Wednesday, February 29, 2012

Traveller World Tags: Agricultural, Asteroid and Barren...

Good Afternoon, All:

To start off my short series of posts on Traveller World Tags, I'm starting off with the following trade codes: Agricultural (Ag), Asteroid (As), Barren (Ba).

My thoughts on world tags for these trade codes follow:

Agricultural (Ag)

Allies/Contacts:Botanical researcher; Local sheriff; Plantation overseer; Retired adventurer-turned-rancher
Rivals/Enemies:Ambitious land baron; Corrupt health/agroproduct inspector; Protection racketeers in outlying communities; Offworld pharmaceutical competitor
Targets:Agricultural equipment; New hybrid crops; Prize livestock; Thoroughbred mounts
Locales:Agroproduct warehouse; Expansive ranch house/plantation; Outlying settlement; Stock yards/livestock processing plant
Challenges:Dangerous native predators; Frontier lawlessness in outlying communities; Livestock stampedes

Asteroid (As)

Allies/Contacts:Family of belters; Prospector with a past; Smelting plant technician
Rivals/Enemies:Corrupt prospector union representative; Mining operation general manager; Saboteur for competition
Targets:Map to a rich lode; Mining corporation payroll transport; Prospecting drone; Raw ore shipment
Locales:Belter family station/base; Mining operation site; Rich lode on an isolated asteroid; Seedy spaceport catering to local belters
Challenges:Corrupted local prospector union; Life support failure; Saboteurs with a knack for demolitions

Barren (Ba)

Allies/Contacts:Base technician; Research scientist; Shipwreck survivor; Pirate crewmember
Rivals/Enemies:Administrator of secret base; Crazy outpost survivor; Criminal mastermind in hiding; Pirate captain
Targets:Black box of a crashed starship; Environmental samples from a future colony site; Secret cache of stolen goods; Starship stolen by pirates
Locales:Abandoned outpost; Automated interdiction/hazard beacon; Hidden base (military, research or pirate); Wreckage of crashed starship
Challenges:Automated Interdiction anti-starship weaponry; Extremely hazardous weather conditions; Heavy radiation; Virulent plague

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Monday, February 27, 2012

Traveller: World Tags, An Introduction...

Good Afternoon, All:

If you've ever taken the time to look through Stars Without Number by Sine Nomine Publishing, you have probably considered applying the concept of World Tags to your own Traveller campaign. These tags are similar to trade codes, and provide a number of suggested elements to inspire adventures and flavor elements. After a brief description, each world tag suggests 3-4 adventure items in each of five different categories: Enemies, Friends, Complications, Things and Places. As you can see, these are fantastic for the Referee running his or her campaign in a sandbox style.

There's a number of existing world tags in Stars Without Number that already apply to Traveller trade codes, of course, but there are still many more that need to be addressed. For your reference, the following table captures my thoughts on how Stars Without Number world tags relate to Traveller trade codes. Empty cells indicate that no appropriate world tag exists for a given trade code.

Traveller Trade CodesStars Without Number World Tags
Agricultural 
AsteroidHeavy Mining
BarrenTomb World
DesertDesert World
Fluid Oceans  ;
Garden 
High Population 
High TechnologyFlying Cities, Major Spaceyard
Ice-Capped 
IndustrialHeavy Industry
Low PopulationOutpost World
Low TechnologyPrimitive Aliens
Non-Agricultural 
Non-Industrial 
Poor 
Rich 
Water WorldOceanic World, Seagoing Cities
VacuumBubble Cities

Obviously, upon review, trade codes aren't adequately covered by world tags, and so there would need to be quite a few generated to cover the bases. In order to capture the flavor of Traveller, particularly that of the Azri Drakara setting, I'm going to explore the concept of creating "world tags" for Traveller worlds.

World tags are not open gaming content, and as such, they cannot appear in any published work in the original format (due to trade dress issues) or using the text found in Stars Without Number (due to copyright issues). For my purposes, I will provide suggestions in the following categories: Allies/Contacts, Rivals/Enemies, Targets, Locales, and Challenges. It covers the same range of information, but is distinct enough to avoid trade dress and copyright issues. The work I'll create here is inspired by Stars Without Number, but I just want to avoid any legal issues that might come about in pursuit of this goal.

Looking Forward To It,
Flynn

Friday, February 24, 2012

Fantasy Friday: Cultural Analogs and World Consolidation...

Good Afternoon, All:

Earlier this week, I started looking over my go-to general list of cultural analogs for fantasy world creation, and made a few notes regarding the Consolidated World concept I've been slowly working toward. The basic list of cultural analogs (and I include the traditional AD&D/D&D racial stereotypes as analogs as well) that I like to use can be found below. I've also included names of kingdoms or regions for my Consolidated World as a reminder to myself of campaigns in the past that I should be stealing from to help put this personal campaign setting together. In some cases, I'm using names newly created, for those instances where I haven't developed cultural analogs in that direction as yet. Obviously, I'm still reviewing my options for some of these.

In your own campaign worlds, do you use cultural analogs? If so, how many do you use, and what have you named them? (Warning: I may steal some of the better names for my own personal use, if they resonate with me.)

Cultural AnalogKingdom/Region Name
AboriginalKurai Tribes
AfrikanerAkirfa/Kwankala
Ancient EgyptSudan/Badari Dynasty
Ancient GreekSynovia
Arabic/MoorAl-Morava
AztecMazteklan
Babylonian/SumerianUbedian City-States
CaribbeanStefari Islands
CarthageKenaani League/Sydonian Hegemony
ChineseHusan/Legacy of Krang/Rokim
DwarvenDuar Triumvirate
ElvenArcadia
England/CamelotBritannia/Valeria
FranceMassalia
GaulGalatos/Keltos
GoreanPort Kar
Halfling/ValefolkVale of the Lady
Ice Age/InuitFrigea
IncaTawantin
IndonesiaBengkali
JapaneseIsles of Zai
KoreanGojosan
MayaYukatesh
MongolsDonghan Hordes
Native American TribalMerokee Lands
NorseVinland
OrcishMalnoth Tyranny
PersiaMedia
RomanAchea
RussianGardariki/Khazarea
SlavicPasalovakia
SpainIberia

Enjoy,
Flynn

Wednesday, February 22, 2012

Traveller: A Brief Synopsis of the Rules...

