Wednesday, November 21, 2012

Traveller Tuesday - Bonus Thanksgiving Edition

Filling in the details for the generated types of ships can be a good task for random tables, as well as an additional input vector of campaign info into the game.  Some extra tables are provided here for Traders, Scientists, and Mercenaries.

Traders give a nice selection of recurring small ship encounters that provide a source of allies, rivals and potential patrons available on all worlds in the campaign.

Scientists give a series of encounters that provide details on some of the research institutions of the campaign.

Mercenaries fill the same niche as Traders, but with a more militaristic flair.  And given the amount of mercenary training that goes on in Sphere Fenix (mercenary services to the Imperium and elsewhere is a large part of the Sphere's export economy), these encounters are likely to play a decent role in the game.

Traders are presented below, Scientists and Mercenaries will be in the next Traveller posting.


Traders

This category represents independent operators (or at most small groups, owning typically only one ship).  The following table gives some examples of those that might be encountered in or around Sphere Fenix.  To generate an encounter, roll 1d6 for column A.  Then, if the nearest world is within 1 parsec, roll 1d6 for column B, or if the nearest world is 2 parsecs away (or more), roll 1d6 for column C.


Traders in Sphere Fenix
Die ADie BDie CCaptainShip
11-Val Vondas (m)"Zorga Wayfarer"
Free Trader
2-Eelynn Javik (f)"Raven"
Fat Trader
3-Venka Jissard (m)"Broma Heavy"
In System Hauler
41-2Konia (Danin)"Mudai Express"
Far Trader
53-4Venka Brimarch (m)"Pathfinder"
Merchant Trader X
65-6Airax Haruss (f)"Stellar Endeavor"
Armed Free Trader
21-Hysio Thule (m)"Flying Squid"
Free Trader
2-Pakmi Aneen
(exotic)
"Valentina Tereshkova"
Free Trader
3-Iarred Bibble (m)"Solar Ranger"
Antique Trader
41-2Lantha Grandes (f)"Empress of Ventai"
Merchant Trader
53-4Arden Alken (m)"Star Samurai"
Far Trader
65-6Alam Ahdar (cyborg)"Red Robin"
Far Trader
31-Winford Sabine (m)"Mondy's Opportunity"
In System Hauler
2-Jaina Madar (f)"Blue Dragonfly"
Free Trader
3-Nolan Centrich (m)"Rani of Lahore"
Fat Trader
41-2Jesma (Danin)"Yreek Wanderer"
Fast Trader
53-4Damien Bentzen (m)"Star of Yuvek"
Far Trader
65-6Cerria Vane (f)"Celestial Trade"
Armed Free Trader
41-Merrill Sarratt (m)"Starlight Express"
Antique Trader
2-Clement Richards (m)"Waynio's Freedom"
Free Trader
3-Clara Whedon (f)"Slow Ambush"
Free Trader
41-2Meteor Smith (m)"Big Endeavor"
Far Trader
53-4Winnifred Brown (f)"Clearwater II"
Merchant Trader
65-6Nelson Quasar (m)"Fire Beetle"
Far Trader
51-Millu Sissal D7(Hiver)"Santo Envoy"
Fat Trader
2-Waymire Wilkinson (m)"Flint's Jackpot"
Fat Trader
3-Delila Quintan (f)"Yuri Gagarin"
Free Trader
41-2Dyer Carmichael (m)"Destiny of Lazarus"
Fast Trader
53-4Dia Desai (f)"Nathan's Wanderer"
Armed Free Trader
65-6Rharo Olier (m)"Jiu Wan Po"
Far Trader
61-Genko Hal (exotic)"Ariel Lift"
Free Trader
2-Rhoro Melne (m)"Slow Maser"
Antique Trader
3-Elizabet Stasny (f)"Iron Wagon"
Free Trader
41-2Isaias Zephyr (m)"Fair Particle"
Far Trader
53-4Nellie Jones (f)"Good Omen"
Far Trader
65-6Issac Klepton (m)"Harsh Language"
Merchant Trader


Here are the details on the different types of Trader ship classes:
  • In System Hauler (J0) 800T (Traders and Gunboats, p.37)
  • Free Trader (J1) 200T (Main Rulebook)
  • Fat Trader/Subsidized Merchant (J1) 400T (Main Rulebook)
  • Antique Trader (J1) 400T (Merchants and Cruisers, p.69)
  • Far Trader (J2) 200T (Main Rulebook)
  • Fast Trader (J2) 200T (Traders and Gunboats, p.42)
  • Merchant Trader (J2) 300T (Merchants and Cruisers, p.85)
  • Armed Free Trader (J2) 200T (Merchants and Cruisers, p.88)
  • Merchant Trader X (J2) 500T (Merchants and Cruisers, p.93)

Tuesday, November 20, 2012

Traveller Tuesdays - Encounters in Sphere Fenix (3)

This week for Traveller Tuesdays, Gaming with Chuck is continuing in a series of articles on random encounters in Sphere Fenix - a star government in the first quadrant of the Crucis Margin sector that spans approximately 15-20 parsecs across.  The reason for this approach was to generate enough background information about the organizations and ships in and around Sphere Fenix to be useful for a sandbox type game.  All of this will be gather up into a pdf once it is finished.

