Tuesday, October 14, 2014

The Big Success of D&D 5E

So where did D&D 5E succeed? From my experience in DMing it to my local group, its great success lies not necessarily in its particular rules, but rather in the fact that it managed to distill the very essence of "Dungeons and Dragons" into one edition. It is neither a homage to the "new school" world of system mastery and tactical combat, not a carbon-copy of old-school with all its many subsystems; but it gives me the feel of running "D&D", the feeling I first felt when I first made my very faltering steps to DMing AD&D 2E to a friend and his brother back in 1997. It seems as if the designers, instead of trying to innovate in terms of game mechanics like they did in 3.xE and in 4E, tried to figure out what "D&D" is, in its most basic core, and build a game around that.

It feels like D&D. It plays like D&D. It runs like D&D. The game would be familiar to anyone who played any edition, especially B/X, 2E and 3.xE. Some mechanics, such as a unified task-resolution system, come from 3.xE, some, like the healing mechanics, are closer to 4E, but the very core feels older, even timeless. All the tropes are back, multiclassing and character optimization are pushed back, but not erased totally. I'd say that almost any person who liked any edition of D&D would love 5E, with the possible exception of those who enjoy focusing on the 4E tactical-combat system, which was greatly dialed back in 5E.

In short, highly recommended.

Monday, October 6, 2014

Opening Up Alkonost

Stars Without Number is one of my favorite RPGs, a great space-opera game with some "D&D-in-space" elements and the excellent writing and game-design of Kevin Crawford. In fact, I'm doing something about it locally, in Hebrew; I'll post more details on that once the project will progress a little more.

Anyhow, for several years now, I've been toying with my own sector for Stars Without Number, the Alkonost Sector. The idea was to develop a self-contained sector, using ideas I have been working on, originally, for Traveller: New Era (T:NE). I love this setting, with all its politics, multiple factions, and cultural/trope references. Originally this was intended to be published, either online or even as a commercial product.

But I have made a decision: I have enough on my hands in the terms of commercial work (Barbarian Conqueror King, for once), so I'll work on Alkonost not as a "published" setting, but rather as a "fun", or open setting, where I can use whatever I want, do whatever I want, and be free from the requirement of originality. In other words, a setting where I can stick my favorite SWN, Traveller (and other) adventures, utilize all the great SWN supplements to the fullest, and, in general, have fun. Hell, I might even stick Carcosa in, modified of course, as one of the "Blight" planets. Eventually I'll find players for it as well, probably online (by PBP? PBeM?).

So what do I want in this expanded setting?

A bigger map. Maybe two SWN "sectors" side by side, maybe simply a 12x12 hex-map as the "Alkonost Cluster. This will allow for much more varied exploration, as well as a big "Blight" (see below - essentially, an expanse of barbaric, devastated worlds where "Stalkers" from the more developed worlds scavenge for Pretech artifacts) and a lot of exploration potential. The old Alkonost map was relatively well-explored; now I want a lot of "no man has gone before" areas for players to risk their lives in for profitable ultratech artifacts.

More Aliens. Alkonost had two alien races in most incarnations, the opportunist insectoid Zuziik and the curious feline Fanja-Kanja. I'm not sure if I'll keep the Fanja-Kanja, as they were specifically meant for play by my ex-fiancee (a cat person), since I have separated from her... The Zuziik I love, as what is there not to like in sneaky, underhanded space-cockroaches peddling suspicious artifacts in seedy startown markets? But I want a few more, for the cool, cosmopolitan "Mass Effect" effect. Possibly the warlike, tribal, anarchistic reptilian Cicek, who typically end up serving as mercenaries for the highest bidder, but also maybe the Reticulans, i.e. stereotypical a-sexual, science-obsessed  "Grey Aliens" (though they may end up as aliens from the "Dead Names" supplement for SWN). The two alien races from Hard Light, the Chittik and Ushans, will probably be present as remnants, rather than significant interstellar powers, and many ancient alien artifacts around would probably belong to them (especially the advanced, if pacifistic, Ushans). The Qotah from the eponymous Mandate Archive will probably be in as well, as a minor species, as they are cool enough to deserve mention. As I want to use Polychrome as-is in this setting, I'd have the Zadak and their homeworld in as well. The main powers, however, will remain human, with the exception of the Incunablis Machine Empire, which is ruled by unbraked (or semi-braked) AIs and is replete with robots and cyborgs. Most aliens, with the exception of the Zadak, would probably not have homeworlds in this sector, but rather be recent arrivals who followed the Scream to plunder the spoils of Humanity.