Good Afternoon, All:

A few years ago, I ran several Mongoose Traveller adventures at Gen Con. The beauty of the system was that I could provide a character in a very small stat block, leaving the rest of the page for a brief synopsis of the task resolution rules, as well as some basic combat tables to hit minimize rule lookup during the game.

Below is the brief overview of task resolution that I provided my players at those games. I believe it helped significantly with moving things along. So it occurs to me that perhaps others might benefit from using this or a similar presentation of the rules for their own Traveller One Shots.

Core Mechanic
The core mechanic of Traveller is very similar to other popular roleplaying
games:

2d6 + modifiers >= 8


Roll 2d6, add your modifiers to the roll, and the result should equal or exceed 8 in order to succeed.

Die Roll Modifiers (DMs)
There are three primary modifiers that are applied to each die roll.
1. Ability Score DM: Each die roll is typically modified by a specific ability score.

Ability ScoreDM
1-2-2
3-5-1
6-8+0
9-11+1
12-14+2
15-17+3
etc.etc.


2. Skill Level DM: Each die roll is modified by a specific skill level.
3. Difficulty Level DM: Each die roll is modified by the difficulty level of the task as set forth by the Referee (another name for the Gamemaster). Difficulty level is often set by the current circumstances surrounding the attempted action.

Difficulty LevelDM
Simple+6
Easy+4
Routine+2
Average+0
Difficult-2
Very Difficult-4
Formidable-6


If a difficulty is not stated, assume that the action is of Average difficulty
(which means there is no modifier to the die roll based on difficulty level).

Special Circumstances
There are several special circumstances that should be mentioned: Unskilled
Tasks, Hasty Tasks and Cautious Tasks.
1. Unskilled Tasks: If you are attempting a task that requires a skill you do not have, then you suffer a -3 penalty on your skill check.
2. Hasty Tasks: For each step on the time frame table faster, you suffer a -1 DM on your skill check.
3. Cautious Tasks: For each step on the time frame table slower, you gain a +1 DM on your skill check.
4. Multiple Actions: For each additional action in a single round, you
take a -2 DM to all skill checks.

Effect: The Degree of Success or Failure
The Effect, or the degree of success or failure, is determined by the amount
of your die roll total above or below the target number of 8. In combat, you may add your Effect to your damage on a successful attack.

With Regards,
Flynn

Monday, February 20, 2012

Azri Drakara Bonus Material: Extended World Profiles for Cepheus Subsector...

Good Afternoon, All:

When I released One-Act Adventure: Vengeance By Proxy three years ago, I included statistics on the Cepheus subsector of Azri Drakara. However, I did not include the Extended World Profiles that seemed popular with the Rodan Subsector sourcebook. As bonus material for those who have purchased the adventure, I'm including those below:



Theodorus (Azri Drakara 0101 E532374-6): Starport Class E (Frontier); Medium (Low-G); Very Thin; Dry World; Low Pop (1,000); Balkanized; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Poor World. Dracosian Republic.

Archytas (Azri Drakara 0102 B410787-9): Starport Class B (Good); Medium (Low-G); Trace; Desert World; Mod Pop (20,000,000); Civil Service Bureaucracy; Mod Law; Early Stellar Tech. No Bases. Trade Codes: Non-Agricultural World. Dracosian Republic.

CEPHEUS (Azri Drakara 0106 A767986-C): Starport Class A (Excellent); Large; Standard; Wet World; High Pop (6,000,000,000); Civil Service Bureaucracy; Mod Law; Avg Stellar Tech. Naval Base. Trade Codes: Garden World, High Pop and High Tech. Dracosian Republic.

Gorgias (Azri Drakara 0108 C410301-A): Starport Class C (Routine); Medium (Low-G); Trace; Desert World; Low Pop (1,000); Anarchy; Low Law; Early Stellar Tech. Naval Base, Scout Base and Consulate. Trade Codes: Low Pop. Dracosian Republic.

Diogenes (Azri Drakara 0109 B300623-A): Starport Class B (Good); Small (Low-G); Vacuum; Desert World; Mod Pop (7,000,000); Participating Democracy; Low Law; Early Stellar Tech. Scout Base. Trade Codes: Non-Agricultural World, Non-Industrial World and Vacuum World. Dracosian Republic.

Lacydes (Azri Drakara 0110 D100368-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (7,000); Colony/Captive World; High Law; Pre-Stellar Tech. Scout Base. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Meneus (Azri Drakara 0201 C300411-A): Starport Class C (Routine); Small (Low-G); Vacuum; Desert World; Mod Pop (20,000); Corporate World; Low Law; Early Stellar Tech. No Bases. Trade Codes: Non-Industrial World and Vacuum World. Dracosian Republic.

Stilpo (Azri Drakara 0206 B68A544-A): Starport Class B (Good); Medium (Low-G); Dense; Water World; Mod Pop (700,000); Representative Democracy; Mod Law; Early Stellar Tech. Naval Base. Trade Codes: Non-Industrial World and Water World. Dracosian Republic.

Tisias (Azri Drakara 0207 B623445-A): Starport Class B (Good); Medium (Low-G); Very Thin (Tainted); Wet World; Mod Pop (20,000); Representative Democracy; Mod Law; Early Stellar Tech. Naval Base. Trade Codes: Non-Industrial World and Poor World. Dracosian Republic.

Xenos (Azri Drakara 0208 D627215-8): Starport Class D (Poor); Medium (Low-G); Very Thin (Tainted); Wet World; Low Pop (400); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop. Dracosian Republic.

