Thursday, February 24, 2022

Star Wars ICRPG


I have recently fallen for ICRPG. I know, I know, many of you old schoolers are going to cry and whine, probably click away. That's cool, be well.

The rest of you that stayed...wow! First off, I had this silly idea of trying to run a Star Wars 'one shot' using ICRPG without a major muscle movement. I did not want to spend days creating new bioforms, creating weapon lists, equipment details, etc. I wanted to see if I could run it as is but get the feel of Star Wars. So, to that end we used the rules as is, we made nothing, created nothing and just went for it.

Using the image-not-a-map method I discussed previously here, I dropped in some concept art for The Lodge (where Lando plays Sabac) from Solo. I used the Runehammer VTT, which is a quite slimed down and easy to use VTT. Many of you have used other VTTs will balk at the limited powers of this but that is actually it's strength. This no-frills VTT allows you only enough tools to run the game using the ICRPG rules.  
Lox and his pilot, K-3SO ;-) were hired to take Kaz and Torb on this heist: robbing an Imperial Conveyex Train of a small portion of coaxium hyperfuel without being detected.
Our adventure was a riff off the train heist in the film Solo with a few added bits. The tracks had sensor towers that could detect a ship coming in, so our hero had to be dropped in out of sight, trek to the cliff above the sensor, then rappel down to the sensor. To add to this, the wind was violently dangerous and could rip him from the cliff face, building in strength every so often. I used a countdown timer to predict when the wind's howls would increase and a moment later the wind would blast him. Roll and repeat.

In addition, Imperial probe droids patrols the track, coming by every so often (again, determined by a countdown timer). Lox, our little hero managed some amazing rolls and was able to get down very quickly and easily. Then he had the fantastic idea of hiding in the sensor tower's probe droid ports (they had to hide from the strong winds too). Hiding inside, he again made amazing rolls with the idea of hacking the system to close the door over the port. Instead, he managed to close ALL the port doors, effectively trapping the incoming probe droid just as the wind picked up. That sucker was bashed against the cliff by the strong winds and destroyed immediately (he rolled a nat 20 here). Next, Lox quickly disabled the sensor tower and was picked up by his ship.

Lox, Kaz, and Torb dropped onto the train and began searching the cars, looking for the coaxium. I rolled randomly, counting from the back and sadly it was in the most forward car. Here I added a countdown timer (a d6 this time, sorry Hank) that determined when the train hit a sharp turn and basically went completely sideways. This would require characters (not wearing those fancy magnetic boots, standard issue for Imperial Range Troopers) to make a DEX check to stay on the train.
As they got to the next to last car, the Range Troopers climbed out of the first car and began to defend the train. The fight went very fast, deadly, and fantastic. 

A few points:
1) I used the Effort mechanic for Lox to climb down the cliff face and for hacking the sensor tower. I honestly questioned this before the game. I have to say this is SUPERIOR to any other method of determining the resolution of something that might take multiple attempts (like bashing through a door, hacking a computer, repairing an engine). I absolutely love this mechanic. My friend who played Lox stated the same thing. This alone is worth the price of admission. 

2) This game is deadly! Troopers used blasters, which use d8 effort and when most beings have 1 Heart (10hp for you grognards), two hits....or a single hit with a critical is very dangerous. When you roll a critical, you roll your normal effort die, in this case d8 for guns, PLUS a d12 ultimate effort.

3) The ease of creating a SW adventure with little effort has me wondering what other games/genres could be ran using this. My friend wants to run an adventure in the vein of Dresden. Can't wait. I am really interested in an Colonial era Vaesen-style game.

Tuesday, February 22, 2022

Solo Conveyex Sensor Tower (ICRPG)

 

Drew up a sensor tower for my upcoming ICRPG Star Wars game, this is similar to the towers that were lined along the train in the film Solo. I have added three portals, these will be small slots that the Imperial Probe Droids will drop into when the wind becomes too strong. I am changing a few things from the Solo film to make it a little more interesting.

Friday, February 18, 2022

ICRPG - Star Wars!

I have found a new love for ICRPG, mostly from watching Kane's Kiln videos on YouTube. If you want to understand how ICRPG runs and works, I highly recommend these videos. Certainly changed my thinking on the game. Above is the KX model droid I made last night for the game.

I am going to be running a small game, what I call a mini-series, for a friend of mine set in the Star Wars universe, ripping off of Solo a bunch for the general concept. I will be using many of the ideas Kane discusses in his videos. One I particularly really want to give a go and see how it plays out is using art instead of maps in the VTT. 

