inc. 13, 1/2 D 195, Max 260, 3 lbs.), Quiver with 10 arrows (1 lb.). Basic Speed 5.75, Total Weight 7 lbs., No Encumbrance (0), Move 5.
  • [4] 3-18 Half-orc with spear — ST 17, IQ 9, DX 12, HT 14, Spear-13 (impaling/thrust+2/1+4, 4 lbs.), Thrown Spear-13 (impaling/thrust+3/1+5, PB 4, Inc. 5, 1/2 D 17, Max 25), Chain mail (PD 3¹, DR 4², 45 lbs.). Basic Speed 6.5, Total Weight 49 lbs., Light Encumbrance (1), Move 5.
  • [5] 3-19 Half-orc with crossbow — ST 13, IQ 11, DX 12 HT 12, Broadsword-13 (cutting/swing+1/2 or crushing/thrust+1/1+1, 3 lbs.), Crossbow-14 (impaling/thrust+4/1+4, PB 5, Inc. 13, 1/2 D 260, Max 325, 6 lbs.), Goat’s foot (2 lbs.), Quiver with 10 bolts (1 lb.), Chain mail (PD 3¹, DR 4², 45 lbs.). Basic Speed 6, Total Weight 57 lbs., Medium Encumbrance (2), Move 4.
  • [6] 3-20 Half-orc firing bow — ST 12, IQ 10, DX 13, HT 11, Scimitar-14 (cutting/swing+1/1+3 or impaling/thrust+1/1, 3 lbs.), Longbow-15 (impaling/thrust+2/1+1, PB 5, Inc. 12, 1/2 D 180, Max 240, 3 lbs.), Quiver with 10 arrows (1 lb.). Basic Speed 6, Total Weight 7 lbs., No Encumbrance (0), Move 6.
  • [7] 3-21 Half-orc lieutenant — ST 18, IQ 11, DX 12, HT 15, Bastard sword-14 (cutting/swing+1/3f+1 or crushing/thrust+1/1+3, 3 lbs.), Small Shield-15 (PD 2, 8 lbs.), Chain mail (PD 3¹, DR 4², 45 lbs.). Basic Speed 6.75, Total Weight 56 lbs., Light Encumbrance (1), Move 5.
  • [8] 3-22 Half-orc swashbuckler — ST 12, IQ 11, DX 14, HT 12, Rapier-18 (impaling/thrust+1/1, 2 lbs.). Basic Speed 6.5, Total Weight 2 lbs., No Encumbrance (0), Move 6.
  • [9] 3-23 Half-orc with axe — ST 13, IQ 10, DX 12, HT 12, Axe-13 (cutting/swing+2/2+1, 4 lbs.), Knife-13 (cutting/swing-2/2-3 or impaling/thrust/1, 1 lbs.), Crossbow-13 (impaling/thrust+4/1+4, PB 5, Inc. 18, 1/2 D 260, Max 325, 6 lbs.), Goat’s foot (2 lbs.), Quiver with 10 bolts (1 lb.), Buckler-15 (PD 1, 2 lbs.). Basic Speed 5, Total Weight 15 lbs., No Encumbrance (0), Move 5.
  • [10] 13-24 Half-orc with tower shield — ST 14, IQ 10, DX 12, HT 12, Broadsword-11* (cutting/swing+1/2+1 or crushing/thrust+1/1+1, 3 lbs.), Large shield-15 (PD 4, 25 lbs.). Basic Speed 6, Total Weight 28 lbs., No Encumbrance (0), Move 6. * Weapon skill at -2 if you have a large shield.
  • [11] Half-orc sentry — ST 13, IQ 10, DX 12 HT 11, Broadsword-13 (cutting/swing+1/2 or crushing/thrust+1/1+1, 3 lbs.), Scale mail (PD 3, DR 4, 50 lbs.). Basic Speed 5.75, Total Weight 53 lbs., Medium Encumbrance (2), Move 3.
  • [12] 13-26 Barbarian Half-orc — ST 15, IQ 11, DX 13, HT 13, Axe-15 (cutting/swing+2/2+3, 4 lbs.). Thrown Axe-15 (cutting/swing+2/2+3, PB 2, Inc. 2, 1/2 D 15, Max 22). Basic Speed 6.5, Total Weight 4 lbs., No Encumbrance (0), Move 6.
  • [13] 13-27 Half-orc with jagged sword — ST 12, IQ 9, DX 13, HT 11, Scimitar-14 (cutting/swing+1/1+3 or impaling/thrust+1/1, 3 lbs.), Heavy Leather Armor (PD 2, DR 2, 20 lbs.). Basic Speed 6, Total Weight 23 lbs., No Encumbrance (0), Move 6.
  • [14] 13-28 Half-orc bowman — ST 13, IQ 11, DX 12 HT 13, Longbow-15 (impaling/thrust+2/1+2, PB 5, Inc. 13, 1/2 D 195, Max 260, 3 lbs.), Quiver with 10 arrows (1 lb.). Basic Speed 6.25, Total Weight 4 lbs., No Encumbrance (0), Move 6.

