Some love for the little guys
0Super Mario Bros had Bowser. Mass Effect had Saren/Sovereign. Borderlands had Crawmerax.
The most memorable moments in every great action game are usually the climactic final battles when you face the big boss that has been plaguing your existence. But what about the other guys you have slaughtered in numbers that would make you a genocidal war criminal in the real world? What of the cute Koopas, the lowly Geth and all those Skags you roasted on your way to meeting your destiny?
I am well into writing stats and rules for the enemies you will encounter in The Frontier. Rather than talking about the legendary bosses you will face at the end of your stories, I want to say a few words about the nameless hordes of minor enemies about to be massacred, as a tribute to the endless hours of entertainment they have provided us with.
Mobs of weaklings are an integral part of hack-and-slash games. The problem with mobs in pen-and-paper games is that the Gamemaster does not have the computing capacity of a quad-core processor and is thus at a severe disadvantage when required to track the position, attacks and health of a dozen enemies. The obvious solution to this problem (and I do not claim to be the first to suggest it) is to take a group of enemies and treat it as a single unit, much like a space marine squad in a Warhammer 40K match moves and acts in concert.
The weak, rank-and-file, a-dime-a-dozen foes in The Frontier are collectively known as Fodder. Fodder are very weak when running solo. They’re so weak that even though this is a d100-based game, they only roll one die when making a roll (the tens die). Any task requiring a roll under 10 is simply too difficult for them to achieve.
But, when fodder group together, they form gangs and these gangs have a Size rating. Size grants extra dice to use for every roll – and the fodder can pick the best result to use for completing an action. When attacking, each successful die scores an extra hit as the gang unleashes a barrage of shots or strikes at the players. Suddenly, the lowly fodder become something much more dangerous.
Fodder find strength in numbers, but gangs have some weaknesses as well. A large group is vulnerable to area-effect attacks and can be easily wiped out with grenades or rockets. Even weapons with scatter, like shotguns or flame throwers, can make short work of fodder gangs.
Apart from harassing the players, fodder can also be used to soak up some or all of the damage the players direct at more important enemies, protecting them from being taken out too early in the battle. So, before you can take out Great Cthulhu you might want to mop up the little Cthulhites running around him before they neutralise your best special attacks.
Stay tuned for more updates from The Frontier.
Review: Hot War
0Another review so soon after my last one? Damn, I’m on fire!
Hot War by Contested Ground Studios
Synopsis: A post-nuclear apocalyptic game that is not Fallout.
Post-apocalyptic settings are a staple of science fiction, probably as a result of our morbid fascination with doom and catastrophe, and as such they’re very well represented in both tabletop and video games. Some of the earliest pencil-and-paper roleplaying games belong to this genre (anyone remember Metamorphosis Alpha to Omega), while the video games industry has produced such classics as Wasteland and Fallout. A common theme among such games is that their vision of the post-apocalyptic world tends to be based on almost total societal collapse, anarchy and small bands of destitute survivors or brutal thugs as the basic social unit. A very Mad Max: The Road Warrior experience if you’d like.
Hot War takes a different approach to nuclear year zero. Firstly, the and is not set in the vague future, but in an alternate version of history that has already occurred 50 years ago. But most impotently, society still endures… sort of. There is still a functioning government… kind of. And while there were certainly a lot of nukes falling around, it is really the other weapons used in the war that you should really be worried about.
Physically, Hot War is 204 pages long, with a single-column, easy to read format. Text is clearly presented using a typewriter font so that the entire book looks like a government textbook or strategic report from the 60s. The art used in the game also deserves a mention, as it is very effective in conveying and enhancing its mod and theme. It consists of government posters informing the citizens about the latest initiative and their duties, as well as "photographs" of the ravaged apocalypsia and the disturbing creatures inhabiting it.
Hot War is a sequel of sorts to the designer’s previous work, Cold City, a game of supernatural espionage in post-WW2 Berlin focused on the exploits of a secret multi-national task force investigating the twisted technology researched by the Nazis during the war. Although I have not read or played Cold City, I can see the similarities with Hot War. That said, the games are completely independent from each other and not owning Cold City will not detract in any way from enjoying Hot War.
