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Squall - probably of Scandinavian origin; akin to Old Norse skval: useless chatter (Merriam-Webster)
It's my goal to have the LONGEST blog pages around. Kind of.

Monday, February 10, 2014

Savage Worlds - Agents of Oblivion - Bullet Extraction

One of my favorite settings in Savage Worlds is Agents of Oblivion, by Reality Blurs.

Not only have I run several games in this setting, but one specific adventure I have run probably 6 times. When I first got Agents of Oblivion (AoO), I managed to get an adventure called "Bullet Extraction" from the mostly-famous Ed Wetterman. This was the first AoO adventure that I ran, and I still have it in a manilla folder as one of my ready-to-run games that I have been amassing. It took a little editing as it was written for the beta set of the AoO rules, but after that was done, I was ready to roll.

Characters
Agents are all members of an organization called Oblivion, hence the name of the setting.
All of the characters have code names, which are all colors.
Agent White: Cell leader
Agent Black: Combat mage and arcane expert
Agent Pink: Close range assault expert
Agent Green: Computer expert
Agent Brown: Infiltration expert
Agent Orange: Information expert

Plot Setup
The mission is a snatch and grab. The target is a briefcase, contents unknown. The location is a bullet train in Japan during a daily run. The organization they are going up against is The Hand of Rasputin and the opposition agents are one known senior agent and an unknown accomplice.

Running the Game
As I mentioned previously, I've run this game a half a dozen times and I am amazed how different the game goes each time.  The neat thing about this game is the timer.  The agents have 30 minutes of time on the train until the mission officially starts.  At that point, the agents have 5 minutes to get the briefcase and get to the top of the train where a helicopter will extract them.  The 5 minute time period is where the timer comes in; each minute of agent time is represented by 15 minutes of real world time and is accounted for with the timer.  This adds an element of urgency to the game session, which I think is fantastic.  The target is in a First Class train car, alone.  The Hand of Rasputin managed to book the entire car for their agent.

The progress of the game is essentially the agents getting through security (a fairly minimal task), scoping out the agent and the little girl with her, boarding the train, and using the 30 minutes to prep for the 5 minute mission.  During this time, the hacker is usually very busy while the rest of the team is planning and doing recon.

The details of the actual mission varies from group to group, but the agents will make their way to the First Class train car and assault the agent and little girl.  At this point, I don't really want to reveal any spoilers, so we'll leave you on the precipice of the mission and call it a day.

Friday, January 31, 2014

RaspberryPi

Backstory

Around Christmas 2012, I decided I wanted to have a media server.  I was looking at the Mac Mini and was pretty serious about it, but I didn't really want to spend $800-ish for this, and then a big HD in addition.  I looked at mini-computers running Windows and Linux and my buddy Tim asks "Have you looked at the RaspberryPi?".

No.  No, I hadn't.  I started researching and in about 72 hours made an order..  Sure, it's only $35, but with SD cards, power supply, case, wireless keyboard and mouse, wiFi adapter (which I am not using..) I was still under $100 for the thing.  Add another $100 for a 3TB external USB 3.0 drive, and I got something worth playing with.

First and foremost, I wanted a media server and I really like XBMC.  I know there are a lot of PLEX users out there, but PLEX on Unix doesn't play files, it just serves them to other PLEX clients. I find XBMC to be better for my purposes. Next, I researched a few of the RaspberryPi Linux distributions for XBMC, and settled on RaspBMC.  I settled on it before I actually had my Pi. The Pi took a little over a month for me to get the damn thing!  The order was in back-order hell.

Initial setup

I finally got the thing in the mail, and I had already decided that I was going to set it up temporarily in my office and then move it to its designated spot - next to the main TV in our media room.  The initial setup was fine, although I did re-image the SD card twice just messing around with it.  Next, I plugged in the already formatted drive (EXT4) and the Pi recognized it, and I had a working media server.  I copied a few movie files over and played them.  Everything was ducky, so I moved it to its home.