There are times when a random starship needs to be determined (as a floating hulk, derelict, victim of a pirate, or other reason). The following table, which is keyed to starport type (and is modified from the table found in The Traveller Book) is useful for this.

Starships, by Starport Type
dice A B C D E X
2 - - - - - -
3 - - - - - -
4 - - - - K -
5 - - - - - L
6 S A - L - -
7 A S R K - -
8 R A A S - -
9 M* R* R* SP S T
10 Y M Q A A Q
11 T R T R Q CP
12 R* C* Y M CP C
13 M* Y* A Y - -
14 C* T* S* Q - -
15 T* C* Y* - - -
DM +2 if Naval Base in system
DM +1 if Scout Base in system


A letter code indicates a standard ship class, as indicated by the following list. If a ship class is accompanied by the letter P that indicates that the ship, while not specifically a pirate vessel, is engaged in pirate activities. An asterisk indicates that there are also small craft (1d3) present. Roll for them on the Small Craft table below. A dash means something non-standard, roll on the Special table below.

  • A - Trader
  • C -Mercenary Cruiser
  • K - Safari Ship
  • L - Laboratory Ship
  • M - Passenger Liner
  • Q - Pirate Vessel
  • R - Merchant Vessel
  • S - Scout Vessel
  • T - Patrol Cruiser
  • Y - Yacht


If small craft are indicated, roll on the following table. If located in a system with a ship that could carry the craft, then it is part of that ship's complement. Otherwise roll on the small craft disposition table.

Small Craft Table
DieVessel
020t Launch
130t Ship's Boat
230t Slow Boat
340t Pinnace
440t Slow Pinnace
550t Cutter
695t Shuttle
710t Fighter
DM+1 if Naval base in system
DM-1 if Scout base in system


Once the vessel(s) are determined, consider the accompanying starship that was already determined. If the small craft can be carried by that starship, then that is its source, otherwise the role of those not assigned to starships in the system is determined by the following table.

Unassigned Small Craft
DieRole
1Derelict
2Marooned Crew
3Survivors
4Smugglers
5Survey
6Patrol
7In-system Cargo
8In-system Liner
9Courier
DM +1 if Pop 6+
DM +2 if TL 8+


Each one of the ship types listed above can be given more information on the appropriate subtables either already developed, presented below, or to be developed.

Pirates, for instance, have already been covered in this posting.

Friday, November 16, 2012

Theremin Thursdays - Ein Feste Berg

Another article in a series exploring the connections between Gaming and Music, and other outlets of popular culture.

So, one of the major events in the development of modern society in the Western world was the Reformation.  On the surface, of course, it was a movement to identify that the Church was not the sole authority over man's relationship with God (and by extension, in an age of pervasive religiosity, also not the sole authority over all aspects of society).  Regardless of where an individual is within the Catholic-Protestant-Other taxonomy, it must be realized that the Reformation enabled society to separate Church authority from secular authority, and also the essential roots of ideas about freedom of religion, tolerance of others, and the value of the individual versus the society.

All very important stuff.

 However, as lofty as all this is, here at Gaming with Chuck, and especially during Theremin Thursdays, we are (for the moment) interested in the effects of the Reformation on both Music and Gaming.  We will start out with music, one piece in particular, and then look at a few related games.

Approximately 10 years after he nailed the 95 Theses to the door of that famous church in Germany (actually, it was "Ninety-Five Theses on the Power and Efficacy of Indulgences" and they were nailed to the door of All-Saints Church, in Wittenberg, Germany), Martin Luther composed the song A Mighty Fortress Is Our God (actually "Ein Feste Berg ist unser Gott").  It has been a cornerstone of protestant hymnals ever since, especially the Lutheran Church, in one form or another.  If you have never heard it, here is a version in English.  I say a version, because it has been translated into English alone over 70 times.



By the way, Luther's music was included by J.S. Bach in his fantastic cantata, BWV 80. Okay, so a great hymn, written by a great man, from a great (although tumultuous) time.  What about it's relationship to gaming?  Well, there are a couple of games that I would like to consider, two board games, and a role playing game setting.  Two of them share the name (A Mighty Fortress) from the hymn written by Luther.  The third bears a phrase uttered by Luther ("Here I Stand") during his defense before the Diet of Worms.  Here is a fantastic video, with Joseph Fiennes playing Martin Luther, giving a hollywood version of the defense (in actuality, Luther answered the first half of this scene one day, and then asked for a day to consider, before his final answer that contains the immortalized defense, "Here I stand, I can do no other").  This is from the movie "Luther" 2003.  By the way, it should be pointed out that this is a pretty good depiction of Luther, even if it is performed by Voldemort's brother.