The premise of the game is that in October 1962, at the height of the Cuban missile crisis, the Cold War went Hot. No one really knows who fired the first nukes but that is not really of importance anymore. Nuclear strikes devastated most of the world, but bombs were not the only weapons used. Darker things have been also unleashed, mutated troops and horrors from other dimensions, as the results of research into twisted technology first carried about by the Nazis and then eagerly continued by the victors of WW2.
The game focuses on London and a relatively small area of the south of England that managed to avoid direct nuclear strikes but has been nevertheless heavily damaged by invading Soviet forces, a river of refugees from the continent and by the twisted weapons employed by both sides. Its main theme is one of post-apocalyptic horror, what someone would get if he crossed The Day After with Call of Cthulhu, but as I explain towards the end of the review the supernatural horror element can be disregarded if that isn’t your cup of tea. What is not made optional by the game’s design is the locale of the drama. Many GMs will base their post-apocalyptic campaigns in their home countries or even in their home towns, using their intimate knowledge of these locations. This is not possible in Hot War, at least not without extensive work on the GM’s part, because of the factions, politics and intrigue that is central to the game. Hot War is firmly based in London and that’s not necessarily a bad thing. The game provides a lot of detail of post-apocalyptic London and its miles of underground tunnels and Victorian sewers can hold many nasty surprises for the players.
A brief history of the first 12 months after the nuclear strikes is presented as a series of diary entries, official posters and government memos. The game officially starts in the winter of 1963, with what remains of the government still struggling to deal with mounting problems such as failing infrastructure, scarce food and fuel, refugees, the remains of the disorganised Soviet invaders and the hellish creatures unleashed by the war. Any contact with America has been lost, no one knows exactly what’s going on in Europe and the north of Britain has been largely written off. As if those problems weren’t enough many agencies, from the civilian government to the trade unions and the armed forces, seek to gain the upper hand in the rebuilt nation by any means necessary.
Players belong to the Special Situations Group (SSG), an agency form in the first few months of the war to provide a more coordinated response to the pressing needs of the country and the threat of Soviet forces, terrorists and twisted technology. Ironically, because the SSG recruits agents from various sources to get people with diverse special skills and qualities, it is every bit as factionalised as the other agencies. There is a lot of strife and internal conflict within the ranks of the SSG and the player team is anything but immune to them.
Creating a character is a very straightforward procedure, but requires some thought from both the player and GM. Characters are primarily defined by three attributes (Action, Influence and Insight), as well as by traits, hidden agendas and relationships. Out of all these, only attributes are clear-cut numbers that are easy to assign. Traits are the character’s skills, knowledge and personality quirks and are defined by the player using short sentences (think of the aspects in Fate) rather than pick from a list. Hidden agendas describe the character’s secret goals, one for the benefit of the faction he is affiliated with and one for his personal gain. Relationships formalise the character’s connection with loved ones, important NPCs, antagonists and even other play characters. All these characteristics have to be defined by the player using the game’s guidelines under the watchful eye of the GM.
From the character creation method you may get the impression that Hot War is one of those games that forego complex rules to focus instead on the narrative aspect of roleplaying – and you would be correct. Every scene with conflict is resolved with an opposed roll and the winning side gets to narrate what happens, with input from the other players and the GM. This may disappoint people who prefer games with lots of tactical options, but this simplistic approach actually offers surprising depth because it also doubles as the game’s experience and character development system. Every single bit of character growth comes as a result of conflict resolution, making it seem much more natural than if you simply spent experience points at the end of the gaming session.
During a conflict scene, players and the opposition roll ten-sided dice based on the appropriate attribute and modifier by environmental circumstances. The highest roller wins and scribes the outcome, with identical dice being removed until there is a clear winner. Hidden agendas, traits and relationships can be us to gain bonus dice if they fit with the current conflict. However, hidden agendas can only be used a limited number of times before reaching resolution, and traits and relationships are put at risk if the outcome is not favourable.
If you’re on the winning side of a conflict, you get a number of points to spend on consequences depending on how well you’ve rolled compared to the losing side. Consequences are the real meat of conflict resolution because they can affect almost every character aspect. Attributes can rise and fall. Negative traits can be turned into positive ones and vice versa. Relationships can be strengthened or damaged. The only rule is that any change should come naturally as a logical consequence of the conflict’s outcome.