Power

From what I have read 90% of problems with the Pi are a result of a poor power supply.  I was victim of this as well.  For the longest time, my TV was getting some wavy lines on its input, and it carried over to other inputs on the TV - it wasn't too bad, but it was noticeable and definitely undesirable.  I tried 3 power supplies over about 6 months and finally settled on the solution I have now. Here's a rundown of what I experienced:
  • First power supply was the one I bought from the store I got the Pi from.  This gave me wavy lines on the TV (I am using the RCA video, not the HDMI right now). Other than that, everything worked well.
  • Second supply I tried got rid of the wavy lines on the TV, but the external hard drive mounting kept dropping.  I really don't understand this one too well, the external drive is powered from its own power supply, but when I switched back to the original power supply, the HD mounting issues went away.
  • I found an interesting wall outlet item - it plugs into an existing outlet and the bottom outlet is 2 USB charging ports.  I got a nice thick USB cable (with lights!) and all my power issues went away.  The only issue with this solution is I lost a power outlet on the wall and the USB cord is kind of short, so the Pi had to move down a shelf.  It's a simple solution, I just plugged it into an existing outlet.  I could buy an outlet and pull the other one, but for now, this works and it was an easy test.

Software

Over the past few months I've been messing with the little box and have found it to be pretty damn neat.  It's not a powerhouse, but here's what I am doing with it.

XBMC - obviously.  this is why I got it.  It doesn't play as many formats as the Mac or Windows - and I even bought the additional MPEG-2 and other license (for $2 each).  I tried using software as a remote control from my phone and tablet, but it got into some repeat loops.  I usually just use the wireless keyboard and mouse I got for it.  The interface is a little slow to refresh, but once you're watching something it runs fine.  As I said above, I am using the Raspbmc distribution.

SSH - For remote access to the Pi.  Since I still don't have an HD TV in that room, using the command line directly from the Pi is not very good.

FTP - I use this mostly as a file manager - FileZilla is a great interface and I can rename, move and generally muck about with files with ease.

Torrent - I am using Transmission as a headless server.  I can manage torrents via a web page interface from any computer on my network.  This works out pretty slick!

iPerf - For some network issues I was having, this was a great tool to install and use for me.

Wrap-up

I have found that I like having a Unix box always running on my network.  I've been playing with it and re-learning the Unix command line; although, I am still not an expert, I know enough to be really dangerous. This has led me to use my Mac OS X terminal for unix commands, too.  I have a lot more fun on a command line now.

There you go, that's my geeky project that has been around for a little over a year now.

Friday, November 15, 2013

Savage Worlds - Dracula

This month's game landed squarely on Halloween and I opted to run a game instead of finding something else to do.  It was also our first time at Guardian Games.  They are in a new location and I love the new store, so I had to try gaming there.  I got a big, private room to play in, but their hours are shorter than our other venue, so some time management came into effect.

My friend and co-GM Brian (AKA HawaiianBrian on various Savage Worlds forums) wrote up an adventure based on the classic story of Dracula. The PCs were Jonathan Harker, Mina Harker (Jonathan Harker's wife), Abraham van Helsing, Dr. Jack Seward, Sir Arthur Holmwood, and Quincey Morris.

If you are familiar with the classic story, the game starts before Mina is enthralled by Dracula, but the second act is during the time when she is starting to be influenced by the vampire.

Throughout the adventure, there are journal entries that are used to set up the next scene.  I thought this was a great way to introduce the next scene - some of which are weeks apart.  I took it a step further and had the player read the journal entries for their character. The players enjoyed that, too.

Before I detail out the game, I will highlight the best part of the night: right before the scene where the characters approach Lucy's tomb, there was quite a in-character discussion (yes, role playing!) about whether or not there are such things as vampires and about Dracula, his three brides and, potentially, Lucy.  This may have cut into our time, but I would not have had it any other way; the players enjoyed the in-character debate.

Act I
The first act is after the death of the group's friend, Lucy.  Van Helsing is trying to prove to the rest of the group of the existence of vampires, and most of the group is skeptical.  The plan is to go into the crypt at night and if her body is in the coffin, then Van Helsing will have to find another way to prove his claims.  If, however, the body is not there, that is some proof to his story.  As it turns out, the group shows up in the daytime and obviously the body is there.  They wait around until dark, and the body rises out of its grave.  A battle ensues with the characters fighting a vampire and the vampire attempting to get away.