Before getting to the game titles, and risk being labeled as being "too serious", Gaming with Chuck would like to point out that Martin Luther was an earthy fellow (despite having a PhD, like the author of this blog), and enjoyed a good beer or wine as much as the rest of us.  There is a letter he wrote to his wife on the subject (see the nice article here), once, where he claimed that the beer he was drinking on a trip was "strange to him" and if he did not get his own stock forwarded to him, he might not be able to return to home because of the new beer he was drinking.  In light of that, we present one possible vision of how Martin Luther may have celebrated Oktoberfest (with apologies to the All Saint's Church in Wittenberg).



Okay, the games.  The first (and oldest) is the (1977) SPI Title, A Mighty Fortress.  The game is a very solid, and not overly-complex design.  This was a multi-player (6 players) game about the Reformation and the Counter Reformation.

The game featured not only markers representing Clergy going back and forth to convince states to favor one side or the other (in essence, converting, or re-converting countries), but also featured some military action (the beginning of the Wars of Religion).  A reprint of the original (with updated graphics, but not much else changed) came out from Excalibre games in 2011 (available on the Decision Games website).  Here is an image of part of the map, followed by the blurb from Excalibre Games:



A Mighty Fortress: Between 1531 and 1555 the world shook to the reverberations of a struggle whose resolution was to chart the course of Europe’s religious and political alliances for centuries. It was in these years that the conflicting ideologies of Lutheran Reformation and Catholic Counter-Reformation inexorably drew the disparate empires, nations, and leaders of Europe into a maelstrom of religious war and dispute.

A Mighty Fortress simulates this major historical conflict on a beautifully illustrated political map of Europe. Colorful cardboard playing pieces move, position. And engage in battle upon this map through a superimposed hexagonal grid, which functions like a chessboard’s squares.
Game components include: one rules booklet, 200 die cut playing pieces, one 22 x 34 inch map, and various player aids.
Overall, a very good game, and one that was worthy of being reprinted.

Our next title is the much more modern boardgame, Here I Stand. This is a game from GMT, published in 2006, concerning similar events as A Mighty Fortress, but in a more modern design.

The game was reprinted in 2010 (with some component improvements).Movement is point to point, rather than hex map, but the biggest change is that this is a card driven wargame design.  The action, from turn to turn, is governed by card play (which grants all sorts of map based activity). Here are some sample cards.

The designer, Ed Beach has a nice web page discussing aspects of the game.  The most excellent wargaming graphics design artist, Mark Mehaffey has a very nice redrawn map, presented on his website, here.


Finally the last item to bring up this time is "A Mighty Fortress", which was a setting handbook for 2nd Edition Advance Dungeons and Dragons (or AD&D2E as the cobbler elves at Gaming with Chuck refer to it as).  This was a general handbook for setting roleplaying campaings during the Renaissance in general, and the Reformation in particular.  And why not?  As a setting, it has a lot to be desired - strong possibilities for conflict, lots of mobile classes of personages that can be used as archetypes for characters, a period when there are a lot of different nationalities and societies in contact with each other, and loads and loads of historical material about the conflict (and legends) of the time.


 This was in the REF (Campaign Reference) manual series, all of which gave insight into how to play in either Historical or Mythological settings from history.  Very nice work.  It had lots of information about the military hardware of the time, as well as the various nationalities, and ideas of how to play spies, soldiers, adventurers, diplomats, swashbucklers, and clerics from the period.

Before you say "pooh, pooh" to this idea of a setting for a fantasy roleplaying game, consider the introduction of Magic in a period where you have two very strong, and one of them very authoritarian, Religious systems in a society that has reasons to believe in all sorts of magic, supernatural, and mystical forces.  For reference, consider the fantastic tales of Robert E Howard about his hero, Solomon Kane.  That character has served as the basis not only for the Howard stories, but also pastiches from other authors, as well as comic books, and a movie.  The character travels across Reformation Europe (if stretched to include the English Civil War and the Wars of Religion in the 17th century, including the Thirty Years War), battling not only the typical bandits and vile crooked noblemen and women, but also witches, demons, werewolves and all sorts of other supernatural foes.

While that may or may not be your idea of gaming, it is out there and it is available.  Let me say, however, that despite Howard's flights of fancy, much of what he wrote about is in type, if not in instance, part and parcel of the Reformation mind.

So, from Martin Luther, through J.S. Bach, down to Solomon Kane.  That is Theremin Thursdays for this week, I hope you get to do some gaming this weekend.