Pliny (Azri Drakara 0210 D100364-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (8,000); Colony/Captive World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Bion (Azri Drakara 0301 B896634-6): Starport Class B (Good); Large; Dense (Tainted); Wet World; Mod Pop (9,000,000); Self-perpetuating Oligarchy; Mod Law; Pre-Stellar Tech. Naval Base. Trade Codes: Agricultural World, Garden World and Non-Industrial World. Dracosian Republic.

Crantor (Azri Drakara 0302 B6A2432-8): Starport Class B (Good); Medium (Low-G); Exotic; Dry World; Mod Pop (70,000); Self-perpetuating Oligarchy; Low Law; Pre-Stellar Tech. No Bases. Trade Codes: Fluid Oceans and Non-Industrial World. Dracosian Republic.

Lysis (Azri Drakara 0303 B76A8B9-8): Starport Class B (Good); Large; Standard; Water World; Mod Pop (900,000,000); Non-charismatic Leader; High Law; Pre-Stellar Tech. Naval Base, Scout Base and Consulate. Trade Codes: Rich World and Water World. Dracosian Republic.

Simmias (Azri Drakara 0305 C88875A-7): Starport Class C (Routine); Large; Dense; Wet World; Mod Pop (90,000,000); Feudal Technocracy; High Law; Pre-Stellar Tech. No Bases. Trade Codes: Agricultural World, Garden World and Rich World. Dracosian Republic.

Theocrates (Azri Drakara 0306 D755698-6): Starport Class D (Poor); Large; Thin; Wet World; Mod Pop (8,000,000); Impersonal Bureaucracy; High Law; Pre-Stellar Tech. No Bases. Trade Codes: Agricultural World, Garden World and Non-Industrial World. Dracosian Republic.

Polemon (Azri Drakara 0308 C673425-6): Starport Class C (Routine); Medium (Low-G); Standard (Tainted); Wet World; Mod Pop (80,000); Participating Democracy; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Non-Industrial World. Dracosian Republic.

Charon (Azri Drakara 0404 D300214-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (300); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Alexinus (Azri Drakara 0405 D897312-7): Starport Class D (Poor); Large; Dense (Tainted); Wet World; Low Pop (1,000); Corporate World; Low Law; Pre-Stellar Tech. Scout Base. Trade Codes: Garden World and Low Pop. Dracosian Republic.

Pereus (Azri Drakara 0406 C552888-7): Starport Class C (Routine); Medium (Low-G); Thin; Dry World; Mod Pop (500,000,000); Civil Service Bureaucracy; High Law; Pre-Stellar Tech. Scout Base. Trade Codes: Poor World. Dracosian Republic.

TELECLES (Azri Drakara 0502 C667ACA-A): Starport Class C (Routine); Medium (Low-G); Standard; Wet World; High Pop (20,000,000,000); Charismatic Oligarchy; High Law; Early Stellar Tech. Scout Base. Trade Codes: Garden World and High Pop. Dracosian Republic.

Plutarch (Azri Drakara 0503 A566627-A): Starport Class A (Excellent); Medium (Low-G); Standard; Wet World; Mod Pop (4,000,000); Participating Democracy; Mod Law; Early Stellar Tech. Naval Base, Scout Base and Consulate. Trade Codes: Agricultural World, Garden World, Non-Industrial World and Rich World. Dracosian Republic.

Evander (Azri Drakara 0505 C83448A-8): Starport Class C (Routine); Large; Very Thin; Wet World; Mod Pop (70,000); Civil Service Bureaucracy; High Law; Pre-Stellar Tech. Scout Base. Trade Codes: Non-Industrial World. Dracosian Republic.

Carneades (Azri Drakara 0508 B686777-8): Starport Class B (Good); Medium (Low-G); Dense; Wet World; Mod Pop (20,000,000); Balkanized; Mod Law; Pre-Stellar Tech. Scout Base. Trade Codes: Agricultural World, Garden World and Rich World. Dracosian Republic.

Atticus (Azri Drakara 0510 D200214-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (500); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Hypatia (Azri Drakara 0601 B545455-A): Starport Class B (Good); Medium (Low-G); Thin (Tainted); Wet World; Mod Pop (10,000); Feudal Technocracy; Mod Law; Early Stellar Tech. Naval Base. Trade Codes: Garden World and Non-Industrial World. Dracosian Republic.

Alexandria (Azri Drakara 0603 D6A7215-8): Starport Class D (Poor); Medium (Low-G); Exotic; Wet World; Low Pop (400); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Fluid Oceans and Low Pop. Dracosian Republic.

Democritus (Azri Drakara 0607 A410525-A): Starport Class A (Excellent); Medium (Low-G); Trace; Desert World; Mod Pop (900,000); Participating Democracy; Mod Law; Early Stellar Tech. Naval Base. Trade Codes: Non-Industrial World. Dracosian Republic.

Protagoras (Azri Drakara 0610 C300335-8): Starport Class C (Routine); Small (Low-G); Vacuum; Desert World; Low Pop (1,000); Self-perpetuating Oligarchy; Mod Law; Pre-Stellar Tech. Scout Base. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Thales (Azri Drakara 0705 C000315-A): Starport Class C (Routine); Asteroid (Zero-G); Low Pop (3,000); Corporate World; Mod Law; Early Stellar Tech. Naval Base, Scout Base and Consulate. Trade Codes: Asteroid Belt and Low Pop. Dracosian Republic.

Parmenides (Azri Drakara 0706 C667342-9): Starport Class C (Routine); Medium (Low-G); Standard; Wet World; Low Pop (3,000); Representative Democracy; Low Law; Early Stellar Tech. No Bases. Trade Codes: Garden World and Low Pop. Dracosian Republic.

Anaximander (Azri Drakara 0708 X410221-8 Red Zone): Starport Class X (Interdicted); Medium (Low-G); Trace; Desert World; Low Pop (400); Participating Democracy; Low Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop. Dracosian Republic.