The casket is open; Lucy walks!

The burst template shows the influence of a cross being used against the vampire.

The party all gangs up on Lucy to pin her to the ground and ultimately stake her.
Act II
This act is primarily a search and destroy mission.  Dracula has brought large crates of dirt from Transylvania and the characters decide to consecrate the earth so that Dracula does not have a refuge in England.  They find all but one box.  Due to time, I had to really speed this act up, but the flavor was still there.


Act III
The last act is to follow Dracula to his castle in Transylvania and, hopefully, destroy the creature.  There are several scenes in here that include a chase scene (wolves chasing the carriage) and some gypsy protectors who attempt to prevent the heroes from gaining entrance to the castle.  Once they are in the castle, the characters search for the Nosferatu, and encountering either his three brides, or himself.  Hopefully not all at the same time.  As it turns out, the party managed to get into the castle during the day, surprising the three wives, but their screams and deaths alert Dracula.  The final battle was fairly fast as Savage Worlds exploding damage dice sometimes shortcuts drama to an exciting quick end.

Final showdown in the brides' chamber with Dracula
Thanks for reading and watch for another posting chronicling my games.

Saturday, October 19, 2013

Savage Worlds: High Space

Late posting.. I ran the game on September 26th, and it has taken me this long to post.  Sorry.

This game is in the setting of High Space, by Storyweaver Games.  I ran the "Blind Threat" scenario that can likely be free if you work it right. (Look at the site.) I paid the $3 and ran a enjoyable game for everyone.

The Setting
The PDF purchase from RPGNow.com is $15 and the Core Rules is quite the set.  You get the Character Analects, the Fleet Manual and The Lantern.

Character Analects is the setting book we all expect for a Savage Worlds setting with Races, Edges, Hindrances, Skills, and unique setting qualities.

Some unique things about this setting are Culture, Career, Equilibrium, and Gear purchasing.

First, Culture.  Items like Aristocrat, Militant, Beyonder and more.  These give your character a background of how he grew up in the universe; they also give you some skills.  I hadn't mentioned it yet, but in character creation you only get 13 skill points, where typically 15 are used, and Culture gives you the missing skill points.

Careers are current or very recent job paths the character has had. This gives you access to benefits that are usually equipment beyond a Novice's grasp.

Gear purchasing is done based by rank, not credits or money.  Acquisition rank is used for getting and keeping equipment.  If characters are found with equipment beyond their rank, they have a hard time keeping it.

Equilibrium is a new attribute that is specific to life in space: cryo travel, space maneuvering, bionic implants, and encountering alien species.  It seems to be a lot like Sanity in a horror game, because you roll checks whenever you encounter something to keep from flipping out.  Unlike a Sanity check, Equilibrium doesn't reduce, it is only effective for the current scene.

Fleet Manual
This is the ship building manual to make ships.  They are built like typical Savage Worlds characters: the ships have Manuever, Computing, FTL (Faster Than Light), Displacement, and Quality.  There are also derived stats of Pace and Toughness.  Ships can have hindrances and edges, too.  Building out a ship was really fun.  There is a lot to play with.

There is an option to play a ship as a character which I tried setting up.  I built an AI which was the ship's computer.  I am not sure if I did it correctly...  No one played that character anyway, so we didn't get to play test it.

The Lantern
The Universe.  This guide describes races, planets, corporations, organizations, and political entities.  This is your sandbox.  And a plot point campaign outline.  All the plot points are sold separately, it seems, something I just figured out.  The Lantern also has a plot hook generator and a lot of tools to create your own adventures in High Space.

The Game
First off, characters were chosen.  I built a typical crew of a space ship and used some alien races and even androids.  I also built an AI character to be the ship. One good thing about Storyweaver, they built Hero Lab files, and since I am a heavy user of Hero Lab, this was very welcome.  Turns out there needs to be some fixing of the files, but I got the unofficial updates from my buddy who works at Lone Wolf for the Savage Worlds piece.  I was then able to make characters for the game.

