Showing posts with label Starward. Show all posts
Showing posts with label Starward. Show all posts

Wednesday, June 13, 2018

Warning: Rambling Thoughts

Warning: Rambling Thoughts

I've been thinking about #Starward and #GammaThrones recently, and starting to stretch those old Swords design muscles again. (This is in no small part due to the wonderful reception the speed runs have received.) I've been thinking of them as campaigns that are essentially collections of thematically appropriate rituals.

But in truth, #GammaWorld messes with some really fundamental aspects of the game. It adds a new phase and thread, it changes the whole timing mechanism aspect of the motifs, and it eliminates the end game altogether. That's perhaps a bit more substantial than a campaign.

That World Phase and Map Thread are pretty nifty, though, and wouldn't be too out of place in Swords as an advance phase and thread, like like the Lore Phase and Thread or the Mark Thread.

What's really happening here is that I'm starting to think real earnestly about what a stand-alone Swords Without Master rulebook would look like and contain. And how to think about things like additional threads and more thunderless phases. Because there's a couple more I want to introduce.
https://twitter.com/Epidiah/status/1006605882904457216?s=19

Saturday, January 30, 2016

Regrettably, I cannot participate in #SundayAMSwords tomorrow because I'm stuck in a 50-hour trivia contest.

Regrettably, I cannot participate in #SundayAMSwords  tomorrow because I'm stuck in a 50-hour trivia contest.

But it is a 50-hour trivia contest, which means sleep-deprivation and waking dreams. Another #Starward -esque campaign world for Swords is brewing in my feverish skull. One, perhaps, a bit weirder.

Saturday, January 16, 2016

I'm sure I'm not the only one completely smitten with #Starward.

I'm sure I'm not the only one completely smitten with #Starward. The Ritual of Strange & Wondrous Encounters is highly effective at generating great alien material for play. Let's share our alien races and planets!

Friday, January 15, 2016

The Vaex Wars Saga, Chapter 1

The Vaex Wars Saga, Chapter 1

A #Starward tale/campaign, overplayed by me, with Jonathan McGraw, Eugene Wheeler III, and Mike Leavitt.

Gametable: https://docs.google.com/drawings/d/1_XYySgPVluo546KnkFenDZlKMVqHILdoj1dXrOOtm94/edit?usp=sharing

Opening Crawl

The Vaex Armada has tracked the Resistance fleet to the farthest reaches of the Anixel System, hellbent on exterminating the insurgents at last.  A raging naval battle ensues in the asteroid belt hinterlands.

A small band of Resistance infantry and specialists have landed on an abandoned asteroid weapon station buried deep in the hinterlands, racing to the controls of ancient weapons which may yet turn the tide of the naval battle raging above.

---
Dramatis Personae
Nog, a Gnaean warhusk living his twilight terminal-life inside a Cortex armor suit, defending his people as his life ebbs away.  He is guided by the voices of dozens of Gnaeans who have worn this suit before him; a high-tech version of ancestor spirits.

Qanas alAzraq, a shadowy sniper and stealth warrior, bearing a powerful rifle and a carapace-like armor flecked with tools and displays.

Oz, a machinegunner and grizzled combat veteran.  One of the few survivors of the Vaex obliteration of the 181st Regiment; he now seeks vengeance.

The Vaex, alien warriors with overactive regenerative processes and extremely weak immune systems; leading to continuous molting and vulnerable to virtually any contaminants.  As they age and become more decrepit, they use environmental encounter suits to protect them from even “normal” environments, augmented with prosthetics to replace body parts.  Their heavy reliance on technology would be crippling to them, were it not so brutally effective.

---

Chapter 1

Our heroes are pinned down and being pushed back by Vaex infantry and towering Armor who have teleported into the darkened approach corridor.  The battlespace is lit only by Armor running lights and the constant flicker of blaster fire.  After a quick suit-sensor scan of the surroundings, Nog finds a station control which fires a defensive EMP down the corridor; the security system here was set up to repel an active assault on the control room.  The Vaex mech-suit Armor sags, slams to the floor, and begins to reboot itself while the younger, not-yet-biomechanical Vaex infantry press toward the beleaguered Resistance troops.  

Oz lays down chattering repeater fire and motions up the Resistance infantry toward the disabled Vaex Armor and infantry, but more Vaex infantry teleports in behind friend lines, and the lead Vaex Armor finishes power back up and resumes blasting .  Qanas takes precise but ineffective shots at the Vaex Armor, then is ambushed by a teleporting Vaex footsoldier. Qanas grabs the Vaex trooper, and manhandles him into opening fire on several of his friends and absorbing return fire as a shield.

