Then again, I cannot pass on mentioning Classic Traveller or its latest incarnation, Cepheus Engine. There are many “sub-games” within this RPG that make great play sessions. Like character generation and the famous “you can die during chargen” game. Or gearheads designing ships. These days I even play solo using, what other than, SOLO!.
Although I have been playing RPGs for nearly 40 years, the most impactful session happened not too long ago. It was the day I introduced the RockyMountainNavy boys to RPGs.
I had the new FATE Accelerated rules in hand and it looked to be easy and fun – a great lite RPG and a gateway game. I found a small western RPG scenario online (basically the PCs ride into town and things start happening). The big bad was a Hutt; his minions droids.
I GM’d the game in a very loose fashion. After all, it was also my first really serious run of FATE Accelerated.
The published RPG that I wish I was playing right now is Fantasy Flight GamesStar WarsEdge of the Empire. This is because I have an on-again/off-again campaign going with the RockyMountainNavy boys. Personally, I prefer to play Classic Traveller or Cepheus Enginebut the boys are into Star Wars. Thank goodness they are not too into the new Di$ney crap but prefer an “edgier” campaign setting!
Traditionally, Memorial Day marks the beginning of summer for the RockyMountainNavy family. That is until we moved to the East Coast. Now school for the RMN Boys goes until mid-June. However, I still want to use this occasion to look back on my geek hobby year-to-date.
According to my BGG profile, I played 10 games in January, four in February, four more in March, none in April, and only two in May. For a year that I wanted to play more I certainly have dropped off! Summer may change as I have several new games inbound. Arriving tomorrow is Conflict of Heroes: Guadalcanal – The Pacific 1942 (Academy Games, 2016). I also may be getting closer to my Kickstarter delivery of Squadron Strike: Traveller(Ad Astra Games, ??) which after many delays (unwarranted and unacceptable in my opinion) finally opened the BackerKit this week. I also pledged for Worthington Publishing’s Mars Wars – but it cancelled. This month I pledged to support Compass Games’ new Richard Borg title Command & Colors: Tricorne – The American Revolution. To be honest, I am buying this title as much for myself as for the RMN Boys – which is both a blessing and a curse. I am certainly blessed in that I have boys who love gaming, but cursed in that they are not a hard grognard like their old man. The titles also reflect a change in my gaming interests as I struggle with the closure of many FLGS and the movement of my purchasing online or (shudder) to Kickstarter. I also have several games on P500 at GMT Games and hope to see that production schedule move forward this year.
I started off at Christmas with a good collection of books that I am whittling down at a much slower pace than I wish. This is not because I have ignored them; on the contrary, I am probably reading more than I did last year – just not reading off my list! Science fiction books have taken up much of my reading time. I have found myself lost in rereading the Charles E. Gannon’s Caine Riordan series from Baen Books. I also turned to Kickstarter again for content, this time in the form of Cirsova 2017 (Issues 5&6) and its short stories.
I didn’t get time to build much but the RMN boys got many kits completed. We even found a YouTube channel that we love, Andy’s Hobby Headquarters. He not only shows great models, but the boys are studying his techniques for better building.
I also have to do the Dad-thing and boast a bit about my youngest RMN Boy. This past quarter he was studying World War II and had a project to complete. The project supposed the student had found items in the attic from grandparents accumulated during World War II. The student had to put together a scrapbook of a newspaper article relating a battle (writing assignment), a letter from a soldier/sailor to home describing another battle (writing assignment), a letter from home describing the home front (writing assignment), a letter from the mayor to a local boys club thanking them for supporting the war effort (another writing assignment), notes from Grandmother about key personalities (short biographies), and a propaganda poster (art assignment). We had fun doing this project as together the youngest RMN boy and I prowled my shelves for sources, watched movies and documentaries online, and even pulled out a few games to better visualize the battles. A very proud moment for this father as the New Media and my book and game collection came together to teach a young man history.
In late 2016 I signed up and participated in the Modiphius playtest of their new 2d20 System Star Trek Adventures RPG. I even expressed some of my earliest thoughts here. When given the chance, I submitted feedback through the online survey since that appeared to be a condition of continued playtesting (a condition I agree with…give feedback to keep the privilege of continued access to playtest materials).
Having not seen anything for a while, I went poking around the Modiphius forums to see what was new. Apparently the v1.3 playtest rules were released on-or-about January 16. I don’t recall seeing it, so I checked my email junk and trash folders to make sure it didn’t get routed to the wrong place.
Did I accidentally get left off? I admit my feedback was not totally positive, but I was still interested in trying more.
Notice the word “was.”
Modiphius probably just made an innocent mistake, but by doing so they forced me to reconsider my involvement in the playtest program. Do I reach out to Modiphius and ask (pretty please) to be put back on distro? Or do I let it go?