The adventure was planned to split the party: they go off into space to make a deal and when the deal is done, the crew left behind on the planet have a short window of time to get the goods the deal was made for.  Both of the deals used an extended diplomatic mechanic using the dramatic tasks method.  Alternately, the adventure wrote in some pre-negotiation bits that impact the rolls for the dramatic task.

After each of these, there was an incident to introduce some combat, including ship battles.  The players opted out of the ship battle in an interesting way.  They had done such a good job negotiating that they managed an extra bit.  They used this bit to pay off the 'Pirate' in space to avoid combat.  The incident on planet side wasn't so friendly; they were attacked outright.  The party defended themselves quite adequately. With a big ass gun.

The next scene was implementing the plan, to put a security scrambler on a network of a corporate plant.  The scrambler replicates a signal and destroys the communication network of the corporation.  With the job finished, the party launches to space for their getaway.  One of the corporate ships is nearby and intercepts the ship.  The battle is engaged.  After a few rounds, the players manage to destroy the other ship and make good on their escape.

Overall Impression
I like the rules, with the exception of Equilibrium.  I might house rule it out as I don't think it really adds much.  Cyberware, AIs and aliens are well done, although I haven't really dove in as deep as I could.  I love the ship building and the rules for the ships; I think that was really well done.  The Sandbox setting is very detailed and should be very useful.  I don't like that each plot point is a new PDF to buy, and they aren't all available yet.  Hopefully when they are all done, you can get them bundled.


Wednesday, September 4, 2013

Savage Worlds: Low Life

Low Life - "A Hello to Arms"

My game takes place once a month on the last Thursday.  I've been running this monthly session for about a year now, introducing new players to Savage Worlds and experienced gamers to new and different settings.  This month we take a look at the setting Low Life from Andy Hopp at Mutha Oith Creations.  I ran the freely available "A Hello to Arms" one-sheet.

Warning: There be spoilers ahead.

Thoughts, opinions and squall (could be seen as a review of the setting):

Handy Tip: Low Life has its own language; Oith is Earth, hoomanrace is human race, etc.  Open your mind when reading this or anything else about Low Life

Low Life is a post-post-post-apocalyptic setting that takes place in the far away future, like one or two million years from now.  There were several happenings that cleared the Oith of the hoomanrace.

This game is funny.  To some people.  I originally thought it was over the top and I wasn't too sure I was ready to play a game highly influenced on bathroom humor.  The group I played with this session embraced the setting and really took it to the comedic level it needed to be.  After the game, my opinion is that this setting is very playable, but you have to have the right group.  I personally know of two gamers who won't touch this setting with a 10-yort pole. (Yort is the unit of measurement in Oith.)

You might typically call the group of PCs, the party, the group, or the adventurers.  In Low Life, they are known as the Heap. Characters are generally not "nice" folks.  Savage Worlds in general doesn't have an alignment structure, but Low Life tends to push the characters to the miscreant side of the spectrum.  Everyone is out for themselves.  Not necessarily evil, but definitely not Nice or Good. Near the end of the game, there was definitely a heavy smell of "everyone out for themselves", all running to escape while leaving one of their number alone with two big ass baddies.

Races

Hoomans have long been dead. Other lifeforms have evolved over millions of years: Werms (descended from Worms), Croaches (Cockroaches), Cremefillions (Snack cakes i.e. Twinkies or Ding Dongs), Bodul (very, very, very loosely hooman based), Tizin't (odd mixtures, tisn't anything), and Piles (sentient waste product).  At some point there was the ripping open of the planet which opened up Middle Oith which caused the Horcs and Smelves to appear.  Also, through the years, aliens had landed on Oith and these evolved into Oofos.

Magic

Magic is tweaked to fit the setting.  Typical magic is Hokus-Poking. Mental Magic or Psionics is Dementalism. Miracles is Holy Rolling. Weird Science is simply Weirdness. Conjuration magic is called Contamination. Potion magic is Smellcasting and the "potions" are called reeks.