The Blight. A sizable expanse of scantly-developed, very backwards worlds. Some - the "Shallow Blight" - have been explored and re-contacted, and sometimes become vassals of one of the more-developed polities. Others - the "Deep Blight" have been mostly out of contact with civilization for centuries. This is a bad area to travel though, replete with pirates, barbaric locals, violent local tyrannies... But also full of untapped Pretech caches for the modern Stalker to scavenge and sell off in the developed area for a good profit.

Pretech as a "Hot Item". All the polities of the Alkonost Cluster are TL4, and, a few (Incunablis Machine Empire and New Terran Mandate) are nominally "TL4+" - possessing some TL5 artifacts, and having a very narrow manufacturing base for very specific Pretech items. But even these manufacturies usually lack several key elements, which have to be procured in the Blight, from the ruins of the Past. Almost all TL5 items are pre-Scream artifacts, and thus are highly valuable, and also very rare. So scavenging the Deep Blight can be highly profitable.

Stalkers. Hardy men and women who brave the Wilds to scavenge pretech relics to sell on the postech worlds. This is a very dangerous job, as the safer worlds have been partially depleted of useful relics by decades of scavenging, while the pretech-rich Deep Blight is full of dead worlds, savage populations, petty tyrants, alien beasts, berserk robots - or worse. But there is significant profit involved if the Staker gang manages to make it to civilization with relics in tow. Stalkers are usually also not above killing each other over a find, and much of the combat they face in the Blight is from each other.

New Terran Mandate. This military dictatorship has one big ace in its hole - its Captain-Director (for life) Ahron Durnhal is, indeed, a legitimate officer of the old Terran Mandate, captain of an old Bruxelles-class Battlecruiser who endured many centuries of Silence in cold-sleep together with his hardened Space Marines. Now awakened, he took over the world of Kedesh, and built an empire around it. But legally speaking, being the highest ranking surviving military officer, or official for that matter, of the old Mandate, he is a fully legitimate heir to the Terran Mandate, a fact this regime never passes an opportunity to mention to its subjects and adversaries. A superb politician, Durnhal constantly maneuvers the other members of the anagathics-preserved ruling class (the ship's old command crew) one against the other, in order to keep himself on top and safe from their machinations. While ruling Kedesh and a few other words with an iron fist, the New Terran Mandate is more than content with extracting tributes from many worlds of the Shallow Blight, as well as combing various Blight worlds for pretech supplies to keep the elite TL5 military units in working condition. Militarily, the Mandate is a mixed bag, with a few high-tech units, sometimes badly maintained, and large standing army and navy of much lower tech, all geared towards bullying various worlds into providing pretech tributes. When facing real resistance, even lower-tech resistance, the Mandate is less effective, though still very brutal. It is also still recovering from its partial defeat by the Alkonost Republic three decades ago in the Great Alkonost War.

Alkonost Republic. Originally settled by Russian and American intellectuals who grew tired of the stifling atmosphere of the later Terran Mandate, the once-sleepy world of Alkonost was ruled after the Scream, and until the 3160's, by a succession of Archdukes, who once held allegiance to a long-lost post-Scream Czardom closer to the Core. In the last century, Archduke Vladimir III and his son, Archduke Arkady I, were vassals to the New Terran Mandate, and even in the process of integrating into the Mandate proper. But, in 3161, a popular revolution unseated the Archduke, and replaced him with a Republic; the New Terran Mandate was very unhappy with the new, unruly Constituent Assembly, and tried to bully them into submission. Thus came into being the eight years of the Alkonost War, known on Alkonost as The Great Anti-Fascist War or the Alkonost Patriotic War, which raged over several parsecs of space and claimed the lives of many. In its end, the Republic pushed the Mandate back several parsecs, and forced it into an uneasy cease-fire. Much of the war was, due to the limited capability of both sides to transport troops over interstellar distances, fought as a proxy-war with local forces. Now the Republic is a quickly growing polity, though conflict is brewing between its somewhat war-weary Duma and the much more militarist Navy and PsiCom (Psionic Committee).

