Showing posts with label Pulp. Show all posts
Showing posts with label Pulp. Show all posts

Wednesday, June 21, 2017

A Six by Six Announcement

Hi, my name's Kevin, and I have GADD (Gamer's Attention Deficit Disorder).

Over the years that I've been writing this blog, I have found myself flitting from one period to the next and one rules set to the next. For example, I originally set up this blog to record campaigns in my fictional 18th century continent of Francesia. I quickly branched out to medieval, fantasy, sci-fi, air combat (my previous craze), etc. I call this tendency GADD, and I am having a bout of it now.

My current craze is for pulp sci-fi in the Slipstream universe.

https://www.pinterest.com/pin/450922981410865893/

I've been toying with some ideas and have been keen on playing some games in this setting. I already have scenarios in mind and even wrote an introduction to one that I plan to play this weekend.

One thing I've learned since starting this blog is that I have to go with the flow, gaming-wise. As a result, I've decided to embrace my GADD and jump into Slipstream, which leads to the following 6 by 6 announcement:

  • Effective immediately, I am dropping my Zirconia campaign from my 6 by 6 list.
  • In its place will be Slipstream battles and skirmishes using modified FU (Freeform Universal) rules
I have already made the change on my 6 by 6 tracker. I am aware that I will be losing a game (the Battle of Vesta). Also, I will play out some rocketship battles, but I will use a modified version of Spandau and Lewis (and will record those battles under S&L rather than Slipstream)

Saturday, June 3, 2017

Slipping into the Stream

With Slipstream, a pulp sci-fi setting for the Savage Worlds RPG.


Even though I don't play Savage Worlds, I have had my eye on this game for some time. I really love the setting - it is akin to 1930s sci-fi serials like Flash Gordon. The setting is unabashedly pulpy, with rocketships and rayguns; lionmen, birdmen, robotmen, and other exotic alien races; dashing heroes and an evil queen threatening the universe. What's not to love?

I recently discovered that Drive Thru RPG has the PDF version on sale for $9.99. I took advantage and finally have a copy. It does not disappoint; I like Slipstream so much that I consider it an exception to the "your world sucks" rule and would run it pretty much as is.

But here is my quandary - how am I going to play this? I don't use Savage Worlds so I would need to convert it to another system. I would like to use Four Against Darkness but that will require some effort. Slipstream also features 10 adventures as part of Pinnacle's plot-point setting. However, the ones I read appear to be very linear. I do not know how they would lend themselves to solo adventuring.

I noticed one interesting line in the book: "Rocketships use the rules for aircraft . . ." So now I have visions of rocketship dogfights using the Spandau and Lewis rules.

Anyway, stay tuned as I dabble with this setting!

Saturday, April 22, 2017

The Aetheria Dogfight Project

As I experiment with air combat rules, I've been hankering to get some new planes for Aetheria, my imaginary, pulp-era world. I want to avoid well-known World War 2 models, in fact I'd like to get something a little more primitive, say early-mid 1930s.

I was looking through the Tumbling Dice website but unfortunately there aren't many pictures. I then checked out the PicoArmor website when I hit the jackpot!

P-26 Peashooter
The P-26 was obsolete by the start of WW2, but I think it's a cool looking plane. This will be my main Confederation fighter.

How about the Empire of the Iron Fist? The obvious solution would be to look at German fighters, but I decided to take a different tack. How about this?

Soviet I-16 fighter
I also like the look of this next one (even though it is technically a bit more advanced than a P-26 I can fudge things for my setting).

Macchi 200
Next I need to look at bombers. Pity that PicoArmor doesn't have B-10s.

(By the way, the photos are from the PicoArmor website)

Saturday, January 9, 2016

Thrilling Adventures in Aetheria!

After last week's battle in Aetheria (my 1930ish imaginary world), I had a sudden bit of inspiration. Aetheria could be a fun setting for thrilling pulp adventures! Suddenly my mind was racing with thoughts of quick skirmish games with a handful of miniatures. I was inspired by the possibilities.

But what rules to use? I looked into commercial sets like Pulp Alley but I found them a bit too fiddly for my tastes. I thought about using my dungeon crawl rules, which I have modified for my solo RPG sessions. However, I wanted something faster with less record-keeping. I decided to work on my own rules.

First, I jotted down some ideas to create a series of linked scenarios. To track them, I created this adventure track in PowerPoint.


I don't have all the details worked out, but the "good guys" will roll to see how far they can move along this track every campaign turn. At each point where they stop, they will have a random encounter. The X marks the boss' lair, where they will have to fight a climatic battle to complete the adventure.

I'm playing around with ideas for adjudicating the encounters. The general idea is to give a dice pool depending on the figure's general status (heroes or major villains get 3 dice, sidekicks 2, and mooks 1). I tested it out with a quick scenario (using a virtual board created in PowerPoint. I got the figures from the internet).

For my test, I used a sample scenario from Space 1889. I previously mentioned how this scenario jaded me on the game's rules. Nevertheless, it makes a good test scenario. In this scenario, Carstairs, the British officer and amateur archaeologist, is investigating a Venusian tomb (I know, it's an Egyptian mummy. Just imagine it's Venusian). He is confronted by 3 Venusian grave robbers (not shown but armed with daggers).

Initial Set-up
 I rolled a D6/2 for movement. The Venusians surged forward but failed to reach Carstairs. Our hero decided to retreat strategically re-position himself, using the sarcophagus as cover. He also took a shot at the first mook (rolling 3 dice because he's a hero). He rolled 2 hits. I gave the mook a saving roll, but he failed, and was out of the fight.
One mook down

The remaining grave robbers began to work their way around the sarcophagus. Carstairs moved forward but did not have a decent shot (I ruled that the sarcophagus blocked line of sight. I probably should have allowed a shot with a negative modifier).
The enemy circles

One Venusian reached Carstairs. His attack (with only 1D) missed but Carstairs sliced him in twain.
Slicing down the bad guy

The last Venusian reached Carstairs and sliced at him. Another miss! Carstairs aimed his revolver and downed the mook.
Last one down

Reflections
Now that this quick scenario is over, what are my thoughts?

  • The scenario was a clear mismatch. It probably should be, especially because the mooks do not have guns.
  • Nevertheless, I may be penalizing the mooks too much. In addition to giving them fewer dice, I also made it harder for them to hit (Carstairs needed a 3+ to hit while the grave robbers needed a 5+). Maybe I should make it a straight 4+.
  • I don't use a movement grid for my solo RPGs but I think it added some tactical thought to the game. The rules worked well enough (I borrowed them from Mice and Mystics) although I did not have movement bonuses like M&M.
  • I need to consider the combat rules. For example, I may just make it 4+ to hit. Also, I need to decide how to work the saving rolls (especially the number of dice per attempt)
  • I did not use activation rolls in this attempt (like Song of Blades and Heroes). I am debating it but right now I lean towards not using them. The random movement gives enough variability as it is.
  • I liked the virtual board, but I ultimately plan on using miniatures.