Damo (Azri Drakara 0709 C300310-A): Starport Class C (Routine); Small (Low-G); Vacuum; Desert World; Low Pop (6,000); Corporate World; No Law; Early Stellar Tech. Scout Base. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Aesara (Azri Drakara 0710 D100215-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (600); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Siro (Azri Drakara 0802 B200434-A): Starport Class B (Good); Small (Low-G); Vacuum; Desert World; Mod Pop (50,000); Self-perpetuating Oligarchy; Mod Law; Early Stellar Tech. No Bases. Trade Codes: Non-Industrial World and Vacuum World. Dracosian Republic.

Lucius (Azri Drakara 0804 C843597-6): Starport Class C (Routine); Large; Thin (Tainted); Wet World; Mod Pop (500,000); Impersonal Bureaucracy; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Non-Industrial World and Poor World. Dracosian Republic.

Catius (Azri Drakara 0806 B754464-7): Starport Class B (Good); Large; Thin; Wet World; Mod Pop (30,000); Colony/Captive World; Mod Law; Pre-Stellar Tech. Scout Base. Trade Codes: Garden World and Non-Industrial World. Dracosian Republic.

Tycho (Azri Drakara 0808 D410366-8): Starport Class D (Poor); Medium (Low-G); Trace; Desert World; Low Pop (2,000); Colony/Captive World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop. Dracosian Republic.

0810-400 (Azri Drakara 0810 X400000-0): Starport Class X (Interdicted); Medium (Low-G); Vacuum; Desert World; Barren. No Bases. Trade Codes: Barren World and Vacuum World. Non-aligned.


Hope This Helps,
Flynn

Friday, February 17, 2012

Fantasy Friday: The City of Skulls...

Good Afternoon, All:

Here's a location that I'm using in my current Madlands Campaign. This particular site was inspired by the City of Human Skulls described in Edgar Rice Burrough's Out of Time's Abyss. Of course, I had to jazz it up and introduce several campaign elements, basically making the locale my own as I integrated it into the campaign.

My campaign world includes Hawkfolk in the mountain ranges, taking the place of such avian species as the aarakocra or the raptorans. However, the name aarakocra is just too cool and too classically D&D not to find its way into my game. That's why this clan of warped Hawkfolk are called the Kokora, and their aerie-city thus becomes the Aerie Kokora. It was fun to watch the faces of the players that got it when I first gave them the lore as part of an earlier adventure.

My players have gathered a majority of the information below, so I don't feel bad about posting this for your thoughts and insights. As always, your thoughts, comments and constructive feedback are always appreciated.

Aerie Kokora
Location Name: The City of Skulls, The Aerie of Clan Kokora
Ambiance: The Aerie of Clan Kokora resembles adobe pueblos with humanoid skulls in the walls, along ledges and eaves, etc. Built for an avian race, most upper rooms have opening in the ceiling to the outside. On roofs, one can see columns topped with human skulls, painted white and blue/red/yellow (mostly blue).
History: Once a city of Hawkfolk, its citizens converted to the worship of Kalima, Mistress of Murder. The Hawkfolk of Clan Kokora are now corrupted and twisted by demonic influences. Assassination and murder are now the defining characteristics that determine social position and advancement.
Encounters: Encounters in this area are generally with Kokora or dinosaurs (in underground caverns and surrounding jungle regions).
Treasures: The Holy Anvil of Dworkin is kept within Kalima's Tower. Chests of treasures taken off of victims captured via fly-by attacks at night are also abundant throughout the city.
Hooks and Hotspots: The River of the Dead flows beneath the city, where remains are dumped for removal. Several caves and caverns along the path of the underground river serve as lairs for creatures such as otyughs and vermin. Kalima's Tower (a Temple to Kalima) serves as the palace for 'He Who Speaks For Kalima', the Priest-King of Clan Kokora. The Kokora do take slaves, which they frequently sacrifice to Kalima at the new moon.

Life Level: Medium (High outside the city, but Low inside the city)
Hazard Level: High
Difficult Terrain Density: High (built for flying people)
Resource Level: Low

Herbivores: Stegosaurus, triceratops
Predators: Tyrannosaurs
Scavengers: Pterodactyls, osquip, scavenger worms, velociraptors
Hazards: See humanoids
Humanoids: Kokora, humanoid slaves/sacrifices
Exotic: Otyughs

2d6Encounter
2Otyugh
3Humanoid Slaves/sacrifices
4Kokoran Priest/ess
5Scavenger Worms
6Osquip
7Kokoran Clan Patrol
8Velociraptors
9Pterodactyls
10Triceratops
11Stegosaurus
12Tyrannosaur

With Regards,
Flynn

Wednesday, February 15, 2012

Traveller: Some Formats for Writing Up Worlds...

Good Afternoon, All:

In the upcoming supplement Flynn's Guide to Azri Drakara: Covenant of Discipline, I would like to provide an overview of the capital world of this interstellar "psionic theocracy". I'd prefer to stick with something that is roughly one page in size, and provides an adequate amount of detail for sparking multiple adventure ideas. I've started the process by analyzing two different resources for world write-ups: the description of Zhodane in the Classic Traveller Alien Module 4: Zhodani and the free Gypsy Knight Games product, Quick Worlds 20: Atargatis. I am also looking at the one-page world capsules in the old MegaTraveller adventure Knightfall.

From the Classic Traveller Alien Module 4: Zhodani, you can see something akin to the following arrangement of information:

SYSTEM NAME
Brief descriptive sentence.

STELLAR DATA
Describe the star(s).
World Orbital Data: Describe orbital data.

WORLD DATA
Describe the world's physical data.
World Social Data: Describe the world's social and technology data.

SATELLITE NAMES
Describe world's satellites.

THE INNER SYSTEM
Describe the worlds of the inner system.

THE OUTER SYSTEM
Describe the worlds of the outer system.