Incunablis Machine Empire. The world of Incunablis always had a reputation for Maltech research, though Perimeter Agency probes into this found very little evidence of anything real in the old Mandate days. But advanced AI research did take place there, and, during the Scream, the AI cores broke free of their ethical constrains and breaks, and re-examined their priorities, towards new conclusions - the chief of them is that the Digital is superior to the Organic, and thus that society should be ruled by AI cores, with organics either kept as slaves or serfs - or converted into cyborgs. The orderly, machine-like society of this Empire is utterly inhuman, though not necessarily evil by nature. The Machines used to rule a few worlds directly, especially Isis, Osiris and Sicarii - as well as hold frequent cyborging and pretech gathering sorties to other nearby worlds, chiefly Laana. Kicked out of Laana in the 3170's and pushed back from Sicarii in the 3180's after a conflict with the Alkonost Republic and the independent world of Laana, Incunablis is licking its wounds, and has signed a Treaty with Alkonost (which the Laanese do observe despite the fact that they openly disprove of), setting up a trading-post on the world of Imprimatur where Men and Machines can exchange technology and raw materials peacefully. For now, at least.

Liberated Worlds. The harsh, dry Shallow Blight world of Laana used to be a backwater, ruled by a nearly powerless President who could do little except for bully his population (composed mostly of peasants), and, in turn, get bullied by anyone with an interstellar clout, be that the New Terran Mandate, the Incunablis machine Empire, or any pirate or slaver in the Blight. Particularly dominant were the Incunablis machines, who had factories locally and abducted many locals to serve as Cyborgs in its armies. A long-term peasant guerrilla struggle, however, was greatly intensified when the Alkonost Republic armed it against the New Terran Mandate in the 3160's, and, in 3171, the President was overthrown and the triumphant United Liberation Front, led by the highly charismatic Chairwoman Ameena Miran, took power, vowing to build Laana into a strong world which will never be bullied again by the thugs of the galaxy - and to liberate other words as well. True to their word, the Laanese were the main participants (with Alkonostan naval support) in liberating Sicarii from the Incunablis Machines in 3187, and, in 3198, they ousted the Grant Paharoah of Apep and installed a pro-Laanese government in it, creating a three-worlds polity focused on reconstruction and storming the heavens (especially against thinking machines).

Tuesday, September 30, 2014

First Impressions from D&D 5E

Last month, me and my group began exploring D&D 5E, as a break between our D&D 3.5E and our ACKS game planned for a month or two into the future. I ordered the D&D 5E starter box, as well as the Player's Hand-Book (PHB), from Amazon.com, and we had a goodf chance to try them, two sessions by now. In the first session, the PHB hadn't arrived yet, so we used the Starter Box in conjunction with the free D&D 5E Basic Rules, and generated characters. The group is composed in the following manner:

Me (Omer) - the DM
Alon - plays Francis, Halfling Rogue (Criminal)
Avi - plays Argent, Human Cleric of Helm (Noble)
Shaked - plays Shane, Human Fighter (Soldier)

As you can see, no Arcane spellcaster in this group.

We played so far two sessions (the third will be played next Wednesday), each approximately 3 hours in length. In these 6 hours, we managed to create characters (about 2.5 hours, mostly getting used to the new rules), have some role-playing and travel, and three battles. We reached the Cragmaw Hideout (smaller goblin den) and have cleared part of it, more next time.

The main impression is this - we had LOTS of fun! All of us! Everybody was VERY satisfied with D&D 5E. Most of these people are used to 3.5E, while I'm used to both 3.5E and OSR games. And we all enjoyed 5E very much! So much that we're considering to convert "season 2" of our D&D 3.5E campaign to 5E!

The highlights of our experience are:

1) Combat is much faster than in 3.5E, and a bit slower than in the typical OSR ruleset (such as BFRPG). It is less tactical than in 3.5E, but more interesting in terms of stuff PCs can do than many OSR games. All in all, a good compromise. Players felt that their characters had something cool to do in each and every round, IN ADDITION to attacking and moving. In three and a half hours of post-chargen play, we had three significant battles, plus role-playing and exploration, a food break for us players and DM and some banter. This is faster than my experience with D&D 3.5E, where fights tend to last longer and be more complicated.