The lead Vaex Armor is now back online, and charges at the boulder Oz and several fellow Resistance troops are using for cover.  Oz and his friends dodge away at the last moment, and when the Armor pushes the boulder over, it reveals a "this side toward enemy" sticky mine.  The resulting blast rocks the corridor and sends chunks of that Armor everywhere.

The tide turns.  The Vaex infantry fall back to the control room doorway, deploying energy shields that deflect projectile and energy weapons harmlessly into the stone of the corridor.  All but one remaining Vaex Armor hunkers down behind the shields and unleashes heavy fire on the Resistance troops.

The ancient voices living in Nog’s Gnaean armor tell him that the energy shields aren’t Vaex technology.  Emboldened by this knowledge, Nog bodyslams the nearest Vaex Armor, throwing him around to smash several Vaex infantry and before throwing him through the energy shields, which are NOT rated for such a large projectile.  Qanas, meanwhile, cuts all lights and indicators, ghosting into the surroundings, slips behind the shields and climbing aboard each of the remaining Armors to slit power lines, dropping the enemy’s remaining heavy weapons in a giant cloud of blue and red flickering smoke.

Token enemy resistance remains; the way to the weapons’ control room is clear.

But the Vaex have now realized the seriousness of the situation aboard the ancient weapon, and their flagship dreadnought begins firing on the asteroid base.  A veritable earthquake begins under the bombardment.  Our heroes push down the hallway as the last of the Resistance and Vaex infantry attempt to gain the upper hand, finally reaching a giant door with a glowing keyboard.  Vaex infantry, realizing their failure, rushes to stop them from getting through.  The dark hallway lights up like a star with Oz's automatic gunfire laying down supressing fire to cover Nog, who rips the door open with main force, rips the door from its hinges and tosses it over Oz and Qanas atop the oncoming Vaex troops.  The entire facility shakes, on the verge of coming apart under heavy Vaex naval gunfire.

A vast control room lays beyond, smooth black stone control panels with holographic glyphs floating in blue and green and red.  The station continues to shake as the dreadnaught pours on artillery fire.  Qanas rushes to the central control platform to figure out how to fire the weapon and save the Resistance Fleet, but it is first blasted by the last, barely-functional Vaex Armor, spewing gas and sparks with one arm blown off. It stomps into the control room raises its remaining fist to smash the floor in a roaring show of force…  Except that Oz grabs a Vaex energy shield station and tosses it in front of the Armor, whose swinging fist triggers the projectile defense and pulses mightily, blasting the Armor to pieces.

As the station continues threatening to disintegrate under the Vaex Dreadnaught’s bombardment, Nog strides to the downed Armor pilot, grabs him by the throat, and drags him to an apparently-secondary control panel for the base’s weapons system.  “We couldn’t have done this without you,” he laughs at the helpless Vaex.  He wipes his armored palm across the Vaex’s bloodied face, then uses the blood to trace a symbol on a control panel, activating the station’s core doomsday weapon.

A combination of the Anixelians’ long-dead studies in eugenics, epidemiology, and long-range phase technology, the weapon beams a customized virus through the whole system keyed to the Vaex genome.  The station suddenly grows silent as the bombardment ceases; the Resistance fleet radios our heroes their congratulations.  Nog laughs maniacally; without the Vaex counterassault on the control room, there would have been no blood sample to calibrate the weapon.  Oz grumps, "I hate being bait." Qanas, simply eager to be off this rock, asks the fleet to beam them up.

fin
Might there be use for a Pinterest for #Starward eidelons?

Monday, January 11, 2016

Yesterday morning, three brave souls—Michael Miller, Keith Stetson, and Stras Acimovic—joined me for a ...

Yesterday morning, three brave souls—Michael Miller, Keith Stetson, and Stras Acimovic—joined me for a #SundayAMSwords  experiment where we veered a little left of sword & sorcery and tested #Starward , my new space fantasy mash-up of Swords Without Master and Vast & Starlit.

Mr. Miller has very capably recapped those adventures here: https://plus.google.com/u/0/+MichaelMiller1000/posts/7D3LdHNPFTU

It was a fucking blast. And I wanted to share some of my thoughts on it right quick before they fade from my mind like so many Roy Batties in the rain.

• The Ritual of the Opening Crawl was easy and powerful. Three sentences and we were in. We started with the greater situation and zoomed into the immediate situation for our rogues. I may nudge those rules around a bit to ensure that happens every time.

• The Ritual of the Wandering Tone was a delight. We visited the Cascades, twin planets rotating so close to each other that water falls between them. Immediately, I swapped Glum out for Drenched and it led to all manner of trouble for the crew and especially their ship.

• Speaking of ships, I'm tempted to let folks add a Tone to an environment using the same rules for adding something to your Named during the game (pages 26 & 29 in Issue 3 of www.WorldsWithoutMaster.com), because by the end of the session, I was kind of jonesing for a Tone aboard the Lazerhawk.