Wednesday, November 14, 2012

Wargame Wednesdays - Multi-Player Game Ordering

One of the things that is hard to deal with, in multiplayer games (especially large participation-style Miniatures games) is the ordering of player actions during a turn.

The very fun, multiplayer western gunfight rules("The Rules with No Name") from Foundry miniatures (at least the old free version, that I still use) has the concept of an action card for each character in the scenario, and a referee flips through those cards, one at a time, to determine order of actions.  This is not uncommon for a lot of small scale skirmish games.  One of the things that is good, is that the ordering within a turn is unknown to the players.  One of the bad things is that the players have no control over the ordering within the turn.  One of the nice things that "The Rules with No Name" provides is a couple of wild cards in the game, that can be collected, and used for out of sequence actions.

This system (flip a card, that player gets an action) is OKAY.  It sometimes bogs down, as players not doing anything tend to sit around for a while, waiting for their action to come up.  I would like to try a system that allows some player interaction, without detracting from the main game.  It will involve cards (normal playing cards are fine, but having two matched decks is better), and 2 six sided dice.

The idea is to assign each player (up to four) each a suite of cards.  Then assemble a small deck of ten cards for them, it should include (for their suite, say Clubs) two each of the cards numbered 5,6,7,8 and 9.  Shuffle those together, and each player draws two, forming their own private starting hand (just two cards).  All of the rest of the cards (eight for each player) are all shuffled together and put into an initiative deck.  Each player has one marker, used to mark the unit that acted last.  This can be a ring, dice, or some identifiable piece of modeled terrain (a curious stone, for instance), so it looks good on the table, but is still easy to spot.

Okay, so play starts by flipping the top card.  Whomever owns the suite of the flipped card has a decision to make.  They can use the card to activate one of their units, or they can take the card into their hand.

If they use the card to activate one of their units, they get to act (once) with one of their units.  Whatever the rules allow as a single action (move, shoot, move & shoot, recover, reload, etc. - each ruleset will be different, but I am currently working on a set of horse and musket era skirmish rules that will work for Swashbucklers, Pirates, Mountain Men, Colonials & Indians, etc.), that unit may perform.  It then gets the "last moved" marker placed on it.  When a card is chosen to act on in this way, the unit activated cannot be the one that currently has the "last moved" marker on it - thus preventing a unit from acting twice in a row.

Once that action is completed, the player may roll 2d6 against the card, if they roll less than, or equal to, the number on the card - then they get to do a follow-on action (with a different unit - again, follow the rule for the "last moved" piece).   The same options are available during a follow-on action, as during the initial action for the card.  Once that action is finished, roll again (with a minus 1, although this is cumulative, so next time it will be -2, then -3, etc).  The player could keep acting, and can even use the same unit more than once, as long as it is not consecutively, as long as they keep making their dice roll.

Now, at any time, another player may play a card from in their hand.  It cannot be done after an action as started, or after a dice roll has successfully been made for a follow-on action, but it can be played at any other time.  In order to avoid confusion and mistake, it is polite for the acting player to see if someone wants to play a card before they take an action, or roll to take a follow-on action.

Now, another player can play a card to interrupt.  They have to play a card out of their hand.  Once they do, the interrupting player now has to roll against their own card.  If successful, the place the original card in the discard pile, and the owning player now begins an action with one of their units.  Follow-on actions can follow the first.  This player can now be interrupted by another player (or the original) with one of their own cards.

If the interrupting player fails their dice roll to interrupt, then they lose their card (to the discard pile), and it is up to the original player to do their action (although multiple people can attempt to interrupt).  In the case of a failure, then the original actor has the opportunity to do their next action (whether initial, or follow-on) with the unit that is still marked with the "last moved" marker - so in the case of a failed attempt at an interrupt, the last unit that moved, can be the next unit that moves.

If the interrupt is successful, then the interrupted player loses the card they were playing off of (to the discount pile) and they are finished.  They could play another interrupt card against the player that just interrupted them.  And so on.

I will have to try this out in a game.  Ideally it should be a game where the players get a handful or more of units or characters.

I am looking forward to it, and will report back with results.

Traveller Tuesdays - Encounters in Sphere Fenix (2)

Okay, working with the encounter chart posted last week, I started to flesh out some of the organizations, and so on, that might come up on the different entries.  I will begin presenting those, and then collate them into the overall encounter chart.

First, one of the things that comes up a few times is the idea of a Pirate. Towards that end, I created a few tables for randomizing Pirates operating in and near Sphere Fenix.


Pirates!
Several tables are required for generating a pirate encounter. First, decide if it is a (1-3) single pirate ship, or (4-6) pirate organization. Then roll on the following tables.

