Showing posts with label Ubiquity. Show all posts
Showing posts with label Ubiquity. Show all posts

Saturday, November 27, 2010

The rest of Hollow Earth Expedition

I've been putting this off all day, but here it is...Yes! It is Daily Blog Challenge post 27...

No inspiration yet today. I'm feeling rather spent. I guess it was a long night with one too many beers or something. I watched the Pens win then City of Lost Children. I'm still considering another show this evening, but I don't have much motivation to leave the house this evening. I kind of want to crash out right now...

Since I haven't come up with anything better to write about, and I'm too tired to try to come up with something more interesting, I'll go through the last few chapters of Hollow Earth Expedition. I'm hoping this series of posts will prove helpful for me when I putting the game together. Sometimes writing about something makes it all a bit more clear.

Chapter 6 is on Gamemastering. Rather than assuming the reader has no knowledge of RPGs, the book actually assumes that this isn't your first experience running a role-playing game. Rather than spending a lot of pages talking about the generalities of RPG gamemastering, it jumps in with content specific to HEX. As someone who has read a fair number of gamemastering chapters for different games, it was a nice change of pace. "You already know how to do this. Here's some tips for doing it with HEX." There are sections on genre conventions, HEX conventions, and story structure. The chapter also provides a great deal of good information for forming both short and long campaigns. There are some great story seeds and some examples of developing the seeds into a plan for a game. I think these few pages have given me enough to put something together for my players.

Related to yesterday's post, where I talked about whether or not to use a battle mat for combat, the chapter does actually specifically state that HEX is not a tactical game and is not designed to be played with miniatures. I'm glad to see it in print, as I wasn't planning on running the game in that fashion anyway. There are some great examples given for getting the players and GM on the same page. For example, there is a suggestion for inviting the players over for a pre-campaign party, where you watch one of the films suggested in the appendix for inspiration, then discuss ideas for the up-coming campaign. With this information, the players can make some informed decisions as to what type of character to create. I won't do this for our demo game, but it sounds like a great technique for getting everyone on the same thematic page.

Chapter 7 is a sort of gazetteer for Hollow Earth, offering possible entry ways and a cosmology, explaining "how things work". I know a lot of my players read the blog, so I don't want to give away any spoilers at this point. Chapter 8 is titled "Friends and Enemies". It includes a laundry list of possible friendly and not-so-friendly organizations and NPCs. The NPCs are fully statted-out, and generic enough that they could be applied to any campaign a GM would want to run. There is a section for surface world people and groups and another for Hollow Earth people and groups. Chapter 9 is the bestiary, which features all sorts of dinos, giant animals, and deadly plants! Finally, there is a sample adventure, a pretty good list of pulp resources which includes print, film, comic book, radio, and television, a glossary, and an index.

I'm getting very excited about trying out the game. As I believe I mentioned (probably a few times), I'll be running HEX for my regular game group as soon as our Gamma World adventure wraps. I'll be sure to update with a game report and comments once that happens.

Friday, November 26, 2010

Combat (and more) in the Hollow Earth

Submitted for your approval, Daily Blog Challenge post 26.

As promised, I'm here to talk a little bit about the combat rules in Hollow Earth Expedition. I'm plowing through the rule book to prep for running a demo game for friends. Talking about the game the other day piqued some interest around the table, so I volunteered to try to sort out the rules and give it a go...

The Combat chapter starts with an overview of the combat turn, which should look pretty typical for most gamers. Roll initiative, take some actions, make an attack and defense, calculate damage, rinse, repeat if necessary. Initiative is handled by the players rolling a number of dice equal to their initiative number. The player with the most successes (even numbers on the dice) goes first, then the player with the next highest, etc, until everyone goes, then the next turn starts. There is an optional set of rules for "Continuous Combat" which mimics the initiative rules in Hackmaster Basic and Aces & Eights, where different types of actions take different lengths of time. It helps equalize fast, but light damage weapons, like daggers with slower, big damage weapons, like great swords. Fast weapon fighters might get off an extra attack or two before the slow weapon fighter gets to swing again. It's an interesting concept, but there is no way I'm going to try to include it in my demo game. Too much to track for new players and a new GM.

In combat, players are able to move, attack, and defend each round. There are a wide variety of options for attacking including aiming, calling shots, charging and disarming. It all makes logical sense, but it's a bit more complicated than I would have assumed, based on the 10 minute demo I played at Origins and the flavor of the earlier text in the book. "Complicated" might be the wrong word here? Maybe "crunchy" is the better term. Granted, compared to something like Hackmaster Basic or 4th edition D&D, this looks like a breeze. Certainly not an exercise in tactical miniature war-gaming crammed into an RPG, but it makes me wonder if it will slow down the action at all. I guess I was expecting this section to be a bit more "rules-light", in line with the Rules and Intro chapters. My players don't have the rule book, so explaining all the combat options will be tedious. Hopefully, they will come up with creative ideas that mimic the options in the book, and I can referee as appropriate. I realize I can modify what is here for a more cinematic feel, stripping a lot of the special abilities and actions in combat.