Stuff (Gear)

Gear is appropriate to the setting with the expected humorous twists.  What makes this setting unique (and I've seen a lot of Savage Worlds settings!) is the weapon creation system.  You can customize weapons to absurd proportions and make some pretty fun stuff. Some of the stock custom weapons in the book are Ginormous Scissors, Battle Tongs and a Big Ass Cleaver.  When I made a character, I took advantage of the Cremefillian racial ability which is that they can ignore strength requirements for weapons.  I created a sling that did d12+d12 damage.  Yeah, I regretted it a little when a player decided to play that character I created.  But, with a shooting of d4, it wasn't too bad.

One question I had surfaced when I started reading information on the weapons.  All of them seem to be based on the original Savage Worlds rules.  In the first version of Savage Worlds, all weapons were Strength+X where X was the size of the weapon.  A Longsword, for example, would be a +2 weapon.  The current (Deluxe) rules size the weapon with a die type - which also is the minimum strength required to use the weapon.  Now the Longsword is a d6 weapon.  For this longsword, the old system would be strength +2, and the new version would be strength +d6.  The major difference is that two dice are rolled the new way.  The Low Life based weapons look like the older system.  I am not sure if this is an oversight (as Andy may have the original rules and used that as a base...) or if it was a designer decision.  Either way, it doesn't matter too much; the weapon creation is pretty fun.

Everything is priced in clams, the Low Life currency.

The Game

Characters:
The one-sheet came with four characters. I decided to have a character creation session where four more characters were created. I had 6 players and 8 pre-gens.  This was the Heap that was used.

Player name: Character name - Race - Description.
In order around the table starting on my left:

Kevin: Googene Umberford XII - Croach - Googene is secretly not a criminal, but an actor (a ham in Low Life terms) researching a criminal role.
Ben: Smellvyn - Pile - Wields a mighty self-returning cleaver.
Abby: Captain Cupquake - Cremefillian - Prostitute with a french accent. Part of a Stanist cult that reveres clams above all else.
Sarah: Dayvid - Croach - A Macgyver / repair guy with some fighting skillz.
Brian: Chunky - Tizn't - 1/3rd Chicken, 1/3rd Monkey, 1/3rd Marshmallow - all bluster!  Two headed Hocus Poker.
John: Swovvy  Zinkleman - Oofo - Dementalist, and the coooooolest guy on Oith.

Miniatures

I printed out a page of paper minis that I had gotten from Andy for the game and offered them up to the group - Only two characters used paper minis - the Cremefillion and the Pile.  I also went through all my plastic and metal miniatures and picked some odd ones out; here are my choices.

All the main baddies, from back left to right: Odre and the Primordeal Goon (multiples). Front: Horc guard.
Oofos and other weirdos.
Croaches

Werms
The overall concept of this adventure is to go steal some Hocus-Poked arms, complete with hands and elbows.  The Heap is affiliated with an organized crime group, and the Boss happens to be (literally) armless.  This is actually fairly common in Low Life; it's a hindrance to the setting. The magic hocus-poked arms are part of a roving exhibit at the local museum.  The hook is that they want to steal these arms and use them to ingratiate themselves to the Boss, Dregzie the Schnoz.

The Heap starts out in a bar where they overhear some oldsters talking about the arms in the museum. After some discussion of how they might go about getting these limbs, the Heap decides to split into two groups: one to scout the museum and one to hit the streets for some information.

Museum Team (Googene, Chunky, and Swovvy):
5 clams to get in, and they spend a few hours there walking around trying not to look too suspicious. Eventually they make it to the special display on the 6th floor where the arms are on display.  They get into the room and search around, looking for security devices and measures.  There is an obvious security door and grate at the entrance to the room.  In the interior of the room, the scouts see some suspended reeks on the ceiling.  Satisfied with the information they have gathered, they decide to leave the museum.  On the way out, Chunky gets a tshirt with 2 neck holes to accommodate his two heads.

Street Team (Smellvyn, Captain Cupquake, Dayvid):
This team starts sniffing around the outside of the museum looking for anyone who might have some information about the museum or the arms exhibit.  The Captain decides to see if she can make some money and get some information at the same time.  She approaches some guards on break and seduces two of them into a "date".

The Heap gets back together and shares information.  Dayvid crafts some fake arms.  Plans are flying around like mosquitoes, with ideas about how to sneak the fake arms in, do the switch and make their escape.  There is even talk of just giving the fake arms to the Boss and selling the stolen arms for their own profit.  See? not a very "nice" set of characters...