Oh, but these guys still need some skills. You know the drill! Make an IQ roll for each one that enter your campaign. On a success, give them 4 points in a random skill and then another one for each one they made it by.

Random Half-orc Skill:

  1. Riding (Horse)
  2. Brawling
  3. Intimidation
  4. Carousing
  5. Barbarian (Roll below))
  6. Leader (Roll below)

Random Half-orc Leader Skill:

  1. Tactics
  2. Strategy
  3. Diplomacy
  4. Leadership
  5. First Aid
  6. Weapon

Random Half-orc Barbarian Skill:

  1. Climbing
  2. Fishing
  3. Hunting
  4. Survival (Woodlands)
  5. First Aid
  6. Tracking

The cleric/mage/shaman rolls on this table to determine how many spell colleges he is familiar with:

  1. One spell college
  2. One spell college with 1d6 additional spell points
  3. Two spell colleges
  4. Two spell colleges
  5. Two spell colleges, one of which gets 1d6 additional skill points.
  6. Roll twice on this table

Shamans gets 2d6 skill points to spend in each one, doubles add and roll over.

The leader figure may roll on the either the leader table or the standard skill table as he wishes. The barbarian figure may roll on either the barbarian table or the standard skill table as he wishes.

Each skill result on these tables represent four character points worth of ability.

The MUCH-ANTICIPATED Sequel to Shagduk is Now on Kickstarter

You may have missed out on Shagduk. If you did, you should feel bad! It really is the best novel to come out during the past several years. Here is my old Amazon review of the book:

Shagduk is great.

Yeah, it’s got weirdness, wonder, mystery, intrigue, and magic. Of course, it does! But all of that stuff hits the mark only because the rest of the book nails down 1977 Fort Worth, Texas musician/librarian so well. It just makes everything else pop!

We’ve all seen the repackaged versions of previous decades that are just oddly, even perilously off. We scream at televisions when our childhood soulscape is retuned for a Current Year ethos. You wonder sometimes if anyone will ever stand in the gap for you in this. Well, somebody did. My favorite bits are the music shop with the No Barney Miller sign, finding occult insights in the Mini-Pages, and flipping a calculator upside down to spell dirty words– all stuff I didn’t even know I’d forgotten. Stuff that really defined the furniture of a pre-internet world.

I think the most important thing this book captures is the sense of the time before the cocooning of America. VCR’s and microwave popcorn meant that nobody went out anymore back in the day– a soft foreshadowing of our too-recent lockdown life. 1977 wasn’t like that at all. Normal people want to go out and do things. A normal culture has things going on all the time. Not just countless regional music acts, but Scottish Tartan Thistle Dancers, too.

I miss that time. I miss those people.

If that doesn’t sell you on the book, then check out my what my pal Night Danger just said:

I didn’t think anyone after Lovecraft would ever do “Academic stumbles upon eldritch horrors” in an interesting or exciting way and yet here we are.

Holy cow! Yes! This book is so so great you will be shocked to realize that nobody could pull this off until now. It really is that mind blowing!

And now this incredible story has a sequel. Yes, this book which is better than every single new work sitting in your local big box book store has a sequel. There hasn’t been anything this exciting going since Roger Zelazny was still writing Amber novels. And you have a chance to get in on the ground floor and make this phenomenal author the success he deserves to be.

I am calling all of you out here. I have given away great gaming advice and discoveries for free right here on this blog for years. I never hawk my wares. I never hold out my rice bowl. I have done everything in my power to get you off of the endless module treadmill, to save you from tacky role-playing games that would sap your money and then never deliver any solutions to the actual problems you face at the table.

You owe me.

And the way you can pay me back is by supporting my friends Neal and JB over at Pilum books. So, get in there and back this thing today. I want this book fully funded on day one.

Now, get to it!

Trollopulous Adjusted Session 25: The Tutorial Dungeon that Wasn’t

Okay, this one… we lost the two girls to scheduling. And the dad was taking care of family stuff. My alpha-gamer buddy managed to scrounge up a couple of millennial guys who I could not quite figure out. They kept talking about going to this guy’s dad’s house for Father’s Day and I was like… “uh, are you… brothers…?” It turned out they were married. Womp womp.

Being of the hotbed of hardcore radtrad Catholicism that is the BrOSR, you would think I would be concerned about these guys fitting into a retrograde campaign with explicit Christian elements but no. After some back and forth about AD&D’s humanocentrism, Fritz Leiber, and a couple of bits from the campaign, the two guys were working up cross dimenasional Ptolomeic elves with some sort of connection to the Olympian pantheon due to their alignments.

We worked up an entirely new party because the other group was in time jail due to training. Nobody complained or even asked about it. It did take forever to roll them up. AD&D takes at least twice as long as B/X as far as this goes. I really need to xerox the relevant charts and tables for people for in the future.