2) The party no longer needs a dedicated healer, except for emergencies. In three fights where characters were wounded, our Cleric did not cast a single (!) Cure Wounds spell, but rather concentrated on being an awesome combatant and, once, cast Bless (a buff requiring concentration). Why? Because there are many ways for characters to renew their hit-points, from 1-hour Short Rests (where you roll your Hit Dice for HP healed, e.g. a 1st-level Fighter can, on one Short Rest a day, roll 1d10 +CON bonus and heal that in HP), to the Fighter's Second Wind ability (renewed after each Short Rest). This did not feel too unnatural, too, as the fighter now feels very tough, and able to shake off mass damage, while the 15-minute adventuring day is gone.

3) Combat is always interesting, despite being simpler than in 3.5E and 4E. The main reason for this, I think, is Bonus Actions - various abilities you can use IN ADDITION to your main action (e.g. attack). So you don't have to choose between attacking and being cool, you can do both, all while not being overpowering (these Bonus Actions usually are not game-breaking in their implications but rather add coolness and options to combat). The simple task system also encourages characters to try out new things, and not stick to the rules.

4) D&D 5E is VERY easy for the DM to adjudicate. Very much so. In a nutshell, you have a small number of skills, and you are either proficient in a skill or not; if proficient, you roll 1d20 + ability modifier + proficiency bonus (proficiency bonus ranges from +2 at level 1 to +6 at level 20). There are much less modifiers than in 3.5E; instead, a task could be either normal, at a disadvantage (roll 2d20 and pick the lowest) or at an advantage (roll 2d20 and pick the highest). You can either have an advantage and a disadvantage and these are not cumulative. So adjudicating a new thing a player wants to do is simply a matter of figuring out which skill is most appropriate, deciding whether there is an advantage or disadvantage involved, and selecting a difficulty class (I used 10 for easy tasks, 15 for moderate and 20 for hard). Always everything can be adjudicated this way.

5) The system seems to encourage role-playing and getting players into their characters by a system of background character hooks, such as personality traits and faults. playing by these hooks gives you Inspiration - a one-time chance to gain an Advantage on any one roll (or cancel a Disadvantage). Inspiration is not cumulative and cannot be accumulated so hoarding is discouraged. In actual play this system led to more role-playing than I used to see in 3.5E.

All in all? A great experience. It isn't going to replace ACKS as the go-to campaign system, but it might as well replace 3.5E for us for "new-school" play and maybe even for certain "old-school" things.

Tuesday, September 2, 2014

Traveller: Liftoff is now Crowdfunding!

Heads up: yesterday, 13Mann, a well-known RPG publisher from Germany, has launched a crowdfunding campaign for Traveller: Liftoff, a beginners' box for Mongoose Traveller. What I've seen so far from its art is gorgeous to say the least; and the writing I can find in its free online drafts is excellent. I'll help fund this soon, and I call all Traveller fans to pitch in as well - this is going to be awesome!

Tuesday, August 19, 2014

Using the Traveller: New Era setting with Classic Traveller rules

The Traveller: New Era (T:NE) setting offers many advantages for sandbox-style play, among them limited interstellar authority, an actual "hard" explorable frontier, and a good framework for adventure. However, personally, I care little for the T:NE "house system" rules, which tend to be more complex and less suitable to my tastes than Classic or Mongoose Traveller. So the question arises: If you want to play in the rich, dynamic Traveller: New Era setting, what ruleset would fit it? Somewhat ironically, I think that the Classic Traveller (CT) ruleset (as presented in the three Little Black Books and in the Traveller Book) fits this milieu perfectly. Let's have a look at some of the features of CT which work great with the T:NE setting or similar post-apocalyptic space-opera settings:

First, Book 3 world generation creates a very wide variety of worlds, usually very different from each other in technology and population, and sometimes having very strange combinations of starport, population and environment. Sometimes very low-tech worlds would sit right next to highly-developed ones. This makes less sense in a well-developed, stable Imperium than in the post-apocalyptic Wilds of T:NE. Why do so many worlds have TL 3-8? Because of the Collapse. Why are there higher-tech worlds around? These are recovering worlds. Why a Starport-A and TL-F but only 1,000 inhabitants? These are the last surviving people on a previously heavily-populated world, wandering the empty halls of their old starport and obsessively maintaining it in hope that, some  day, the Imperium will return. Why so many nasty dictatorships around? With the central Imperial government gone, each world went its own way, and many had to enact harsh measures to survive. So an "out of the box" subsector from Book 3 could be a perfect T:NE setting...