First DieSecond DiePirate CaptainVessel
1,2,31Neef Tragor
(human, M)
"The Grinning Star"
400t Corsair
2Baronet Laucion
(human, M)
"Final Rose"
400t Corsair
3Teela Racken
(human, F)
"The Black Widow"
400t Armed Salvage Ship
4Abonar Solinga F3
(hiver)
"Event Horizon"
400t Corsair
5Raxinar
(Danin, M)
"Night Song"
1200t Salvage Hauler
6Red Deezl
(human, F)
"Rogue's Luck"
400t Corsair
4,5,61Urnit Sable
(human, M)
"Faleenin Queen"
600t Pirate Raider
2Chauvon
(human, M)
"Red Shift"
400t Fast Smuggler
3Honer Unk
(exotic, M)
"Man's Destiny"
400t Cruiser
4Tingu Ferraeowl
(aslan, M)
"Predator King"
600t Pirate Cruiser
5Lady Ponda
(human, F)
"Flying Knife"
400t Corsair
6Jared Onal
(human, M)
"Ironheart"
400t Antique Trader

Some notes on these individuals.
  • Baronet Laucion believes himself to be the surviving heir to the Throne of Municar, one of the original three factions that combined to make Sphere Fenix.
  • Teela Racken has an all-female crew.
  • Abonar Solinga F3 commands a mixed crew of Hivers and Humans.
  • Chauvon believes he is the reincarnation of an ancient hero from the early settlement myths on Achmeta (1215/Olsztyn), one of the oldest settled worlds in the Sphere.
  • Honer Unk is an Exotic, a curious development of mankind that has adapted, physically, to living in low, and artificial, gravities.  His muscles have atrophied, but he has AI enhancements to his mind.
  • Tingu Ferraeowl commands a mixed crew of Aslan and Human.
The Antique Trader is in the Mongoose supplement, "Merchants and Cruisers", and all of the other classes (except the Corsair) are from "Traders and Gunboats".

These are all dangerous criminals, who have taken to piracy for a variety of different reasons, but typically they all have ships with large (over-berthed) crews, for the purpose of taking prizes and manning them.  Having extra crew helps in raids and boarding actions as well.  These ships are also larger than most typical adventure class ships (usually in the 100-200 ton range), and as is typical of Pirates, have all sorts of camouflage enhancements, like duplicate transponders, and minor cosmetic changes to the hulls (performed with a minimum effort, and short amount of time) - as described for the standard 400t Pirate Corsair.



Next we'll take a look at some common pirate organizations. These are more complex, larger operations than the individual pirates listed above. Each of these organizations is like a corporation, or mercenary company. They have rules governing membership some hierarchy of leaders; armed ships, warehouses, and other equipment; arrangements with local government; and finally some planetary base (one or more).

DiePirate OrganizationBase World
1The Red FlagDjebeha 0810/Ark
2Raider's AllianceParma 0910/Negoiul
3The BrotherhoodProsser 1502/Negoiul
4Space WolvesSembilen 1606/Negoiul
5Final LibertyTaginae 2008/Souris
6Star CartelPrudnik 1206/Negoiul


More next week . . .

Tuesday, November 6, 2012

Traveller Tuesdays - Space Encounters in Sphere Fenix (1)

As a place to start in looking at the Sphere Fenix star nation of the Crucis Margin sector, I decided to start with encounter tables.  This is a great way to inject some basic sandbox material.  The idea is simple, take a basic encounter table, and then provide details for many of the entries that are specific to the campaign being run.


As this column assumes the Mongoose interpretation of Classic Traveller, we can start by taking a look at the random space encounter tables from that rule book.

This is a table that goes from 01 to 96 (a total of 60 entries, derived from reading two dice as two sets of digits).  The numbers below 11 and above 66 are achievable by a sequence of modifiers that apply to the first die in the sequence.  Those modifiers can range from -1 to +3 (modifications outside that range are truncated down or up, as appropriate).  Then read the following table:


Consult the Mongoose book for the modifiers.

Some of these entries -
 02 Solar Flare
 03 Asteroid
 04 Ore Bearing Asteroid
 14 Comet
 23 Micrometeorite Store
 32 Space Junk (possible...)

Are "terrain" or objects that belong to the environment, rather than sophont-made (man-made?) objects (with the possible exception of Space Junk, depending on what it is...).

Now, taking a look at the rest of the chart, the many man-made objects all have a sort of implication about where they might be appropriate, if a referee were to start putting in specific information.  That specific information could include (1) ships (either specific Classes or types, or specific named Ships), (2) NPCs (which includes, but is not limited to, patrons, enemies, rivals, contacts, etc), or (3) Organizations (mercenary companies, mega corps, pirate cartels, religions, alien cultures).

In order to make things simple, we can identify each of these as being appropriate for a certain level of scoping for the campaign - if specific detail on the chart is desired.  That detail can be (1) Quadrant or Sector level, (2) Polity or Sub-sector level, or (3) Planet or World System level.  This gives us a road map to determine which specific NPCs or Ships need to be referenced.