• Speaking of the rules for adding to your rogue's Named list during the game, the Ritual of Duels & Dogfights pretty much guarantees that you have a chance to do just that with your foe should you want to. How cool is that?

• I need to add a Ritual of the Cliffhanger which let's everyone know that the session is supposed to end with open questions and in media res. 

• I'm going to build a campaign style based  the Novella (page 45 in Issue 3 of Worlds Without Master) but every session should end with a cliffhanger instead of an epilogue.

• I am also tempted to build a giant list of Tones that people can roll on and mash together in order to generate planets and other significant environments.
https://drive.google.com/file/d/0B4nYXSvbVX-AZ2JLTTFpN241MDg/view?usp=sharing

Sunday, January 10, 2016

Captain Will Orden


Captain Will Orden
#Starward  Rogue

All that Deserves a Name
The Lazerhawk - Captain will’s well used, but still functional ship (http://imgur.com/ztSKgBb) (Tone: Rad)
Alana M’lari - The green-skinned and fire-haired first mate of the Lazerhawk.
Earth - The captain’s faraway home.

Feats heroic
Jovial - With wink and a grin, Will throws the first punch.
Glum - On the captains mark, the Lazerhawk evens the playing field with great precision.

Trick
Locus - On board the Lazerhawk, floating quietly through multi-colored, faintly glowing gas.
Compact - … we rely on the prowess of the Lazerhawk.

Saturday, January 9, 2016

STVe


STVe

A #Starward  rogue (art by Wouter Gort)

Items Deserving Specific Designation
The Upgrade - The installation of Version 2.0 software the indicates an android's entrance to adulthood. The installation STVe and his ilk have fled.
The Transistors - STVe's gang of greasers. Literal greasers.
Tachyon Drift - Illegally modded space motorcycle. Dangerously fast, as well as just dangerous
Hybrid cables - The non-spec cords hanging from STVe's right hand. Can transmit information to sentient beings and electrical impulses to all.

Distinguishing Performances
Glum - Cold, blue light flickers from STVe's cathode ray display while the servos in his left hand crush the obstacle before him.
Jovial - STVe jumps on Tachyon Drift and flies circles around his competition.

Trick
Canny Cognition - STVe jacks into the Galactic Central Core system, jumping lines of code like an acrobat and chases down the 0s and 1s he seeks.

Friday, January 8, 2016

The galaxy is vast and starlit, peopled by multitudes on its myriad of strange and wondrous worlds.


The galaxy is vast and starlit, peopled by multitudes on its myriad of strange and wondrous worlds. There is darkness among the stars, where we can hide among the thousand-thousand secrets and seek our fortune between the grasping claws of tyranny. This is why the restless, the hungry, and the dispossessed turn ever #Starward

Starward is a space-fantasy hack of Swords Without Master (www.swordswithoutmaster.com) set in the universe of Vast & Starlit (www.dig1000holes.com/vast-starlit).

INFLUENCES

Leigh Brackett's Skaith Trilogy & the Flash Gordon comic & serial
For wondrous aliens, worlds and cultures. For battles with swords and ray guns alike. For a healthy dose of sorcery with our high sciences. For the opening titles crawl from the Flash Gordon serial.

Kurosawa & Seven Samurai
For gathering a crew of masterless rogues. For tense and decisive sword fights. For something a bit more complex than powerful strangers coming to help.

WWII Aviation Films
For turbulent and nail-biting dogfights. For tense bombing runs. For a handful of crewmembers holding a stubborn craft together with elbow grease and a few prayers.

THE RITUAL OF THE OPENING CRAWL
Each session begins with the Overplaying reciting the opening crawl, a brief introduction to what has gone on before and what it about to happen. In the opening crawl, the Overplayer must answer at least two of the following:

• What is going on in the greater struggle?
• What has happened just before now?
• What machinations have lead to the beginning phase?

The opening crawl need not tightly knit previous adventures with the current one.

THE RITUAL OF STRANGE & WONDROUS ENCOUNTERS
(All but nine words taken verbatim from Vast & Starlit.)

Whenever you need an alien species, culture, or environment hold the action, step out of the game, and follow these steps:

Create Your Base
Alien species—One player selects 2 types of animals they are familiar with.

Alien culture—One player selects a culture or subculture they are a part of.

Alien environment—One player selects a location & a climate all are familiar with.

Deviate Aspects
The next player picks an aspect of the base, such as a cat’s aloofness, the pettiness of oˆce politics, or a half-frozen bog. Then the next player chooses to tweak, reverse, or exaggerate this. Repeat this step 3 to 5 times until it feels alien.

Combine & Synthesize
The next player makes a coherent whole from only the deviated aspects, not the base.