I don't know of there is an intent to use a battle mat in combat, but I don't think so...It's never reference in the combat section (at least that I noticed), but there are a lot of references to distance, both in range of weapons and effects of certain attacks and damage. Maybe I'm just so used to playing with a mat in the newer editions of D&D, that I have a harder time thinking about these things in an abstract sense. I didn't plan on using any minis to play the game, but maybe we'll end up using some if we run into a more detailed combat scenario. I'm certainly not opposed to using them, but I sometimes feel like players get to attached to the minis and it strips the cinematic qualities out of the scenario. It turns into a lot of counting and jockeying for position, rather that high action and adventure.

The damage, wounds and healing sections move back to keeping things fast and loose. Instead of requiring extra dice to determine damage, the character suffers the difference between the attacker's success count and his/her defense success count. If you go below zero, you are dying. If you go below -5, you are dead. Wounds heal slowly (non-lethal = 1 per day, lethal = 1 per week), but medical attention and first aid can speed it up. The chapter also has sections on environmental hazards, diseases, poisons, and other threats to character health (falling, electrocution, fatigue, exposure, and fire, for example).

Following the combat chapter, there is a chapter on equipment, with weapons, armor, exploration gear, vehicles and "weird science". Since damage is handled by taking the difference between the attack and defense rolls, the weapons don't have standard variable weapon damage. More deadly weapons have a higher damage bonus. The damage bonus increases the number of dice added to the attack roll. A scimitar has a damage bonus of 3, where a pen knife has a damage bonus of zero. The "weird science" section only includes some sample artifacts, with the expectation that creative players (and game masters intent on offering up villains of the mad-scientist flavor) come up with their own ideas. The sky seems to be the limit here, allowing the GM to referee the process as necessary.

I'll give an overview of the rest of the sections of the book in a few days. I gotta throw together some food before heading over to Gooki's for the Brown Angel record release show. Heavy...

If you want a basic overview of HEX, without dropping any cash, check out the Exile Game Studio website. They have downloads for the 2008 & 2009 Free RPG Day adventures. Obviously, they've simplified the rules greatly for these demos, but they hint at the basic flavor of the game.

More details when I actually get to play the game and see how I handle it from the GM perspective. If anyone has any experience playing or running HEX, let me know in the comments. Any hints or suggestions would be greatly appreciated.

Thursday, November 25, 2010

Getting ready for the expedition

Ooh...another late post, but here it is: Daily Blog Challenge post 24. Yes. Technically it is the 25th, but I'm sticking with my plan of at least posting before I sleep for the day, so we're good to go...Fortunately, all I need to do on the 25th is wake-up and drive the 2 hours to Oil City then eat. Not much else going on tomorrow.

As for my excuse for the late post? I don't have a good one today. I did some laundry, watched some Mythbusters and the Pens game, played the demo of Puzzle Quest 2, and did some reading. A fair amount of reading, actually.

Hollow Earth ExpeditionIn preparation for my turn back behind the screen once the Gamma World adventure wraps up, I started ripping through Hollow Earth Expedition. I picked up the book at origins this summer after a quick demo at the booth, but I never really sat down and read it. I have to say, the writing is darn good.

First off, if you are a fan of pulpy adventure stories and that cover doesn't draw you in, you best check your pulse. It is well matched to Hollow Earth Expedition's style: threatened explorers, big-ass dinosaurs, crazy looking scientific equipment. The back cover features some remnants of a ruin civilization. The book itself starts with an introductory pulp adventure story to set the tone followed by an overview of HEX and roleplaying. Pretty standard info here. We're then presented with a sort of gazetteer for Earth, ca. 1936. As the depression continues, the Nazis, Fascists, and Communists are coming to power around the world. There are sections for each region of the world and an overview of fashion, entertainment, and travel in the time period. For someone who doesn't really think about World History all that much, it was quite helpful. In college, when most folks were taking History 101, or whatever, I was studying the history of science. Oh well...

Chapter 2 covers character creation and is loaded with examples for developing the character you want to play. The examples provide a pretty clear thought process for how to develop a character to match your imagination. They also provided 12 complete characters, along with role playing notes and character background. These characters are perfect for inspiring players who need a little push or can be used a pre-gens if you like.