Take a look at the chart, split out to a single column, with each entry having a flag indicating if specifics for that entry would get their information from a resolution appropriate to Quadrant/Sector level (QS), Polity/Sub-sector level (SS), or Planet/World System level (WS).  In addition, if the encounter aims itself at a named Ship (type or instance), a named NPC, or a named Organization is identified as a second flag.

01 Alien derelict (possible salvage) (QS) (Ship)
02 Solar flare are (1d6 100 rads)  (WS)
03 Asteroid (empty rock) (WS)
04 Ore-bearing asteroid (possible mining) (WS)
05 Alien vessel (on a mission) (QS) (Ship)
06 Rock hermit (inhabited rock) (WS) (NPC)

11 Pirate (SS) (NPC) (Org?) (Ship?)
12 Derelict vessel (possible salvage) (SS) (Ship)
13 Space station (1–4: derelict) (WS)
14 Comet (may be ancient derelict at its core) (WS)
15 Ore-bearing asteroid (possible mining) (WS)
16 Ship in distress (SS) (Ship)

21 Pirate (SS) (NPC) (Org?) (Ship?)
22 Free trader (SS) (NPC) (Ship)
23 Micrometeorite storm (collision!) (WS)
24 Hostile vessel (roll again for type) (QS) (Ship) (NPC) (Org)
25 Mining ship (SS) (Ship) (Org)
26 Scout ship (SS) (Ship) (NPC) (Org)

31 Alien vessel (1–3: trader, 4–6: explorer, 6: spy) (QS) (Ship)
32 Space junk (possible salvage) (WS)
33 Far trader (SS) (Ship) (NPC)
34 Derelict (possible salvage) (QS) (Ship)
35 Safari or science vessel (SS) (Ship) (NPC) (Org)
36 Escape pod (SS) (Ship)

41 Passenger liner (SS) (Ship) (Org)
42 Ship in distress (SS) (Ship)
43 Colony ship or passenger liner (QS/SS) (Ship) (Org)
44 Scout ship (QS) (Ship) (NPC) (Org)
45 Space station (SS)
46 X-boat courier (QS) (Ship) (NPC) (Org)

51 Hostile vessel (roll again for type) (QS)
52 Garbage ejected from a ship (SS)
53 Medical ship or hospital (SS) (Ship) (Org)
54 Lab ship or scout (SS) (Ship) (NPC) (Org)
55 Patron (roll on the patron table, page 81) (??) (NPC)
56 Police ship (WS) (Ship)

61 Unusually daring pirate (SS) (Ship) (NPC)
62 Noble yacht (QS) (Ship) (NPC)
63 Warship (QS) (Ship) (NPC) (Org)
64 Cargo vessel (SS) (Ship) (Org)
65 Navigational buoy or beacon (WS)
66 Unusual ship (QS) (Ship)

71 Collision with space junk (collision!) (WS)
72 Automated vessel (SS) (Ship) (Org)
73 Free trader (SS) (Ship) (NPC) (Org)
74 Dumped cargo pod (roll on random trade goods) (SS)
75 Police vessel (WS) (Ship)
76 Cargo hauler (SS) (Ship) (Org)

81 Passenger liner (SS)(Ship) (Org)
82 Orbital factory (roll on random trade goods) (WS) (Org)
83 Orbital habitat (WS) (Org)
84 Orbital habitat (WS) (Org)
85 Communications satellite (WS) (Org)
86 Defense satellite (WS) (Org)

91 Pleasure craft (SS) (Ship) (NPC)
92 Space station (WS) (Org)
93 Police vessel (WS) (Ship) (Org)
94 Cargo hauler (SS) (Ship) (Org)
95 System defense boat (WS) (Ship) (Org)
96 Grand fleet warship (QS) (Ship) (Org)

There you go - I'll start filling in the details for next time, and some of the interesting stuff that will come out of that is that some feel for the organizations in and around Sphere Fenix (to include the whole sector or quadrant, or beyond) will begin to emerge.

Friday, November 2, 2012

Theremin Thursdays - Conan, Basil, and Gaming

One of the best soundtracks from a fantasy movie, in the opinion of GwC HQ staff, is the soundtrack for the original 1982 Conan the Barbarian Movie.  The soundtrack is by Basil Poledouris.

 "Know, O Prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the rise of the Sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars - Nemedia, Ophir, Brythunia, Hyperborea, Zamora with its dark-haired women and towers of spider-haunted mystery, Zingara with its chivalry, Koth that bordered the pastoral lands of Shem, Stygia with its shadow-guarded tombs, Hyrkania whose riders wore steel and silk and gold.  But the proudest kingdom of the world was Aquilonia, reigning supreme in the dreaming west.
Hither came Conan the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the earth under his sandled feet." - The Nemedian Chronicles

The movie was an effort to capture the feel of the fantastic Robert E. Howard stories (and the many writers who have contributed to the ongoing Hyborian Age stories, some good some bad).  It is not based on any one particular Howard story, but it does try to capture the feel and look of the setting for the stories, and there are some parts of it that are very true to the character of Conan, and some parts not so much...  But in this article we are concerned with the music from the movie, and the presence of Conan (and his world) in gaming.