Now, I had worked out with the other players from the online game an attack on the party with the dragon eggs. I thought this would be a big hit and was wildly excited about it. As I broached the subject, I got pushback on this simply having happened as a background event. Not having the same group as last time helped stymie the excitement, too. As we began to go back and forth on it, I finally had to table the discussion because we really needed to get playing for real.

After another of those three minute Trollopulous overviews, the players opted for the local dungeon. (They were not going to to anything about the hill giants that dropped by Urgrecht demanding protection money.) I had to restock the dungeon on the fly and got “gnolls” and “a sulphurous oder”. The players rolled into the dungeon entrance and asked if they heard anything, so I described this sound of something struggling to breath. The mom IMMEDIATELY declared it must be a pug, which amazed me. I showed everyone a illustration from the booklet for a pug-man and everyone had a laugh. Someone, maybe a ranger, rolled up on it and took it out quickly. The party continued on, passing over the sulpherous smell and the passage marked with a skull on a spear. They came up on the rest of the pugs and had a nasty fight. The four henchman lost a figure and then failed a saving throw. After some back and forth, the pugs failed a saving throw as well and two ran out of the dungeon.

At this point the players decided to go for a proper burial for the fallen henchman that needed a week to recover. I think they gave him additional hazard pay due to his taking a solid hit. The players decided that this dungeon must be too hard– though in this case it was a fluke that a second level monster had ended up on the first level. (See the obscure DMG stocking rules.) The 15-year-old boy really wanted to gamble so I ran the Zowie game for him a few times. The guy wanted to really play cards and didn’t like it, but then one of the ptolomeic elfs agreed to gamble with him playing blackjack. We chitchat for a while and the two new dudes left for a father’s day meetup.

At this point the players decided to go to the tutorial dungeon. There was no way I was going to stock this before the session, I was shocked when they went there. There were no wilderness encounters on the way there (unfortunately) so my hope for more freeform gaming in the overworld fizzled away. (Making Steadington too hard to bottle the players up was now working against me.) There was another group of hill giants hitting Lothrivengrove up for protection fees and again the players ignored the obviously too-hard hook.

Going into the dungeon, I had hobgoblins near the entrance. I decided he would taunt them and then run away, and the extremely aggressive party ended up trailing up to his lair. This resulted in a rather tedious fight in which the group’s wardogs did most of the work. The players found a chest and had the elf PC that was serving as a henchman here check it for traps and open it. The inevitable poison needle hit him and he made his 7+ roll to avoid getting killed. A false bottom in the chest revealed an illusionist scroll.

At this point the players hear footsteps coming down the hall and they rush out. I described them as short creatures with long, darkened faces and long pointy ears and horrible sneering faces. They decided they were goblins and attacked. This was a REALLY tedious fight and though the “goblins” were losing, they made their morale roll when the odds were wildly against them and continued to fight. Then when they later failed their morale roll and ran away, I found out that there movement rate was so slow they were just not going to be able to get away at all!

At this point I didn’t want the game to be too boring. The treasure amounts were just too small. I declared this group had a piece of jewelry when this was a wandering monster that shouldn’t have had any at all. This was a bad call and I feel bad about it in retrospect.

The players continued their delve, however, in spite of their having lost some war dogs. They turned into a room with a giant, leering face on the wall. The mom carefully drew out my description of the fangs, horns, and tongue. Beside the face was a box with three buttons on it. And I think there was a smell of sulpher coming from its nostrils. This was obviouslly a silly and dangerous puzzle which the players opted to leave alone.

Moving on, there was a room to the right which had a disgusting, godawful smell emanating from it. The players decided it is the monster bathroom and move on.

Rounding the corner is another large room. The light from the bullseye lantern sweeps right and left and across the cieling before settling on a horrific nine foot tall humanoid gnawing on a broken femur.

The thing charges and I think instantly cuts a hired footman to pieces. Between rounds I check for morale and I think the failure was so bad, I declared that the men were frozen with fear a la that chick from the alien movie. Everybody else runs and we find out the 15-year-old that wanted to be an evil Jedi was the only person in the group with a move of 6″. I think I calculated that if the players had a two round head start they could escape the dungeon without getting caught. The jedi kid elected to throw himself into the poo room and then later snuck out of the dungeon when everything calmed down.

The players noted that the “tutoral dungeon” evidently had encounters in it that were definitely not “tutorial” grade. I thought a very large area of level one monsters with level one treasures would be very boring. Also I had alluded to the troll being there back at Madicon.

I think the thing to do is to leave the Troll in as a wandering monster with maybe a hidden lair loaded with extra good loot. Also… those poor “goblins” need something. Maybe a mine or a forge. Who were they delivering that necklace to? [

The players were offered 2000 for the necklace in Lothrivengrove. They looked for a buyer in Urgrecht and got 3000. I thought it was too much. It got split 3.5 different ways.

I think the news item was that a diplomatic mission from the dwarf king to Kickatrix to help with the impending war effort. Wanted posters with the PC’s description will be circulating.

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