Friday, July 9, 2021

Embarking to 1889

Revolution on Hold

Poor Col. Endicott was not been able to bring the British to battle last weekend because of torrential rain. We will have to wait until another time before we find out what happens with his Florida expedition.

Actually, I found myself distracted last weekend and was not up for a game. We were dealing with the aftermath of a lighting strike that fried my wife's work computer, knocked out a power strip, and left our router in dire straits. It seems like we finally sorted it out.

RPG Thoughts
Anyway, there is also a gaming distraction as well. My brothers and I are considering some online gaming. I proposed running an RPG campaign, but this raises the question "what game?"

The immediate and obvious answer is old school D&D. We all played back in the day, so it should be easy to jump back in. I have the Rules Cyclopedia, so would probably use that.

But, I don't want to be constrained to the fantasy genre, and I don't think D&D/D20 works well when you throw firearms into the mix.

So I have been looking at universal systems. I am familiar with GURPS, but feel it may be too crunchy. I have contemplating a couple of games I haven't played.


On the left is Savage Worlds. I am somewhat familiar with it from Me, Myself, and Die. It bills itself as "Fast! Furious! Fun!" and reportedly is very pulpy and cinematic in feel. Just what I want so I picked up a PDF copy. As I was reading, though, I find it a trifle confusing with attributes, edges, hindrances, skills, and who knows what else. I got a little overwhelmed.

The next candidate is Cypher. This is supposedly very simple. Characters are quickly defined with a short narrative sentence - your character is an [adjective] [class] who [does something]. Sounds very simple in concept, but then I picked up the free preview. It seems that there are a lot of rules on what that adjective, class, and something they do all mean. The full rulebook is a whopping 448 pages! Very intimidating.

Considering Space 1889
As I was trying the decide what to run, my thoughts turned to Space 1889. I've long been wanted to run a game in the setting. Unfortunately, the combat rules are notoriously bad. However, I have frequently experimented with a 2D6 system, which works well enough. I was just never able to put together acceptable character creation rules. A thought struck me. I could use Space 1889 characters as is and use my 2D6 system! I decided to give it a try using the explanatory scenario from the original book.

It must be deja vu. Once again, Jamison finds himself facing 3 Venusian grave robbers.
Illustration from the original Space 1889 rulebook
  • The sides each roll as D6 for initiative. Jamison wins and goes first.
    • He squeezes off 3 shots from his revolver. His Closes Combat rating is 4, one better than the Venusians' 3. Because of this I give him a +1 bonus to hit (the target is 8 on 2D6). He rolls three times (one per shot) and scores 2 hits.
    • He now rolls D6 for damage per hit. A 1 or less is a graze; a 6 or higher does 2 points, and anything else is just one point. He scores 2 points, which kills a Venusian, and 1 point which just wounds another.
    • He then defends against the Venusians. I roll just once, with a negative modifier if facing multiple enemies. He fails and takes 1 point of damage.
  • In the second turn, the robbers go first.
    • Jamison succeeds in his defense roll so the Venusians miss
    • Jamison fires twice, hitting once, This shot kills the wounded Venusian
  • This turn, the remaining robber goes first. Now that I think of it, I should have rolled morale.
    • Again, Jamison succeeds his defense roll
    • But he fires his last shot and misses
  • I'm assuming that Jamison has a knife. He will be drawing it this turn, so I penalize his initiative roll. The Venusian wins and goes first.
    • Jamison fails his defense! The Venusian rolls a 4 so only does 1 damage
    • Jamison misses
  • Two more turns ensue, with neither party getting a hit. Then the robber scores another hit. Jamison has taken 2 wounds. He is down to his last one.
  • Again, the robber wins initiative.
    • Jamison's defense succeeds. Whew, he is close to death.
    • But so is the Venusian. Jamison hits and kills it!
Certainly a far better result than I got using the original rules. I think this may work. I'll need to experiment.

No comments:

Post a Comment