The soundtrack was written by Basil Poledouris.  And it is great.  It was listed by AFI as one of the top 250 soundtracks of all time (I don't know what number it is).  The music has a sort of archaic feel to it, with a sort of alien-ness, or foriegn-ness.  Almost a pseudo-eastern influence.  And it is wonderful -stirring stuff, and perfect for an adventure film.  The Hyborian Age world is supposed to be our world, only ages before any history that we have recorded to us.  As such, the main lands feature a sort of Africa/Europe/Asia super continent, sort of a midpoint between Pangea and today's continental shapes.


For gaming, this is great because it retains some sense of familiarity, but is different enough so that many different narratives can take place within the setting, without it starting to feel "wrong".

Howard, in his stories, and in his fantastic essay (which lays out the history of the world) called "They Hyborian Age" gave a lot of details about the countries, cultures and peoples.  And many of them have historical approximations in our own real world history - again, this is very useful for gaming.  It makes finding similarities easy - to get a grip on equipment, military capability, finding miniatures for different countries, and so on.



Before going on with the Gaming, here is one more music clip.  This is Basil Poledouris, in 2006 (only a few months before he passed away) conducting the Andalucian Philharmonic Orchestra and Chorus.  There are two pieces of music here - the Anvil of Crom (wow - grab a broadsword and join the fray!), and then the Riddle of Steel leading into the Riders of Doom (that second piece will certainly evoke images of "Zamora with its dark-haired women and towers of spider-haunted mystery" if you allow it to).  Evidently, this is the only time that Boledouris performed a live concert of the soundtrack pieces.


That was part one of the symphony production, there is also Part 2 (Gift of Fury, the Atlantean Sword, and the Love Theme), Part 3 (Funeral Pyre and the Battle at the Mounds) and Part 4 (The Orphans of Doom, and The Awakening).  This was then followed up by an encore presentation of the Anvil of Crom (again - but really, who can get enough?), Part 5.

There is no shortage of information available online about Conan and his world.  For starters, once could do worse than consulting the Conan Wiki.  It has information about the many stories and novels (by Howard, and others); the tons of fantastic Conan comics that were done, both by Marvel and the more recent masterpieces by Dark Horse, and others.  It even has a (incomplete) listing of some games - both tabletop RPG and also Computer - that feature Conan.

Conan and his world (also the world of Red Sonja, thank you very much) have been a part of the world of gaming since the 1950s and 60s.  In Tony Bath's legendary Hyborian Campaign, the nations of the Hyborian Age were the nations that wargamers were rulers of, and they would fight out their battles using miniatures.  Tony's rules date to 1956, and they were published in a Don Featherstone book in 1962 - these rules were all for the Hyborian Campaign.  There is a nice series of articles about many aspecits of this campaign over at the Hill Cantons blog (Part 2, Part 3 and Part 4) that makes the (very good) case that although it wasn't called a "roleplaying game" that by the end of the campaign, that is very much what it became.  Or at least it became what the early days of Arneson and Gygax were running, when they morphed medieval campaign wargaming into the early states of roleplaying. I believe a strong case can be made that so many miniatures rules sets for the pre-gunpowder world treat the whole milieu (from Bronze Age chariotry up through High Chivalry of the 14th and 15th century) as one ruleset, owes to the work that Tony Bath (and later Wargames Research Group) started with his Hyborian campaign.

For original material from Tony Bath, check out Rudi Geudens' website on the subject.

In 1975, Fantasy Games Unlimited (FGU) published a set of miniatures rules for fighting out battles between the various nations of Hyboria.  It was titled "Royal Armies of the Hyborean Age", and was written by Scott Bizar (of FGU) and Lin Carter (fantasy author, and writer of some Conan stories).  It had some very nice information on the countries - military makeup, some background information, and even info on the uniforms (if any) and national battle standards.  It was (and remains) a great little miniatures game, based on FGU's Medieval miniatures rules, Broadsword (with the "Hyborean" er, Hyborian rules adding in things like Elephants and Chariots, for nations such as Vendhya and Stygia that employ such weaponry).  There were never specific miniatures for the Hyborian Age produced at the time, but there was a line of knock offs.  Minifigs produced a line of miniatures called "Swords and Sorcery".  There is a catalog listing over at The Stuff of Legends.  It was a pretty typical mid-70s fantasy line, but with a lot of soldiery based on the nations of both the Carter/Bizar book, and the Howard (and others') novels.  The names were changed to protect Minifigs, so instead of Hyrkanians, for instance, you get "Hyrkranians".  Instead of Vendhya Warriors, you get "Vandan" Warriors - "Zampora" in lieu of Zamora, etc.