The good news for people not very enthusiastic about Lovecraftian alien horrors plaguing their ideal post-apocalyptic world is that the game’s richly detailed setting can stand on its own without any supernatural elements. With only a few minor changes, Hot War could be used to run a campaign similar to the TV shows Threads or Jericho. After all, life after nuclear at should be terrifying enough without shadow monstrosities from beyond space and time breathing down on your neck.
Conclusion: An exceptionally well-made game that will certainly satisfy any post-apocalyptic fever. Great with or without its horror element.
Review: Dead of Night
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I own my fair share of horror games, but I don’t think I’ve reviewed any game from that genre yet (well, apart from Summerlands which is not strictly speaking traditional horror). Here’s one of the more interesting recent ones.
Dead of Night by Steampower Publishing
Synopsis: A light-rules, narrative-driven game attempting the seemingly impossible task of emulating every horror genre under the sun.
The horror genre always held a strange place among role-playing games. It is anything but under-represented – even traditional fantasy games will generally include some horror elements such as undead creatures and demons, and some very successful classic games are firmly based on elements of horror: Ravenloft is held in high esteem as one of D&D’s most memorable classic scenarios and Vampire was marketed as “the storytelling game of personal horror”. However, due to the limitations of tabletop games, which lack audio-visual stimuli, successfully evoking an atmosphere of horror is more difficult than with movies.
Whereas most horror games in the market tend to specialise in a particular genre (for example, All Flesh Must Be Eaten does zombie apocalypses, while Call of Cthulhu is the definitive game for Lovecraftian alien horror), Dead of Night takes on the entire spectrum of horror. It does this by establishing a groundwork of simple rules and building on these foundations.
The game comes in the form of a 186-page book with borderless pages made to look like a torn notebook discovered in a site where terrible things took place. Its single-column layout is pleasant and easy to read, and is accompanied by evocative artwork that is of noticeable quality for a game from a small publisher. A nice touch is that most of the art takes the form of film posters for the fictional “movies” detailed in the genres section of the game.
For better or worse, Dead of Night focuses on single-shot scenarios that can be played through one night or a few sessions at most. This is evident from the absence of any rules for gaining long-term experience between stories, although there are provisions for improving some aspects of a character within the same story.
Speaking of characters, they are referred to as “victims” (another nice touch) and are extremely easy to create. Simply come up with a concept appropriate to the story, such as “strong-willed prom queen” for a slasher scenario, and assign a value between 1 and 9 to four pairs of attributes. Each pair (Identify/Obscure, Persuade/Dissuade, Pursue/Escape and Assault/Protect) must add up to 10, so if you want your character to be good at knocking things down he won’t be as good at defending himself. Specialisations may be taken to become better at certain things, but each will also reduce your general aptitude. A victim is also defined by his “bad habits”, horror movie clichés like “always rushes forwards” or “investigates dark places and strange noises” that can put him at a disadvantage or place him in danger during the story.
The game uses a simple 2d10+attribute roll to resolve rolls. Scoring 15 or more is a success, unless the action is contested by another player or NPC. Some checks will be inherently more dangerous than normal, like escaping from an axe-wielding maniac or attempting to understand a tome of arcane lore without losing your sanity. These “risk checks” carry the penalty of losing a survival point if they are failed.
Survival points are used as a substitute for more detailed traits found in other games, such as hit points, sanity or mental fortitude. They are also used as a form of “action points”, an in-game currency that can be spent to find clues, re-roll dice or find a useful item. Lost or spent points can be regained by acting in an entertaining way or using your victim’s bad habits. Victims who run out of survival points are written out of the story, being killed, rendered mad, vanishing without any trace or any other outcome appropriate to the situation.
Along with survival points, Tension forms the central mechanics of the game. It is a simple numerical rating that represents the current mood of the story, as most scenario usually (but not always) begin in innocent surroundings/circumstances before gradually turning hostile and ghastly. Tension can be used as a rough measure by the GM to determine how macabre his narration should be, but it can also be used to directly increase or decrease the rolls of any player or NPC.
Tension is gained whenever a player or creature spends or loses a survival point. Its basic mechanics can be customised to fit a particular story’s genre better, by using clauses such as “must spend tension on pursue checks” or “can only spend tension if it exceeds 10”.