Upon further consideration, I am fine that I got dropped off. The new Star Trek Adventureswas not capturing my imagination to any great degree. Indeed, recent releases from Stellagama and Gypsy Knights Games supporting play using the Cepheus Engine/Classic 2d6 Sci-Fi is much more interesting to me. I also have my ongoing occasional Fantasy Flight GamesStar WarsEdge of the EmpireRPG campaign to consider. I could make some excuse about having “limited bandwidth” to play RPGs but the reality is the 2d20 System just doesn’t draw me in.
Bottom Line: It actually doesn’t bother me that I dropped from the playtest because I ain’t gonna miss Star Trek Adventures. I wish Modiphius the best of luck because the hobby needs quality publishers.
If you look at this blog, it should be apparent that the Traveller RPGis one of my favorite game systems. It should also be apparent that I have something of a love-hate relationship with Mongoose Publishing. Unfortunately, they are the current banner-carriers of the Traveller RPG system in the form of their Traveller Core Rulebook for Mongoose Traveller Second Edition.
To be clear, I don’t like it. Basically, I don’t see it as any real improvement over the original version and, when coupled with a more restrictive license that limits – even harms – third-party publishers, I am loathe to support it.
So I picked up the Dominion Quickstart for Mindjammer Traveller from DriveThruRPG. This is a free 48 page intro game with a few pages of rules changes from Mongoose Traveller 2E and then an adventure.
What I found was very few rules changes from Mongoose Traveller 2E and a lot of background. Background I already have in the FATE Core Mindjammerversion. After careful consideration, I concluded that there is not enough new or attractive in the Mongoose Traveller 2E version of Mindjammer to purchase it.
So I’ll pass, and pause to ponder. Why do I find Mindjammer Traveller unattractive? It is the rules or setting? In this case, I don’t see a good marriage of rules to setting here. Maybe my experience with the FATE Mindjammer version has biased me, but I just don’t feel the Mindjammersetting is best served by the Mongoose Traveller 2E rules. Indeed, I feel the story-telling or narrative basis of FATE is much better for Transhuman Adventure than the very mechanical Traveller engine. The possible results are much more wondrous – like a Transhuman setting should be.
Furthermore, I realize that my unbounded desire for anything Traveller has ended. These days, I appreciate a bounty of different RPG systems from the Cepheus Engineto Traveller 5 to FFG Star Wars to FATE games like Mindjammeror Atomic Robo to CORTEX Plus games like Firefly. Each of these games captures or compliments a setting in unique and positive ways – Mindjammer Traveller just doesn’t give me that same feeling.
Between 2007 and 2009 I was stationed overseas, and therefore had limited access to RPG items. I had put a lot of my items in storage so I did not have a strong library to draw upon. I was looking for a new RPG game, but had resigned myself to having to wait until my return stateside or use DriveThruRPG (a risky proposition given the internet security of the time). One day I was in the Base Exchange and saw a new book on the shelf, Star Wars Roleplaying Game – Saga Edition Core Rulebook. The book caught my eye partially because it used a very different form factor (9″x9″) and had a beautiful gold Darth Vader on the cover.
Forward – Going Back?
The Forward was very interesting because Chris Perkins claimed this was the latest iteration of a Star Wars RPG and the first to span the entire six-episode saga (p. 5). This was news to me; I had missed the earlier excellent West End Games Star Wars RPG – although interestingly I had the associated Star Wars: Star Warriors star fighter combat board game – and the original WotC version.
In terms of the game engine, Star Wars Saga (SWSaga) technically used Wizards of the Coast d20 Modern. In reality, it would later become apparent SWSaga was an interim step between d20 Modern and Dungeons & Dragons 4th Edition. I had tried to use the d20 Modern engine before, but had only limited success. This time around I committed myself to learning the system and playing with it. In concept it sounds so easy:
THE CORE MECHANIC
The Star Wars Roleplaying Game uses a core mechanic to resolve all actions. This central game rule keeps play fast and intuitive. Whenever you want to attempt an action that has some chance of failure, you roll a twenty-sided die (or “d20”). To determine whether your character succeeds at a task (such as an attack or the use of a skill, you do this:
Roll a d20.
Add any relevant modifiers.
Compare the result to a target number.
If the result equals or exceeds the target number (set by the GM or given in the rules), your character succeeds at the task at hand. If the result is lower than the target number, you fail. (p. 9)
So simple, and easy to figure out. Except that d20 is built on breaking the rules. Feats and Talents are mechanical ways characters can act in addition to the rules. This concept took a long time for me to fully understand because d20 appears internally inconsistent since it emphasizes – at least to me – ways for characters to “break” rules.
Characters with Class
Unlike the Traveller RPG system I was so familiar with, character generation in SWSaga uses classes. Coming as I do from a Traveller RPG background, classes have always felt foreign to me. That said, I dug into SWSaga and built many characters, putting together their Attributes and Skills and Feats and Talents (oh my!).
I struggled again to understand what I was doing. Looking at it critically, I think I struggle with character generation using classes in d20 because I subconciously want to see a life path progression system, not a video game-like leveling up of characters.