Move forward to 1985, and enter a world where there are a lot of computer games being hosted on computers, where the players would mail in commands to the referee (or company), and these would be entered into a campaign management system, and the results would be produced and sent back out to the player.  There was a Conan based game at this time that was immensely popular - Hyborian War.  You would choose a Small, Medium or Large country, and then you would have to write regular orders for that country - it's developments, economic and cultural; it's military movements; and the actions of any leaders or heroes associate with it.  The computer would generate the results.  There is a website with Lots of the Hyborian War data available on it, today, and a lot of it is very interesting to a gamer (wargamer or otherwise).  Just check out the details on the kingdoms here.

In 1984, following the movie from 1982, TSR published two Conan based modules for the basic Dungeons and Dragons game.  Module CB1 was "Conan Unchained" and Module CB2 was "Conan against the Darkness".  They were pretty bad.  Nobody loved them, not even Conan fans.

There was a series of GURPS books on Conan, the first one (GURPS Conan) having an introduction written by L. Sprague DeCamp (who wrote a LOT of Conan stuff, and is either adored or despised by Howard fans, depending on whether they view him as a loving fan, or a despoiling pirate).  Their stuff consisted of a basic book on the world, and building characters, and then a handful of (well written) adventures.  Much better, IMHO, than the TSR stuff for Basic D&D.

For Roleplaying, however, by far the best and most voluminous effort has been by Mongoose Publishing, for their Conan the Roleplaying Game (both 1st and 2nd edition).  Loads of settings books (kingdoms, cultures, etc) and a lot of adventure material.  To compliment the RPG, they have also been (although this may have been halted) working on a set of Skirmish miniatures rules. Mongoose officially ended the Conan line, but many of the products are available.

In boardgaming, Conan has existed for a long time. First, during the hayday of play-by-mail Diplomacy games (60s, 70s), it seemed like there were a half dozen different Conan variants (using maps and countries, as described again in Howard's Hyborian Age).  Some of these had more or fewer special rules to give the game a more "Conan-like" feel.

More modernly, there has been a great design from Fantasy Flight games, with their 2009 game Age of Conan.  This is a really good looking (I haven't played it yet, but I plan to soon - and I will write a review for Gaming with Chuck).  It is for 2-4 players, with the players running the nations of Aquilonia, Turan, Hyperborea and Stygia.  There is a great map, and really good looking pieces.  BoardGameGeek rates it as a respectable 6.76 out of 10.

By the entry information at BGG it is a 90 minute game.  Not bad for a four person strategic wargame, even one in a fantasy world.  Here is a copy of the Overview of the game, from BGG:

In Age of Conan, you control one of the major kingdoms of the Hyborian Age – Aquilonia, Turan, Hyperborea and Stygia.
You will build up and use your armies and emissaries, you will enhance your actions with your kingdom cards, and you will try to take advantage of the adventures of Conan to increase the power and wealth of your kingdom.
The game is played over the course of three ages. At the beginning of each age, four Conan adventure cards are drawn and used to create the adventure deck. At the beginning of each adventure, players will bid to decide who will be the Conan player for that adventure; when an adventure ends, a new one is drawn and a new bid determines who will be the new Conan player.
The roll of the fate dice is used to determine the actions available to the players. The dice are rolled to form a common pool from which all players will pick their dice. Each player, in turn, will choose and use one fate die and will be able to do one of the actions allowed by that die result.
When the fate dice are all used, they are rolled again and the game continues in this way until all four adventures in the adventure deck are complete. At that point, the game will temporarily stop so that players may earn gold and take several kingdom–building actions in preparation for the next age.


In 1981, in issue number 37 of Space Gamer, Lewis Pulsipher published a set of rules, and a map, for Hyborian Risk.  A few special rules, and the map.  Interesting, I wonder if it would catch on today?


There are also a couple of successful Conan card games.  First, there was a Conan collectible card game from Tempo Games (2006).  But, perhaps more wide reaching, in 2011 there was a Munchkin: Conan base set released, after an individual pack that contained a few Conan themed cards for the main game.  With the Juggernaut of gaming that the Munchkin franchise has become for Steve Jackson Games, I suspect it will be the much-more-successful of the two card games listed here.





Last, the modern wargaming miniature rules from WRG, DBA (De Bellis Antiquatis) and HOTT (Hordes of the Things) have both had versions of the Hyborian World nations written up as army lists - with lists of the various troop types that would make up the armies.  Who knows, maybe one of these days Gaming with Chuck staff might actually run a Hyborian campaign, a la Tony Bath style.  Who knows?