WORLD NAME
Describe world's geography and topography.
Climate: Describe world's climate.

If you look at the free Gypsy Knight Games product, Quick Worlds 20: Atargatis, you'll see something like the following:

SYSTEM NAME
Basic Stats
Extended World Profile

System Details

Inner System Diagram

Physical Data
Atmospheric Details
Hydrographic Details
Geographic Details

World Map

Population Details
Government Details
Legal Details
Technology Details
Trade Details
Base Details

Cultural Details
Planetary Calendar/Timekeeping

Population Center Details

And finally, the One Page approach from the MegaTraveller adventure Knightfall:

SYSTEM NAME
Basic Stats
Primary: Stellar data details in a statblock format.
World Name: Planetary data details in a statblock format.

Library data capsule (two column format)
World map in this section as well

Inner System and Outer System orbital maps

Obviously, the more data you put in, the more room the write-up is going to take. That being said, I think that I'm most easily going to get what I want if I use the more nostalgic format found in the Classic Traveller Alien Module 4: Zhodani. Still, the One Page approach really strikes a chord with me because of the One Page Manifesto. I'll keep digging away at it and post some thoughts here for your consideration.

In the meantime, if you have any suggestions, comments or constructive feedback, you are always welcome to leave a comment.

With Regards,
Flynn

Monday, February 13, 2012

Traveller: Suggestions For A Shorter Skill List...

Good Afternoon, All:

In one of my posts for Stellar Quest, I provided a list of Specialties (essentially skills in that system) that were useful for science fiction gaming. Obviously, it's much shorter than the traditional Traveller skill list. That list has inspired me to explore the possibility of consolidating the existing skill list from the Traveller System Reference into a much shorter skill selection, perhaps using skill specializations to help further distinguish specific variants of a primary skill from one another.

In order to properly reduce the skill list to its most effective and concise nature, I am taking the Savage Worlds approach to skills. In essence, I want to define somewhat broad skills that are actually used in play, and get rid of the chafe. If it hasn't had a significant use in my own campaigns or the Convention sessions I've ran at Gen Con, I'm going to drop it or make it a part of a much broader skill.

The first draft of my consolidation efforts are included below. The primary skill is listed first, and appropriate specializations are included in parentheses following the primary skill. Obviously, this is simply a thought experiment.

A Shorter Traveller Skill List, First Draft:
  • Acrobatics (Flying, Zero-G Environs)
  • Astrogation (Normal Space, Jump Space)
  • Athletics (Endurance, Heavy-G Environs)
  • Bureaucratics (Admin, Advocate)
  • Computers (Comms, Programming, Remote Operations, Robotics, Sensors)
  • Culture (High Society, *Specific Cultures*, Streetwise)
  • Engineering (Demolitions, Electronics, Gravitics, Mechanics)
  • Gun Combat (Archery, Energy Weapons, Slug Weapons)
  • Gunnery (Heavy Weapons, Screens, Spinal Mounts, Turrets)
  • Jack-of-All-Trades
  • Linguistics (*Specific Languages*)
  • Medicine (Human, Veterinary, Xeno-Medicine)
  • Melee Combat (Natural, Bludgeoning, Piercing, Slashing)
  • Perception (Investigate, Research)
  • Persuasion (Broker, Carouse, Deception, Leadership)
  • Profession (Artist, Construction, Gambler, Steward)
  • Sciences (Life, Physical, Social, Space)
  • Stealth
  • Survival (Orienteering, Recon, *Specific Climates/Terrains*, Tracking)
  • Tactics (Military, Naval)
  • Transport (Aerospace, Aquatic, Armor, Ground-based, Riding)

After reviewing the list above, do you think that your personal Traveller game would benefit from such a consolidation of skills? And if so, do you have any suggestions, comments or concerns regarding the contents of the first draft of the list above?

With Regards,
Flynn

Friday, February 10, 2012

Fantasy Friday: A Lordly Petition (A One Shot Adventure)...

Good Afternoon, All:

It's time for another installment of Fantasy Fridays. Today, I thought I'd write up a brief One Shot using a pretty major variation of the my One Page Plot format. I'm in the process of writing up some adventures to put in my GM Notebook, and figured that sharing one of them might be helpful, particularly in terms of getting feedback and additional suggestions. As inspiration, I am using Polti's 36 Dramatic Situations to inspire this particular round of adventure creation. The theme for this One Shot is Supplication.


Plot Name: A Lordly Petition

Synopsis: The Lord-Mayor of a frontier town must send the PCS to present a request for assistance before his Liege to protect his lands from a Raiding Warlord.

NPC Goals: The four primary NPCs involved in this adventure follow.
  • Lord-Mayor: A retired guardsman, the Lord-Mayor is a wiry, loyal warrior. Given the ferocity of the recent attacks by the Raiding Warlord, the Lord-Mayor seeks to hold out long enough for the Liege's reinforcements to arrive. If he cannot hold out, then he will stay behind to hold the raiders off while guards escort his wife and daughter to safety.
  • Liege: A gluttonous man, the Liege is a rotund yet competent administrator of the lands under his control. The Liege desires to conserve as much of his resources as possible, so that there's more money in his coffers for fine wine and epicurean delicacies.
  • Raiding Warlord: A talented tactician turned rogue, the Raiding Warlord is a stern, cruel warlord. Leading his band of mercenaries, the Raiding Warlord has been secretly hired by the Neighboring Lord to raid the lands of the Lord-Mayor and create havoc. Unbeknownst to the Neighboring Lord, the Raiding Warlord also seeks a magical relic that is rumored to be in the possession of the Lord-Mayor.
  • Neighboring Lord: An ambitious, scarred fencer, the Neighboring Lord inherited his title from his father. The Neighboring Lord desires the Lord-Mayor's daughter, and hired the Raiding Warlord in the hopes that the raids will force the Lord-Mayor to send his daughter to him for protection. In addition, the Neighboring Lord is willing to hire an assassin to kill the Lord-Mayor and his wife using the Raiding Warlord as the scapegoat for the murders, so that he can petition the Liege for the Lord-Mayor's daughter's hand in marriage. If push comes to shove, he'll even volunteer his own guards as reinforcements to put himself in the position to make that happen.