Now, hold on. I know what all my OSR peeps out there are saying. What?!?! No map, Matt?? How??? What the fu...??? If you watched this video: https://youtu.be/hSD4CgY-yDM  there is a moment where Kane uses an image of a town and has the player move through the town, consulting with merchants here and there looking for Rings of Power.


Not finding them, he pushes on to another merchant.

Not finding them still, he pushes to a third merchant

The thing I really like about this is that you can convey a theme, atmosphere, or feeling for a location through artwork far better than a map. This works for encounters too and can really set up a scene beautifully. For an example, look at this amazing artwork he found online to use for an encounter at a waterfall.

I know what my OSR grognards are already thinking; "But..but...the tactical positioning...yadda yadda". I get it, I thought the same thing at first, how do players move around the map, how do you measure distance, range, etc. What it comes down to is "Does that really matter?" or does the dynamic feeling of the image matter more? Depends on your style of game I guess. 
Me personally, I really like the use of that image, and players can still drop their tokens/minis on there and move around. I do not see how the differences in measurements across that image would make that much of a difference. IMO if you are measuring inches on the map and determining if characters can do something based on a difference of a few inches or a foot....that sounds less than exciting, but maybe that just me. 

Another example of atmosphere being conveyed in ways that a map probably never could. I am actually not sure how one would draw a map of this location!

For example:
old school style
Player: I want to blast that ghost with my Fireball of Spookblasting spell!
DM: (gets out ruler, measures distance) Sorry, the range on that is 15 feet, and that ghost is 16 feet away.
Player: ....bummer

ICRPG style:
Player: I want to blast that ghost with my Fireball of Spookblasting spell!
DM: Looks like you are in Near range, blast that sucker!
Player: (happily rolls some dice)

I have always been a little loosey-goosey with the nitpicking of rules anyway, so I am starting to think this fits my style of GMing anyway.

A couple other interesting locations you could use that would be difficult to use in a map form and still get the atmosphere and feel of the place:



Friday, February 11, 2022

Tenkar's Map

 


I was suckered into hanging out with Erik and Joe on their bi-weekly video show, Rob Conley & Tim Shorts. Joe was kinda boring for a while so I passed the time by drawing a map. One of the viewers asked if I would post the map, so here you go! If you want to watch a bunch of old guys talk about gaming, NFTs, and reminisce about the good old days of gaming, check it out:

https://youtu.be/xdw7PuapBB4

Monday, January 24, 2022

DDiW: how to use an oracle

 

I tend to record audio messages to some good friends in the evening when I walk my pups. Tonight as I was out walking, I started thinking:

What does Uti know about the area our little group is exploring?

Then I remembered I had installed a die roller on my Apple Watch (while their phones suck goat balls, they did a bang up job with their watch, Google needs to buy a couple of these and study them). Recalling MUNE, I decided to do a little oracling while I was out with the pups....

Does Uti know of a location nearby that we could explore? Yes

Are they ruins? Yes, and...

Are they occupied? Yes

Are they mundane creatures? No (by mundane I mean normal creatures we might find in our world: bears, raccoons, monkeys, cows, tigers, etc)

Are they fantastic? No, but (meaning mythic, something we would expect to find in D&D monster manual sort of thing)

This caught me off guard and I had to stop and think for quite a bit before it dawned on me. What is not a mundane creature but also not fantastic? Only one thing came to mind: 

Are the ruins occupied by men? Yes!

Do these men stand against Whorle? Yes, but

Are they waiting waiting for something? Yes, and...

Are they waiting for a certain person? No

Waiting for something? Yes

Is this thing in Whorle? No

Does someone in Whorle know where this thing is? No

Is the leader of this group fantastic? Yes, and

Can he work the dark arts? Yes, and

Is he undead? Yes

Does this leader know where this thing is located? No

Is this leader interested in Whorle? No, but

Is there something beneath Whorle? Yes

In summation, utilizing my watch while out walking the dogs, I was able to determine that Uti knows of a camp in a nearby ruins where a group of men who serve some undead master is searching for some artifact, but he needs this artifact before he enters Whorle, likely because of something that lies beneath Whorle. So, just to be clear, using a simple oracle and my own imagination, asking questions, I was able to come up with what could easily be a campaign-defining outline

Also, I bought a bunch or dice, check 'em out.

Patriotic dice!

I found the tiniest set of polyhedral dice ever!
10mm, look at those tiny things!