Chapter 3 gets into the rules and explains the Ubiquity system used to run the game. Ubiquity uses a dice pool system, where you have a certain number of nice in each of your attributes in skills. The player is trying to get a certain number of "successes", as determined by the GM. Instead of have a cut off number, such as getting "4 or better" on a six sided die, the players are trying to roll "evens". Every even number counts as a success; each odd is a failure. Sounds pretty intuitive to me. The game also has a system known as "Style Points". Style Points are a bit like Bennies in Savage Worlds. You can use them to get extra dice before you roll, soak damage in combat, or power up your talents. Players get style points in game for roleplaying or benefiting the game. Instant reward system. Nice. Again, there are great examples throughout the chapter to help players understand how to gain and use the style points.

In typical pulp style, I'm going to leave you with a cliff hanger for now. I'll cover chapters 4-9 in a couple days, after I have a bit more time to digest the info. Skimming through, they cover combat, give an example of play (I really love reading examples of play a little too much, I think), equipment, game mastering, Hollow Earth gazetteer, friends and enemies, bestiary, and a sample adventure.

Monday, November 15, 2010

Coming soon to a table near me...

It feels great to finally be caught up with post number 15 for the Daily Blog Challenge.

As I mentioned a few times in the past few weeks, my regular gaming group is taking a break from our 4e campaign. For a few of the players, this campaign was their first extended experience playing D&D of any flavor. It is also my first experience at running a campaign of this length. In the two years since the campaign started, I think we've learned a lot about our strengths and weaknesses as RPG Gamers. There are a few things that, given the opportunity, I'd go back in time and change. Right now, I feel like I've made the campaign my story, rather than the groups story. Roleplaying is pretty limited, with many of the characters being more of a set of stats on a sheet of paper with an odd quirk or two, rather than having any real personality. I think it's the nature of the world we've created. I was kind of terrified of losing control of the game. 4e is so dense with rules that it is hard (for me at least) to do anything on the fly. I've railroaded and the players went along with it. It can be easier for both sides, that is for sure.

I'm really curious how the players will react to a game which requires more roleplaying and features less tactical combat. Since I'm going to have at least a month of downtime, while Dave acts as GM for the Gamma World, I'm going to try to put together a few things together. I like the idea of putting together a few adventures using different play styles and systems. A lot of the old school systems and clones, and some of the newer pulpy systems like Savage Worlds and Hollow Earth Expedition, are rules-lite enough that the players should be able to pick up on how to play, and get a pretty good feeling for the style of play after just a session or two. Additionally, I'd like to open the table up to an extra player or two. I know a few people that are interested in checking out a game. The ongoing campaign probably isn't the best place to try to indoctrinate these guys into the hobby, but a convention style demo game over a night or two could be perfect.

Cover
Once Dave's Gamma World adventure wraps up, I'm planning on throwing together a pulpy monster hunter game using the Savage World rules and the Rippers setting. In Rippers, the players take on the role of Victorian era monster hunters, utilizing body parts from slain monsters to augment their characters, known as Rippertech. Essentially, they end up sort of like a crew of Van Helsings or the League of Extraordinary Gentlemen or something.

Following the Rippers game, I think I'm going to try running one of James Raggi's adventures, most likely Death Frost Doom, using the Lamentations of the Flame Princess rules set. I know that most of the players are pretty big fans of the film that inspired the adventure, which will remain nameless as to hold up the surprise for the players. I hope they get a kick out of the combination of old school D&D mixed with a creepy investigative horror.

Hollow Earth ExpeditionFinally, I'm going to try running something using Hollow Earth Expedition. I think at least a couple of the players will enjoy the two-fisted pulp tales of adventure offered by the setting. The game mechanic, using the Ubiquity system, is pretty interesting. Ubiquity, which attempts to offer very cinematic game play, uses dice pools to determine successes and failures. It also stresses that the focus should be on cinematic action story telling over excessive dice rolling and has built in rewards for players who (at least attempt) to pull off exciting feats of daring. The mini demo I played at Origins this summer was a blast and I think we can have a lot of fun with it.

Depending on how those three games progress, we'll make some decisions about what is next. I want to try out Realms of Cthulhu, Low Life, and other Savage Worlds settings. Plus there are all the other OSR options like Labyrinth Lord, Mutant Future, and Swords & Wizardry. I'm hoping to do a bit of development of a setting for each of these games, allowing us to return and play more adventures linked to the trial game, essentially setting up a sort of sandbox we can return to if we choose. I'm planning on using pre-gens, because I find that creating characters before you really understand how a game is played can be a real challenge. If we do return to any of these worlds, at that point the players would be able to create their own characters or continue to play and develop the pregen. I'd also like to turn over the reigns to other players in the group to take a shot at GMing something if they are interested.

If anyone reading has any experience running any of the games mentioned and has suggestions for making good one-shots or know of good online resources for the games, let me know. Additionally, if you have any suggestions for introducing players used to playing tactical RPGs like D&D 3.5 and 4e to less tactical games which feature role playing.