THE RITUAL OF DUELS & DOGFIGHTS
When you stand against a worthy foe with sword or pistol, or when you scream across the sky in frantic battle with enemy aces, it never ends as it begins. If your dogfight or duel ends up part of an element on a Motif, your struggle cannot be resolved in just one phase.

If the current phase is the first phase featuring this particular dogfight or duel, you must wait until this phase ends and the next one begins before ending it. Additionally, the Overplayer must attempt to follow the current phase with the next phase on the chart below (though this may be subverted by a Trick).

• Follow a Perilous Phase with a Rogues' Phase
• Follow a Rogues' Phase with a Discovery Phase
• Follow a Discovery Phase with a Perilous Phase

If the duel or dogfight has already lasted through more than one phase, you may resolve it whenever.

THE RITUAL OF THE WANDERING TONE
The base Overtones are Glum & Jovial. Planets, spacecraft housing three or more crew, and other significant environments may have one or more alternative tones, like below. 

The jungle planet of Ul-Gallaroon:
• Lush
• Cacophonous
• Claustrophobic
• Misty

The Golden Moon:
• Opulence
• Austerity

The Princess May, the star galleon of Captain Ceres and her stardogs:
• Brutal
• Treacherous
• Vibrant

A space freighter in chronic disrepair:
• Clunky

Such environments have their own die as well. When first you come upon a significant environment with alternative tones, the Overplayer chooses one of the tones already in play and swaps it for one of the environment's tones as they swap the tone's die for the environment's die. 

As the rogues wander through fanciful vistas, the tones will wander with them. Once swapped, the new die stays in play until swapped out by another. All who roll must now adhere to the new tone, though their Feats Heroic and certain Tricks may affect this. Unparalleled rogues ignore any new tone that replaces the tone they have already replaced, but must adhere to tones that replace the other. For example, Captain Ceres is Unparalleled—she is Raucous instead of Jovial—and if aboard The Princess May the Overplayer decides to swap Jovial with Vibrant, her tones remain Glum and Raucous; but if the Overplayer swaps Glum with Treacherous, her tones become Treacherous and Raucous. She will always have Raucous as one of her tones as long as she's Unparalleled. 

You will only ever have two tone dice in play and whenever you come upon an environment without its own tones, the Overplayer may swap Glum or Jovial back into play.

THAT WHICH IS DESERVING OF A NAME
Occasionally the story is as much about the ship or companions or gear of the rogues as it is of the rogues themselves. When you create your Feats Heroic, if one of your Feats features something named on your rogue's sheet, you may choose a second Trick for your rogue that also focuses on this named thing.

The stardogs are a group of rowdy space pirates that Captain Ceres holds to her command and has named on her rogue's sheet. Her Glum Feat Heroic is to "Commit a loyal stardog to a doomed course of action that just may save The Princess May." Because she features the stardogs in her Feat Heroic, she can have another Trick (in addition to the previously mentioned Unparalleled) as long as that Trick also features the stardogs. She chooses Ill Fate and writes the lesson "Never fully trust your second in command."

(PDF Version of this post: https://drive.google.com/file/d/0B4nYXSvbVX-AZ2JLTTFpN241MDg/view?usp=sharing)

Saturday, June 20, 2015

Ba2 — “bah-too”

Ba2 — “bah-too”

Eidolon: https://www.pinterest.com/pin/380343131005413407/

All That Deserves A Name:
Directive 002 — “Minimize human suffering,” the fundamental basis of her programming.
InSITE-3000 — Onboard sensor suite that can detect the quantum-level fluctuations of magic.
The Saffron Queen’s Armory — The place where Ba2’s soul is held in bondage, awaiting rescue.
Vanora — Trusty mechanic sidekick: http://www.swagonline.net/sites/default/files/images/Pete%20-Shadowdeep-/2003/Mar/1151.jpg

Feats Heroic:
Glum — Activating her sonic resonator, Ba2 triggers her foes’ thalamus to put them to sleep.
Jovial — Moving faster than organic eye can follow, Ba2 leaps past her foes’ defenses.

Trick:
Inevitable Foe — Brigadier Armstrong of the Grand Army of Free and Willing Systems. Wielder of wicked cavalry saber. Has taken my katana.
Doom: What is Directive001? "Defeat those who would steal the rightful riches of the Saffron Queen."

Tales:
"Vermin!" — Ba2's first tale: https://plus.google.com/u/0/+MichaelMiller1000/posts/G2sM9b8PFNX

"The City of Golden Hope": https://docs.google.com/drawings/d/1KUuBKhnM3oklVySQLda_N9AYkXKkCqL5U0codHr8VMk/edit?usp=sharing

#Starward Episode X "Mysterious Cargo" https://plus.google.com/communities/104194230537983273846

https://www.pinterest.com/pin/380343131005413407