The game’s versatility becomes apparent in the “Monsters” chapter, where the GM can create the story’s main antagonist, be it a serial killer, a coven of witches or a demonic entity by using simple traits, specialisations and vulnerabilities, with plenty of examples provided. This theme continues in the “Genres” chapter. Different horror genres are covered with a short discussion of each, followed by a fictional movie example with suggestions about how to modify tension and its mechanics to fit the setting. There is a wide variety of genres covered, from slasher flicks to psychological horror to black comedy, tat will leave no one unsatisfied.
The game is rounded off with extensive advice on running horror games and four well-developed sample scenarios.
Conclusion: An interesting, well-made game that can be used to quickly set up horror game nights. With its focus on single-shot scenarios, Dead of Night may lack the depth of more specialised horror games, but makes this up with its flexibility and versatility.
The gear of war
0Another The Frontier preview coming right up…
Every respectable hack-and-slash (or shoot-and-burn) game usually has tons of gear to equip your one-man-army character with. The Frontier is no exception to this unwritten rule. Video games have an advantage over their tabletop cousins when it comes to equipment, because they can hide all this information in a hard drive, far away from the player’s eyes. On the other hand, it’s usually no fun going through pages and pages of equipment lists to find the statistics for the right kind of item.
Now, The Frontier also has a lot of gear to make sure you will never get bored with the new loot waiting to be found just around the corner. There are laser rifles incinerating your opponents, plasma cannons to blast them to pieces, pulse guns to bring down their shields, chainswords to cut them in half, cloak fields to conceal you from them… really, a lot of stuff. As an example, let’s take a look at one piece of gear, namely the Scatter Laser:
The scatter laser is one of the 40-something gun templates found in The Frontier. It’s a weapon that fits the niche occupied by the traditional shotgun, but fires laser beams that set your enemies on fire. A brief look at the weapon’s special qualities tells us that 1) it’s big enough that you have to hold it with both hands (2-handed), 2) it’s good at performing quick, hipfire attacks (+10 snap fire) and 3) it has an increased chance of scoring vital and critical hits that multiply its damage (+10 vital, +2 critical).
The way the game uses a limited number of gear templates to produce a large variety of different items is through the upgrade system. As we can see from the above template, the basic scatter laser is a Rank 1 item and there are 9 Ranks of items that can be found in the game. The higher the Rank of an item, the more powerful and rare it is going to be.
If at some point you need a higher-rank scatter laser, maybe as random loot or as a quest reward, all he has to do is refer to the upgrade table of the template, which is extremely fast and easy to use. Simply pick the rank of the gear you want to produce and roll a number of D10s equal to the additional ranks (so for a Rank 6 scatter laser you would roll 5 dice). Each die picks up an upgrade according to the number rolled. Some upgrades can only be picked a limited number of items, this is indicated by the number of dots next to them (for example, the vital/critical bonus can only be picked twice). Don’t worry, you won’t have to reroll any dice – any extra results over the max ranks of an upgrade go to the upgrade that is marked with a star (the damage bonus in our case). For example, if you roll 7 three times with your dice, you would get a +10 vital/+4 critical bonus and the third die would give a +3 fire damage bonus. One roll of the dice, and you have a randomly upgraded item!
Preview: Frontier logo and Soldier skill list
0A small preview of The Frontier, hopefully the first of many to follow. I will try to put new stuff on the site regularly to give you an idea of what the finished game will be about. Of course, some of the things in previews may be changed in the final version.
First if all, a quick logo I’ve cooked up and will probably feature in the final game’s cover page. I think it gives a pretty good idea of what the game is about!
Secondly, this is the complete skill list for the Soldier class. No descriptions to go with the skill names yet, although some of them are pretty self-explanatory and for the rest… you can always use your imagination.