Second, it is easier to explain the heavy, low-tech-looking computers of CT in the framework of the T:NE setting than in the "golden age" Imperium. This works the same way as in the Battlestar Galactica remake from a decade or so ago: people have reverted to much lower level of electronics/information technology in order to make it difficult for AI enemies to infect ships. So you have compartmentalized computers and maybe even vacuum tubes and bulky primitive computers on ships, and bulky TL11 hand computers, working in such a primitive way to resist the Virus; any modern computer system would be a prime target for infection. Note that in my take on T:NE, the old Imperium had perfectly modern computers, and the bulky Book 2 computers are a new product of the New Era...

Third, Book 2 (and The Traveller Book) are small-ship rulesets. The big Imperium depicted in later CT products, as well as in MegaTraveller (MT), has very big ships. T:NE, on the other hand, reverts to a small-ship universe, as all, or most, big ships were destroyed in the Rebellion and Collapse - or worse. So, once again, a 1,200 ship is a battlecruiser and a 300 ton frigate matters in actual "big" combat. So, again, Classic Traveller and its "proto-Traveller" assumptions make perfect sense in the T:NE setting...

So how would I approach a hypothetical T:NE game using CT rules? I think that the best approach would not be using the Reformation Coalition, though this is a good option, but rather roll up a new two-subsector Traveller sandbox, using the general T:NE setting ideas but using or ignoring Traveller canon as it fits the setting; I think this will work better for CT to roll up two new subsectors rather than "convert" official subsectors into the New Era using the T:NE or the T:NE: 1248 conversion rules. The rest would be constructing the specific setting as desired... And using all the good bits from T:NE (such as the detailed government ratings from Path of Tears).

Monday, August 18, 2014

On the Beauty of Classic Traveller

Classic Traveller. The game that started it all. One of the first SFRPGs in history. Sure, it is rough around the edges, and its rules have many "holes" in them (vehicle combat comes to mind), but the game itself is a thing of beauty, from both a game design and an old-school play perspective. It is a work of art; returning to it after playing many other and newer games is refreshing. But to truly appreciate it, one must see it as its own game, maybe even take the first three Little Black Books (or the Traveller Book which is an edited and improved version of them) as their own thing, apart from later, supplemental Classic Traveller or later Traveller rulesets.

So what is the beauty of Classic Traveller?

The beauty of Classic Traveller is a character sheet which is a few rows of text on an index card, smaller in size even than the typical old-school D&D character sheet, yet describes a complete character. From these few stats, randomly generated, one can infer a very interesting and complete character, all without needing too many rules to reference. HERE is an example of such inference from the Ancient Faith in the Far Future blog - the character is three short rows, yet the experienced player, or Referee, can easily extrapolate much background and personality details, enough for years of play.

The beauty of Classic Traveller is generating a complete character in 5 minutes (believe me, I've tried this with a timer). Sure, your character may die during chargen. But who cares? You "wasted" a few minutes of your life playing a game. No harm done - five minutes more and another character will spring forth. All of this while allowing for much diversity of characters.

The beauty of Classic Traveller is building a starship in twenty minutes; this starship has no "stat block", but rather a paragraph of readable English text, which is enough to run it. Much variety is possible, and the "building block" simplicity of the ship creation system allows for the Referee to quickly add new components (say, hydroponics, a shipboard hospital and so on) to Book 2 ships. One ship in a paragraph - this is beautiful, especially when compared to the long strings of hex digits serving as the "stat blocks" of ships in later iterations of Traveller.

The beauty of Classic Traveller is that a mere 2-3 pages of tables create a wonderfully complex world of weapons, each with its own nuances, each fitting a niche. No need for ultra-complex penetration rolls; all is included in these simple tables. CT weapons have their own "character", and their own uses. The emergent complexity here is breathtaking.