Locales: The four primary locations that may potentially be involved in this adventure follow.
  • Frontier Town: This small walled village holds the manor of the Lord-Mayor, and has been recently filling up with refugees from the outlying farms impacted by the Raiding Warlord.
  • Liege's Court: The high court of the region, this is the place where petitions are made and justice is meted out.
  • Boar Woods: This small forest is owned by the Liege, and serves as his private hunting reserve. A minor trade route leads through the woods from the Lord-Mayor's lands to the Liege's castle; and might make a good place for ambushes from either the Raiding Warlord or the Neighboring Lord.
  • Raider's Camp: The base camp for the raiders, this hidden location on the frontier holds most of the treasures captured by the Raiding Warlord, as well as the bulk of his mercenary forces when they are not out raiding.


Plot Hooks: The player-characters may become actively engaged in this scenario through the plot hooks that follow.
  • Hired To Deliver The Petition: The party might be hired by the Lord-Mayor (or they may volunteer after a raid) to deliver the petition and secure reinforcements against the forces of the Raiding Warlord.
  • Hired To Recover The Magical Relic: The Raiding Warlord may hire the party to infiltrate the Lord-Mayor's township and recover the magical relic believed to be in the Lord-Mayor's possession.
  • Hired To Stop The Petitioners: The Neighboring Lord or the Raiding Warlord may hire the party to stop the petitioners from delivering the petition to the Liege.
  • Hired To Kill The Lord-Mayor: The Neighboring Lord may hire the party to enter into the Lord-Mayor's good graces and then assassinate the Lord-Mayor and his wife. They must make it look like the Raiding Warlord is behind the assassination.


Possible Challenges: Some possible non-combat challenges that empower the party to attempt either a roleplaying or skills-based resolution instead of a combat resolution can be found below.
  • Petitioning the Liege: The party may have to present the petition to the Liege in court, and argue on behalf of the Lord-Mayor to receive reinforcements. Failure: No reinforcements. Partial Success: Reinforcements offered by the Neighboring Lord. Success: Reinforcements from both the Liege and the Neighboring Lord.
  • Searching the Lord-Mayor's Manor: The party may have to stealth into the Lord-Mayor's manor in search of the magical relic sought by the Raiding Warlord. Failure: The Lord-Mayor attempts to arrest and imprison the party as thieves. Partial Success: The party does not find any relic, but does have a chance to obtain some treasure; the Lord-Mayor puts a bounty on the head of whoever stole from him. Success: The party discover a treasure map that points to where the relic is buried.
  • Learning the Petitioners' Plans: The party may have to somehow figure out the petitioners' plans if they are going to intercept the Lord-Mayor's petition. Failure: Must follow the petitioners and hope they catch up; alternately, may be hired to assassinate the Lord-Mayor and his wife instead. Partial Success: Learn of the petitioners' plans in time to arrange an ambush, but the petitioners become aware someone is following them and are more wary. Success: Learn of the petitioners' plans in time to arrange an ambush, and the petitioners do not suspect a thing.
  • Finding the Raider's Camp: The party may attempt to track down the Raider's Camp through a combination of tracking and interviewing survivors. Failure: Find an abandoned camp that was used by the raiders until a week or two ago. Partial Success: Find the Raider's Camp, but are detected in the process. Success: Find the Raider's Camp without being detected.


Possible Confrontations: This scenario may include combat encounters that are most easily resolved through warskill and prowess, such as those that follow.
  • Ambushed By Raiders: En route to the Liege's castle, the party may have to fend off an ambush by raiders. Alternately, the party may be the ambushers that are attacking the petitioners. Failure: Those not slain are captured and interrogated for information. Partial Success: At least some members of the party survive to continue the mission. Success: As Partial Success, plus receive a clue that the Neighboring Lord and the Raiding Warlord are in league with one another. (In the alternate scenario, the party gets what they came for, in addition to surviving.)
  • Obtaining the Buried Treasure: In following the map, the party discovers that the relic has been buried in a cave that has since become an animal lair. Failure: At least one member of the party gets eaten, and no one can access the buried treasure. Partial Success: The party slay the beast(s), but cannot locate the buried treasure. Success: As Partial Success, except they also recover the buried treasure.
  • Attacked By Assassins: The party may  have to deal with assassins sent by either the Neighboring Lord or the Raiding Warlord, depending on their past actions and successes/failures. Failure: At least one member of the party is incapacitated or slain, and the assassins accomplish their goal. Partial Success: The party fights off the assassins, who flee to report back to their employer. Success: As Partial Success, except no assassin survives.
  • Attacking the Raider's Camp: The party may attempt to attack the raiders. Failure: At least one member of the party is incapacitated or slain, and the party is unable to stop the raiders. Partial Success: The party slays enough of the raiders to break their morale, who flee the camp to report back to the Raiding Warlord. Success: As Partial Success, except no raider survives to report to the Raiding Warlord.


Possible Complications: This scenario may include encounters that embody a plot complication that must be overcome, such as the ones that follow.
  • Boar Woods Bridge Is Out: In an effort to hinder the movement of the party, an enemy has burned the Boar Woods Bridge, leaving the party to figure another way across the river.
  • Angry Refugees: A small camp of refugees left homeless by the Raiding Warlord and kicked out of the Lord-Mayor's village for disruptive behavior attempt to take out their anger on the party.
  • The Lord-Mayor's Daughter: Impressed by the stories of her father's adventures, the Lord-Mayor's Daughter is looking for a dashing adventurer to develop a crush on. She will sneak into his room when she can, or follow him when he leaves, only to get into trouble and need to be rescued. This won't settle well with the Lord-Mayor.