LEVEL 1+
Armour proficiency
Bandolier
Controlled fire
Dual blades
Dual guns
Fast healing
Firewall
No retreat
Rage
Reflexes
Resolve
Toughness
Weapon expertise
Weapon proficiency
LEVEL 11+
Accuracy
Brutality
Charge
Counterstrike
Guardian angel
Hail of bullets
Wall of steel
LEVEL 21+
Adrenaline
Bladestorm
Hardened
Last stand
Marksman
Rapid shot
Return fire
Superior reflexes
Superior resolve
Superior toughness
Weapon specialisation
LEVEL 31+
Boom stick
Chimeric ammo
Fury
Great sweep
Mobility
Suppressive fire
Sunder
LEVEL 41+
Invincibility
Massacre
Master blaster
Metal storm
Rend
Supreme toughness
Tank
Weapon mastery
And as a small sample of how skills work, just because I know it’s not cool to look at a long list of skills that look interesting when you don’t have a clue what they actually do:
Adrenaline: After scoring a critical hit, you get a +5 vital TN/+2 critical TN bonus per rank for your next attack. This bonus will last until the end of the next phase if not used earlier.
Chimeric ammo: Spend 2 Ammo to convert up to half of your weapon’s ballistic damage to a single type of special damage for 1 phase. For example, when using a pistol doing 6 ballistic damage you may be able to inflict 3 ballistic + 3 fire damage for that phase. Choose one kind of special damage (acid, blast, fire, pulse or shock) that you can use when you buy the first skill rank, then another damage type for each additional rank.
Stay tuned for more previews of The Frontier in the near future!
Review: Cloudship Atlantis
1
After a long lapse, game reviews are back. Huzzah!
Back in December I managed to find a copy of 2000 AD’s Leviathan graphic novel, which I’ve been looking for for quite some time. It’s the short tale of a gigantic 1930s cruise liner, big as a small city, which vanished on its first voyage and has been trapped in infernal seas for more than 10 years. During this time the society that has evolved on the marooned ship divides its passenger-citizens into first class-holders, second class-holders and those unlucky enough to live in the hold of the ship (huge spoiler: there is also the arch demon and its servants living in the bowels of the ship’s huge engines). This particular social structure reminded me of a free game I read a couple of years ago.
Cloudship Atlantis by Rob Lang
Synopsis: Find fame and fortune in the skies of steampunk Victoriana. Climb the social ladder while masquerading your humble origins. And fight off the Sky Pirates hell-bent on raiding your home.
Cloudship Atlantis is a free 24-hour RPG. For those unfamiliar with that particular genre, it includes a wide variety of games that were written from scratch in 24 hours or under. Due to the time limitation, most of them tend to use simple mechanics and have a tight focus on a few themes. This is of course NOT a bad thing.
The 24-hour RPG in question focuses on Victorian Steampunk. It is entirely set on… wait for it… a cloudship called Atlantis! More than a simple ship, Atlantis is a whole city floating over the wastes of Terra Firma, a barren planet that serves little purpose apart from supplying Atlantis with a steady supply of coal for its engines. As a replica of Victorian society, Atlantis has a very rigid social order. People living in the lower half of the ship are called Humbles, and are the ones making sure Atlantis stays afloat. Meanwhile, the upper class, called the Gentry, live in the luxurious upper part of the ship.
The central idea behind Atlantis is that you were once a Humble but through luck/fraud/impersonation you managed to find your way into the world of the Gentry, where you must blend in to escape detection. The game contains an introductory adventure that takes the players through that first step and a campaign can then evolve around their efforts to adjust to the much different world above the bow and flourish. The world inhabited by the Gentry is one of intrigue, backstabbing and treachery, full of comforts but probably more dangerous and unforgiving than what the player characters are accustomed to. Sky Pirates, the game’s external threat, can also make an appearance now and then for an instant action fix, but truthfully even without them there will be enough challenges to keep the players occupied even.
Creating an Atlantean character is a simple enough task. Every player gets some points to distribute among 3 attributes (Alacrity, Cognition and Fortitude), then chooses a trade (his job when he used to be a Humble) and assigns a set of values on that trade’s skills. Every character also gets a Humblism, a sort of Tell (as in poker) that points to his true origins could put him apart from the rest of the Gentry. For example, a character may have a strong accent that is hard to conceal, or a chronic cough from mining coal all of his life.