May the Fourth Be With You
Combat also proved challenging. As it soon became apparent, SWSaga was moving towards D&D 4th Edition, in which combat has sometime been described as a tabletop video game. On one hand the combat system was a bit familiar, being that it drew heavily from WotC’s Star Wars Miniatures game that I played with my boys. But at the same time it was different. A different part that I found very confusing was Conditions (p. 149). I think I found Conditions confusing not because of what they represent, but how they were presented in the book. Going back now (and after many other narrative games) I see how conditions attempt to explain a non-damage situation in terms of a mechanical game effect. At heart it is not really a difficult concept to imagine, but I found it was not communicated very well by the unlabeled Condition Track on p. 149.
For an RPG about Star Wars, I found The Force rules convoluted and disorganized. In particular, it would seem to make sense to look at Chapter 6: The Force for the relevant rules but within that section one is referred to the Use the Force skill in Chapter 4 (p. 77). Looking at Chapter 6 today, I can see that The Dark Side, and especially Dark Side Transgressions, were a stab at non-mechanical (i.e. narrative) means of explaining how to avoid falling to the Dark Side. To further add to the confusion, Destiny Points (found in Chapter 7: Heroic Traits) were included as an optional form of game economy but I rarely used them because the narrative effect was limited – whatever narrative action was there had been reduced down to a table lookup mechanic (seven effects, three of which were Force-related)(p. 113). From today’s perspective, and after having now played Fantasy Flight Games Star Wars Roleplaying Game, I see how SWSagaDestiny is an earlier form of FFG Star Wars’ Obligation / Duty / Morality mechanic. However, the implementation in SWSaga is weak; the relationship between a character’s Destiny (p. 112) and the tangible Destiny Point is neither detailed nor strong.
As much as I tried, I just could never get SWSaga really going. It was not for lack of effort on my part; I eventually bought EVERY SWSaga book in the series. In the end though, I found the setting suffered from the same bloat and canonicity battles that plague the Traveller RPG community – that is, the setting is too detailed and too well defined that it is easy for a GM to get locked into a certain course of action. Indeed, after purchasing every book in the SWSaga series, I realize that I had too much information (although the entire collection is a good ode to Star Wars Legends) but in the end the rules were too bloated for me to handle.
A New Start
So committed was I to turning over my d20 leaf that I even bought the Dungeons & Dragons Roleplaying Game Starter Set (2008). I prepared to plunge into the world of D&D after avoiding it for 30 years. I really wanted to try to play d20. I thought my boys would want to play D&D (both read many of the Rick Riordan fantasy series). In the end though my inherent dislike of the fantasy RPG genre, coupled with a feeling that D&D 4th Edition was a tabletop video game, put a relatively quick end to that little gaming excursion. As much as I tried to make SWSagamy new science fiction RPG, it just didn’t work. As much as I love Star Wars, playing in the setting using SWSagafelt like I was getting too hemmed in. Even with the option of playing in multiple eras, it still felt restricted (it didn’t help that my boys were huge prequel and Clone Wars fans – two of my least favorite eras – and they wanted to play in those times whereas I didn’t).
The Saga Narrative…NOT!
In preparing for this retrospective, I pulled out the Core Rulebook and tried to look at it independently of the other books in the series. Much like the Traveller RPG community has arguments over the Little Black Books, I can see how the Core Rulebook – by itself – is not a bad game. Setting aside, everything needed to mechanically play a Star Wars adventure is included. Looking at it with my eyes today, I also see how SWSaga attempts to reduce many narrative play elements to mechanical effects. Nowhere is this better seen than in Talents and Feats. Unlike Skills which represent various abilities (be it trained, natural, or luck – p. 57), Talents are particular to a character class and Feats are special features that give characters new or improved capabilities (p. 79). Thus, the classic Star Wars character Han Solo (p. 255) gets classed as a Scoundrel (p. 45.) with the Spacehound Talent (p. 47) – giving him proficiency with starship weapons – and the Quick Draw Feat (p. 87) because, after all, Han shot first! All of this is very descriptive of the character, but together it reduces the character to a set of well-defined – even narrow – mechanical effects. The Core Rulebook example of Han Solo has him with four Classes, seven Talents, eight Feats (several of them in multiple areas) and six Skills. The implied game limitation it that without the “right” Talent or Feat, the action is unachievable by a character regardless of the player’s desire. Thus, instead of “playing” their characters, players start trying to gain/spend XP in pursuit of the right Skill/Talent/Feat to justify a desired action. To me, this is the opposite of narrative play.
So my search for a new RPG continued, and my next two RPG purchases brought back an oldie while introducing something new.
Star Wars Roleplaying Game: Saga Edition Revised Core Rulebook by Christopher Perkins, Owen K.C. Stephens, and Rodney Thompson; Copyright (c) 2007 Lucasfilm Ltd & (R) or TM Where Indicated, All Rights Reserved. Used Under Authorization. Some rules mechanics are based on the Star Wars Roleplaying Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and ID Wiker, the original DUNGEONS & DRAGONS (R) rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Atkinson. This Wizards of the Coast game product contains no Open Game Content.