The next scene is the "date" with the two guards and the cremefillian, Captain Cupquake.  I keep it vague but wanted to reward a good plan, even if it is pretty edgy as a prostitution scene.  I decide to abstract it using the dramatic task rules. On the final turn, Captain Cupquake gets a Queen of Clubs - signifying a complication. I offer a benny if she can decide / invent her own complication and she comes up with that she ran out of cream filling. I decide to require a vigor roll to overcome this complication, and a success with two raises is rolled.  The date ends well for Captain Cupquake, and the next is the pillow talk phase to get information about the museum security and the arms exhibit.  More information is learned, including the password to get into the room where the arms are kept.  At this point, the guards have lost their usefulness and it was decided that they would kill the guards afterwards.

The secret phrase 'Tippytoes' is yelled out from CC; Smellvyn and Dayvid come in to help finish them off.  One of them almost gets away. They think of a few ways to try to clean the scene, and decide that the best solution is the Croaches in the group will eat the bodies to destroy the evidence, saving the uniforms for later, of course.

The Werm Guard / john is shaken while the other guard /john runs away.
Night approaches and the Heap again decides on a two-pronged attack.  One team (Dayvid and Chunky) will climb the outside of the building and attempt to get into the museum through a window.  The other team (Googene, Smellvyn, Captain Cupquake and Swovvy) use the guards' uniforms from earlier and stage a ruse to get into the museum.

Infiltration Team:  Climbing up the building, they both fail at the third floor; losing their grip, they fall back to the ground.  Chunky takes minimal damage while Dayvid takes 3 wounds.  One soak roll later, they climb the building again, stopping this time at the second floor. Attempting a smooth break-in, Chunky manages to smash the window, though loudly.  But at least it's open.

Meanwhile, Team Ruse is talking to the exterior guards and telling them of something they overheard earlier detailing a plan to break into the museum and steal the arms.  Swovvy and Googene are dressed in the guards' uniforms while CC and Smellvyn are in fake handcuffs.  The head guard is called in to review the situation.  Several rolls with raises later, the head guard (a Horc) is convinced he needs to see this security flaw.  He calls all the other guards and everyone climbs the stairs all the way up to the 6th floor to the room with the arms in it.

Back to Infiltration Team; they enter the museum through their broken window, hearing guard kazoos being blown.  Once they figure out that it is not because of them, they use the distraction to go up to the 6th floor, arriving before Team Ruse.  After shouting the password they learned earlier from the guards: "Open the goosin' door", the door opens and a huge creature (an Odre) is seen standing in the room.  He doesn't attack them right away (they knew the password, after all); he just watches them.  Swovvy grabs the arms.  The Odre now does his job of keeping the arms in the room. He attacks Chunky and Swovvy.

At this time, the other group, along with the head guard and 12 other guards, make it up to the 6th floor.  A move is made, and the three members of the Heap attacking the guards, while Dayvid rushes to the exhibit room.

At the top of the stairs everyone is following the head guard.  Dayvid rushes in.
Dayvid has the arms and is making his break going through the mass of Werm and Croach guards.
Dayvid grabs the arms from Swovvy and makes his escape, running onto another part of the 6th floor.  Meanwhile, the head guard is taken down; the Heap manages to get out of the museum with the stolen limbs, with Chunky and Captain Cupquake suffering a few wounds each.

There is undoubtedly more to the story, but time caught up with us and we had to kill the session there, a successful, if bloody, heist.

Conclusion

The game was a great time.  We had two players completely brand new to RPGs and they brought enthusiasm and imagination to the game rarely seen by even experienced gamers.  The players all made the night funny and creative, and I find myself thinking this is one of the better games I've ever run.

Is Low Life for you and your group?  Maybe.  If you've got open minds, an acceptance of some rude humor and events, and some pretty wild imaginations, this game can be a lot of fun.

A few years back, I met game designer Mike Pondsmith (Teenagers From Outer Space and Cyberpunk).  I had him sign my TFOS books, and we chatted about how a funny game is difficult to run. This game was very successful because the players took control of the situation, made it happen, and made it work.