Cloudship Atlantis uses a simple and time-honoured roll-over resolution mechanic: dice + attribute + skill must be equal or over the task’s target number. The d20s used by the game are part of an interesting mechanic. All of the dice are placed in a pool that is shared between the players. When someone wants to perform an action and his attribute + skill are not high enough to beat the target number on their own, he may take one or more dice from the shared pool. Used dice are of course gone forever, but new dice may be added by the Gamemaster as a reward for role-playing, coming up with a good idea, achieving a difficult task or simply making the game more entertaining for everybody. The limited number of dice in the shared pool means that the players will have to work together to figure out which courses of action are worth their dice. It also means that in some cases, players may choose to let an action fail to preserve dice for more important things – a change of pace from the usual success-in-every-menial-task mentality found in many games.
Combat rules take approximately half a page. This is usually an indication that a game does not revolve around a lot of heavy physical action. The simple rules presented here should be enough for the rare occasions when the players will have to resort to violence.
Physically (well, digitally really), Cloudship Atlantis is a 19-page book with a clear 2-column format and attractive clockworks borders. There is some art as well as maps of Atlantis, all done by the writer, who is either multi-talented, a show-off or possibly both. The choice of fonts, the typesetting, the whole presentation screams old-fashioned, which helps evoke that Victorian feeling the game is going for.
Conclusion: A light, well-designed, free (as in beer) game. Becomes more impressive if you consider it was written in a single day. Charming and adorable.
A quick update
1I realise that it’s been about 4 months since my last post due to some pressing real-life matters (nothing exciting sadly, just plenty more of the old stuff), so I just want to give you a quick update on the status of The Frontier.
I have finished about 70% of the game and progress nowadays is faster since I have ironed out most of the main system’s quirks. Some of the things I talked about in previous posts got implemented, others didn’t. I’ve noticed that in every game I have designed I will always have at least a few things that look like a good idea at the time, but turn out to be less than brilliant after some thought.
Character creation is halfway through, with the Soldier and Shadow classes having complete skill lists from level 1 to level 50. The Expert and Psion remain to be completed.
The combat system is almost finished, with a few details left to be polished or clarified.
I am still working hard on the gear section. I already have a list of basic equipment templates ready and an upgrade system. Finishing these off should not take much time.
I have not started working on the game’s adversaries yet, which will be the next big challenge. I have a few solid ideas about what I want to do with them, but haven’t put anything on paper so far.
I also plan to start writing reviews of indy games again, with the first one appearing in the next few days.
Time flies
0Another month, another The Frontier post… One day I swear I’m going to actually finish this game!
One of the biggest time drains in combat-heavy games with lots of different skills and powers is not choosing which of them to use but keeping track of their duration. When you have an energy shield up giving you damage resistance for 5 rounds, drink a potion of +4 strength lasting 7 rounds and then get hit and stunned for 3 rounds, time management soon becomes a chore. And it’s twice worse, if not more, for the poor Gamemaster who has to handle all those NPCs!
Enter the Control Roll. At the beginning of each phase of combat, the Gamemaster makes a random roll and the result is used to determine which powers and effects are sustained and which elapse. For example, a psionic power could have Upkeep 75, meaning that it will main active until the control roll comes up 76 or higher (maybe until the next phase, maybe for many phases after). Or, a stunning effect may have Persistence 65; you will generally remain stunned until the control roll scores over 65 (don’t worry, I will include some alternative way to get rid of negative effects for the impatient or unlucky types).
Although fairly random, this method has three advantages. First, it is faster than keeping track of fixed durations for lots of things and fits well with the fluid, abstract nature of combat in The Frontier (not to mention that it adds even more uncertainty to combat). Second, it is a game mechanic that can be tied to some skills or abilities manipulating or taking advantage of it, thus inserting an additional tactical layer to combat. Third, the control roll can perhaps be used to decide more things, like when enemy reinforcements arrive or if a trap is sprang.
Moving on to other sections of combat, I have decided to ditch the tiered approach to damage, going instead for a simpler additive system. The way I thought this is that you simply take the 10s die of your attack roll and add your weapon’s damage to find out how much pain you’ve inflicted on your hapless target. So, a roll of 67 when attacking with a +8 damage weapon will dish out 14 points of damage. Powerful weapons may multiply your attack result so that it still remains relevant even when you’re high enough level to have a +30 or +40 weapon.
I have finally settled down to using a zone-based combat system, like the one prresented in Diaspora, Starblazer Adventures and any of the other Fate-based games. Zones will probably be more loosely handled than in those games, however.

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