Possible Climaxes: The final encounter that should represent the biggest and most dangerous encounter of the adventure. This section should also include some notes on possible consequences of success and failure, and a sentence on how to tell when the adventure is over, whichever path the players decide to take.

  • The Big Battle: The forces of the Raiding Warlord and the Lord-Mayor meet in a final, climactic battle. During the battle, efforts are made to assassinate the Lord-Mayor and his wife.
  • Attack on the Lord-Mayor: The party is involved in either defending the Lord-Mayor and his family, or trying to kill them, depending on who hired them. This should be a big fight in the Lord-Mayor's manor, possibly involving more than two factions in the fight (Lord-Mayor, Raiding Warlord, Neighboring Lord).


The adventure is over when any of the following conditions are met:
  • The Raiding Warlord is defeated (or pretends to be defeated after acquiring the relic.)
  • The Lord-Mayor is slain and his daughter delivered to the Neighboring Lord.
  • The party demonstrates that the Neighboring Lord has hired the Raiding Warlord to attack the Lord-Mayor, and the results of that action has been resolved.
  • The party delivers the petition, then elects not to return with them to defend the village.
  • The party obtains the magical relic, then elects not to take it to the Raiding Warlord and flees.


Rewards: In addition to whatever payment is negotiated for the party's service, the equipment carried by their enemies adds to their reward. If they track down the Raider's Camp, then the raiders' treasure becomes part of their reward. If the party decides to track down the relic and keep it for themselves, that also becomes a part of their reward.


Obviously, this approach is much more open than normal, with a very fluid suggested structure that does not dictate the actual flow of events. After reading the above, do you have any suggestions on improving the core scenario? What do you think of the organization of data?

Thanks In Advance,
Flynn

Wednesday, February 08, 2012

GM Mentoring: Top Ten Essential Points to Running a Convention Game...

Good Afternoon, All:

I've gathered a number of resources below in regards to creating and running a Convention game scenario. While I'm not going to reiterate everything you can find in these resources, I do want to include what I view as the Top Ten Essential Points to Running a Convention Game, regardless of the gaming system.

  1. Have Fun: Whatever happens, so long as you and all of the players at the table are having fun, then they will walk away with a great gaming experience. This is the ultimate rule for running convention games, and all other rules are intended to help you accomplish this goal.
  2. Use a Simple Scenario: Create a scenario that you intend to be run from beginning to end in 3 to 3.5 hours, assuming a four hour session length. Generally, these scenarios are fairly linear, limited to 3-5 scenes, and have a reasonably limited focus.
  3. Be Prepared: Have all of your materials ready. Know your rules. If you don't remember a particular rule for a situation that will be occuring in your scenario, make crib notes so you don't have to interrupt the game to look up the rule.
  4. Use Pregens: Use pregenerated characters if at all possible, and generally speaking, it's always possible. Creating characters in the session steals time that could be better spent actually gaming.
  5. Move the Game Forward: Your scenario should always reward forward motion. Many players are aware of the time constraints, and feel that they are entitled to a complete scenario with a beginning, middle and end, all within the time allotted for the game. Letting a game stall for something like shopping for magic items or gathering rumors that do not contribute to moving the scenario forward goes against this general expectation. Don't be too subtle in your clues.
  6. Keep Them Alive For Most Of The Game: Remember that you are running games for people who paid to be sitting at your table. As the customer, they expect their money's worth. As the GM, you should aim to keep them alive for most of the scenario. Aside from a series of poor rolls and even poorer decisions, a character should really face death or some other form of removal from the scenario until the climactic final scene (or more than two-thirds the allotted session time has passed.) If death is a regular occurrence over the course of a scenario due to the setting or the system (such as the use of clones in a Paranoia game), apply this rule to any condition that can remove a character from the scenario permanently.
  7. Be Prepared To Skip Ahead: Even if you plan for a reasonably short scenario, you may be running for a group that pushes the envelope and really drags things out. Be prepared to skip ahead to the final climactic scene if they haven't gotten there when you are an hour or so out from the end of the session. If you didn't design your scenario with that in mind, you should at least give some thought as to what you can drop if you need to make adjustments.
  8. Be Prepared To Stretch It Out: Sometimes you may create a scenario that, in the hands of the gamers at your table, reaches the end too quickly. Be prepared to introduce one or more minor scenes or obstacles to add to the length of the scenario if the players move the game forward too quickly. Finishing a complete scenario in two hours can be rewarding, but if your players paid for four hours of gaming, they may be disappointed. Even if you don't have this as part of your current scenario, you should at least give it some thought ahead of time so you can be prepared, just in case.
  9. Avoid Breaks: Taking breaks in mid-session always tend to last much longer than you plan, and that impacts the time spent gaming. With that in mind, you should do what you can to avoid breaks in mid-session. Go to the restroom before you get to your table and set up, just to make sure nature doesn't force you to interrupt the flow of your session. If you think you'll have to take a break, plan for it and be strict on your starting time when the break is over.
  10. Pretest Your Scenario: If at all possible, run the scenario at home with another set of players before taking it out to a Convention. This allows you to see what works, what doesn't, and what might need to be modified or expanded to make the game even better.

Hope This Helps,
Flynn

Resources

Roleplaying Tips Weekly Supplemental #8: "Running Games At Conventions"

Gar Hanrahan's approach to writing con scenarios

In Like Flynn: One Shot Adventure Creation

How To Run a Great Convention Game

Monday, February 06, 2012

GM Mentoring: Want Some Advice On Running Convention Games?

Good Afternoon, All:

This past weekend, I attend a great regional gaming convention called Owl Con. Hosted by a gaming club at Rice University in Houston, TX, Owl Con is one of my favorite conventions. With very few exceptions, I have always had a great time roleplaying in the scenarios I've encountered there. This time around, I had one session being run by a GM who viewed the session as no different that what he'd run for his gaming group on their usual game night, and because of that, we didn't get much accomplished. I found it frustrating, as I walked away from the experience almost wishing I'd played something else instead. This is a pretty rare occurrence, as I'd mentioned before. I could tell he was a good GM, possibly even a great one. However, since he didn't plan for the time constraints and rigid structure inherent in a convention gaming session, I didn't get to see his abilities showcased as I would have liked.

I've been running convention games now for almost a decade, and have a fairly decent reputation for providing a satisfying gaming experience whether I'm running Traveller, Savage Worlds or D20. I'd like to think it is because I'm good at running games, but honestly, I'm sure a lot of my success in this endeavor is due to my decision to research how to run a successful convention game before I designed my first adventure for that environment.

Should I consider a short series of posts on how to design and run Convention scenarios? What do you think?

With Regards,
Flynn

Friday, February 03, 2012

Fantasy Friday: Thoughts on Character Themes...

Good Afternoon, All:

It's time for another installment of Fantasy Fridays. Today, I'd like to discuss the concept of character themes. I believe I've mentioned them before, when discussing Background Abilities, although not necessarily by that name. From the interviews I've read regarding the seminars at DDXP last weekend, it seems that themes will potentially play a significant role in 5th Edition D&D (5E) character development, at least optionally so. Similar in concept to AD&D 2nd Edition's character kits, the theme provides certain abilities to a character based on its origin, background or affiliation.

Under 4E, themes provide the following benefits:

  • You automatically gain the theme’s granted power.
  • You can choose to take additional theme powers when you reach the appropriate level.
  • You unlock feats or paragon paths that use the theme as a prerequisite.

Offered in comparison, the character kits of AD&D 2nd Edition offer the following potential benefits:

  • You might gain access to bonus languages.
  • You might have changes to forbidden or permissible weapons.
  • You might gain bonus non-weapon proficiencies.
  • You typically gain one or two special abilities.
  • You might gain one or two hindrances.

Looking at the common elements, I'd guess that 5E character themes will likely grant the following:

  • You automatically gain some bonus to skill checks or ability checks related to your theme.
  • You may gain a special ability specific to your theme.
  • You may gain access to special abilities as your character develops, which replace special abilities that you would normally get.
  • You may also gain a special hindrance or two, depending on your theme.

Translating that to MyD20 Lite, a character theme would provide the following:

  • You gain a bonus skill related to your theme.
  • You gain a talent related to your theme at 1st level.
  • You gain access to talents at higher levels that are reserved for the theme.
  • You gain a special hindrance related to your theme.

Note that in my version, a special hindrance is mandatory. I believe that character flaws enhance roleplaying. If I'm going to give away a free skill and a free talent, I feel it's only fair to promote character roleplay that emphasizes the nature of the character's theme, and a flaw is a good way to capture that, game mechanically.

I doubt that I'll do much in terms of exploring this concept in MyD20 Lite until I have a group that wants to play D20 again (as we are currently enjoying Savage Worlds. However, if I design a new MyD20 Lite campaign setting, I'll definitely explore the concept. I may decide in the end not to do anything with it, but I'll at least put some cycles to the concept.

What are your thoughts regarding character themes?

With Regards,
Flynn

Wednesday, February 01, 2012

Azri Drakara Career Path: Merchant House...

Good Afternoon, All:

Given that the Traveller System Reference Document lacks details for the common career paths, publishers are encouraged to come up with their own versions that fit their campaign setting concept. Several publishers have released a number of career paths under the Open Gaming License, the most notable being the two Career books by Spica Publishing.

For the Azri Drakara campaign setting, this opens up new opportunities to create career paths for character development that encapsulates my campaign concepts. Below is an example of one such career path, this one aimed at Merchant Houses. This career path generates members of Merchant Houses, the largest commercial enterprises found in the Dracosian Republic.

Note that the Mishaps and Events tables are not included, as I'm still experimenting with how I want to do those in the Azri Drakara campaign setting.

CareerMerchant House
QualificationsInt 5+
Survival
BrokerEdu 5+
SecurityEnd 7+
TraderEdu 6+
Advancement
BrokerInt 7+
SecurityInt 5+
TraderInt 6+
Skills and Training
d6Personal Development
1+1 Dex
2+1 End
3+1 Int
4+1 Edu
5Gambler
6Melee (gun)
d6Service Skills 
1Advocate
2Broker
3Carouse
4Comms
5Persuade
6Vacc Suit
d6Advanced Education (Edu 8+) 
1Admin
2Advocate
3Computers
4Diplomat
5Medic
6Social Science (any)
d6Specialist: Broker
1Admin
2Advocate
3Broker
4Deception
5Drive (any)
6Persuade
d6Specialist: Security
1Gun Cbt (any)
2Gunner (any)
3Mechanic
4Melee (any)
5Vacc Suit
6Zero-G
d6Specialist: Trader
1Astrogation
2Engineer (any)
3Mechanic
4Pilot (spacecraft)
5Sensors
6Steward
Ranks and Skills 
RankBrokerSkill or Benefit
0  
1BrokerBroker 1
2Senior Broker 
3AdministratorDiplomat 1
4Senior Administrator 
5Planetary Director+1 Soc
6Executive Director 
RankSecuritySkill or Benefit
0Crewman 
1EnsignGunner (any) 1
2Lieutenant 
3CommanderTactics (naval) 1
4Captain 
5Commodore+1 Soc
6Admiral 
RankTraderSkill or Benefit
0Crewman 
1EnsignSteward 1
2Lieutenant 
3CommanderAdvocate 1
4Captain 
5Commodore+1 Soc
6Admiral 
d6Material Benefits
1Weapon (melee)
2+1 Edu
3+1 Int
4Weapon (ranged)
51d3 Ship Shares
61d6 Ship Shares
71d6+3 Ship Shares
d6Cash Benefits
13,000
27,000
315,000
415,000
530,000
660,000
770,000

Enjoy,
Flynn