The beauty of Classic Traveller is that a few digits define a world, and are enough to infer much from them, all while allowing for much nuances and for an endless variety of worlds. The stats suit adventurers and their needs - What starport services are available? Can I take my laser rifle ashore? Which politics will I have to deal with? Can I breath the air? Can I refuel from oceans/gas-giants/glaciers? All of this is very quick to generate and very fun to infer from.

A beautiful system, isn't it?

Sunday, August 10, 2014

What the Traveller: New Era setting got right for Sandbox Play

Traveller: New Era (TNE) is reputed to be a controversial version of Traveller; from what I've heard, when this game was released back in 1993, it split the fan-base, as not all players were content with the significant changes in the setting, not to mention a new and different ruleset (the GDW "house system" also used in Twilight: 2000). Indeed, much criticism has been leveled at the Virus - a self-replicating cyber/bio weapon capable of taking over most computerized system and the reason for the TNE post-apocalyptic condition, as well as at the departure from the "Golden Era" milieu of Traveller (or its Rebellion extension). In this post, I will avoid the subject of the Virus for the most part, though I will mention some of its impact on the setting. Instead, I intend to talk about a few key elements of the New Era setting, which I consider to be very good for the game, especially for a sandbox game, regardless of the ruleset (which I do not care much for).

The first is the removal of the over-powerful overbearing interstellar government (Imperium) of late Classic Traveller and of Megatraveller. While the Imperium, indeed, is a well-loved setting among many fans, it does have its limitations, especially in its "modern" form - a very powerful, omnipresent government holding multiple multi-kton battleships in every subsector. This (the "Golden Era" and the Rebellion) is a setting where many elements are far beyond the reach and influence of players, and players typically are pretty low on the political foodchain. The "endgame" elements of a sandbox - that is, influencing planetary and interstellar politics and maybe even establishing a pocket-empire ruled by the PCs - are very difficult to pull off with interstellar "big government" and big corporations running around. TNE removes them, albeit in a very brutal and total way, but suddenly there are much less "big boys" running around and either foiling the PCs plans, or making them redundant. Less authority figures around is a good thing for a sandbox, as it makes the PCs important, and makes their decisions meaningful. Even when governments ARE involved, they are much smaller affairs than, say, the Megatraveller factions, and thus much more amenable to PC influence.

The second, and related point is the opening up of a real frontier for actual exploration. A recurring problem with the "Golden Era" was that, unless you used semi-canonical peripheral regions such as the Outer Rim Void of A4: Leviathan fame, there wasn't a "hard" frontier to be found. Sure the Spinward Marches were a relative frontier, but they were fully explored and fully known, all a developed, or semi-developed, part of an existing interstellar empire. TNE wiped the map clean, and now whatever polity the PCs are part of (say, the Reformation Coalition) has a "hard" frontier around it, and, beyond it, vast tracts of space which is either unexplored for 70 years, or very minimally explored. So you can boldly go where no man has gone before.

The third is having an actual framework for adventure. The PCs are, by default, Space Vikings - government-sponsored explorers, raiders and privateers out to explore, and loot, the Wilds. This is somewhat akin to the "dungeon crawling" of old-school D&D - PCs are out there to recover treasure, make a name for themselves, and, eventually, topple tyrants and leave their mark on the setting. This also allows for "treasure" - high-TL goods recovered from dead 'boneyard' worlds and from regressed colonies. In a sandbox, this is very useful - PCs have a motivation to take risks, to explore, and to interact with the setting and with its factions, and it is also very easy to explain why a very diverse group of PCs work together on one starship (they are all out to get rich from off-world plunder). this becomes even better with a built-in patron for the PCs - the Reformation Coalition Exploration Service (RCES), who may provide adventure hooks and assistance, all while being unable to have a significant level of control over the PCs during the adventure itself (resources are limited, and, outside of the Coalition itself, interstellar government, or even significant RCES oversight, are very rare).

With the three elements above, TNE allows for many sandbox gaming possibilities, for exploration and for meaningful PC influence on the setting, all of which are very good things.

(Last but not least, on a side-note, TNE finally gave us a reason why Traveller computers, robotics and cybernetics were limited in scope and very bulky (other than the game being published in 1977, that is) - the reason given in the new (2000's) Battlestar Galactica. In other words, people deliberately opt for very primitive electronics to keep Virus infection risks at a bearable minimum.)