Sunday, January 23, 2022

Dark Days in Whorle: Session 2

 

Work has been killing me, I am not sure I am enjoying this new job. My old job actually came (twice now!) and offered me my old job back. Anyway, I finally got a chance to head back our little trio near Whorle...

I was tired tonight so I took my pack of gaming essentials to bed with me, determined to play. I have been trying to put together a sort of 'everything essential I need to play' in a convenient package thing and I settled on a journal/pencil holder thing. I am not 100% happy with it, but it will work for now.

Our group slept through the night, waking in the morning rested and ready to get going. Each attempted to open the door to the next chamber but none could. This is because it is a magically sealed portal (per the notes on Barrow 52). Frustrated and defeated, the group decided an hour wasted on the door is enough and decided to head out of the barrow with their 700gp(!).

I rolled to determine if any monster was waiting for them in the room they had cleared previously. No, but was my result. I began a series of oracle questions using MUNE (see below) and a great book called "The Perilous Wilds" that has some great tables in the back to help randomly generate encounters, locations, NPCs, towns, etc.

I should note here that I deviated from using my old oracle and switched to one called "MUNE" I found online ( https://homebrewery.naturalcrit.com/share/rkmo0t9k4Q ), while it is not perfect, it is very easy and lite. I used MUNE and The Perilous Wilds book found here: https://www.drivethrurpg.com/product/156979/The-Perilous-Wilds

You can follow my oracle questions. My typical way of handling oracles is to ask a question then interpret, ask the first thing that comes to mind. This is sort of a conversation I have with the dice, a back and forth with me asking the dice questions and then using the results as well as random tables to determine the situations. It is kind of a hard thing to grasp until you do it a few times and get comfortable with just rolling with it. In this case it went like this:

Encounter in the first room (or the barrow)? No, but
I turned to TPW books to determine random events and rolled encounter, kinda opposite from the first result but using the TPW book I determined it to be 'a beast' instead of 'a monster'. Using further tables in TPW I determined this to be a centipede.
Is this the entity? Yes
Is it friendly?  Yes, and  Here the 'and' got me wondering along with this being distinguished from a monster with 'entity'
Anything strange going on? Yes Hmmm, what could this be?
Is it intelligent?  Yes!  
Can it talk?
Yes Hey, this is a mythic setting, not the real medieval world, why cant we have an intelligent and speaking giant centipede? I started wondering why it was here, but I wanted to get a clue as to its character...
Trait? Afraid Perfect! Why would a giant centipede be afraid? Is something after it?
Is it being hunted? Yes

Essentially, I determined that something was waiting for us int he next room, a scared giant centipede that was hiding from vile snakemen that had been hunting it. Oddly, it was intelligent and could speak (whooohoooo, crazy ass dice!). After Charisma checks and some interesting oracle rolls the group decided to help the centipede named Uti, after all, everyone hates snakemen, right? Poor Uti was scared, having had his family slaughtered by these beastmen for their meals and he was afraid he would become the next snack. Uti did not know exactly where the snakemen were but he knew the general area where he encountered them and could lead us to the wooded area nearby where they had last attacked his family.

I determined the snakemen were camping nearby and the extremely deft halfling Timbal was able to scout through the wilderness using his Near Invisibility trait to locate the camp. I drew up a quick map of the location, dropping dice to randomly determine where tree trunks were and how large the trees were. Drop a handful of d6s, larger the number, the thicker the tree kind of thing. Then I used some plastic pieces that came in Tin Helm and The Gate games to indicate locations. My set up:
I quickly determined there were six of the snakemen and generated some quick stats: HD1, AC12, ATT1 DAM d3+1 and we were off. Timbal climbed up a tree, sat on the branch and began lobbing stones with his sling, rolling exceptionally well. Cutting down one that had been on guard, allowing the remainder of the group to move in and get close. Gorn stood in the middle of an animal trail and boastfully let out a challenge. The snakemen charged, Timbal picked off yet another snakeman as they charged the party.
The party met the snakemen on the trail, Uti immediately laying one low, emboldened by the support of his new friends. Gorn was struck for 2 damage. The next round Timbal cut another one down, with over half of their kin gone, they fail a moral roll and turn to run. Timbal manages to take another down with his sling as they ran for their lives. Timbal with the full auto sling! (You can follow the battle with my notes in the top right below, I wrote 'Gonk' instead of 'Gorn', guess I was tired).

Using the random tables the party recovered 45gp and a scroll from the snakemen's camp and I ended the session there. All in all, a quite interesting session with an ally I would never have thought of and some badguys that would have never occurred to me either.
Here was my set up from last night: