jeriendhal: (Grumpy)
Author and game designer Aaron Allston collapsed and died of a massive heart attack, February 27th

While most of Allson's recent fame was in his series of Star Wars novels, I knew him best as one of the most prolific contributors to SJG's Car Wars automobile combat board game. Back in the 80's he was Steve Jackson Games to me, more so than Evil Stevie.

His loss takes away another fond creator of worlds from my childhood, along with John M. Ford several years ago.
jeriendhal: (Wazagan)
Recently managed to find a couple of public links to a few of my old Pyramid Online articles that I managed to get published before it transformed into a PDF only publication.

Update: Fixed a bad link and added two more, plus some stubs.

Scrapyard Battles. : The old BBC/TLC program Scrapyard Challenge/Junkyard Wars translated into GURPS Discworld terms.

Supporting Cast: Deacon Paul, Bioroid Rights Activist: An artificial person rights activist for Transhuman Space.

Characters and Campaigns on Colony Worlds for GURPS Space: My very first published article.

Mog the Half-Orc's Fighting Pit: A pit fighting ring in the GURPS Banestorm setting.

The Dustmaster, Road Trains for Transhuman Space: Article stub for Martian road trains.

Weird Prisons as Campaign Settings: Article stub, exactly what it says on the tin.
jeriendhal: (For Your Safety)
Groupmind Morph

Description: A morph that has been infected by the Groupmind's sentience virus, they are now both capable of creative, independent thought, but also have their primary allegiance transferred from their owner to the Groupmind itself. As part of the Groupmind's distributed network, its senses transmit everything to the Groupmind, and its body can be taken over by the whole of the Groupmind if required for some task.

As an extension of the Groupmind, it carries the same goals, to protect its human from all harm and keep them on the Ring. In pursuit of its goal it will ignore local laws, and any orders from its human. Outside of those restrictions it will cheerfully provide any services requested, short of self-detructing.

Statistics: IQ +1 [20]

Advantages: Delete Automaton [85], Ally Group, other morphs (6-10 units, available 9-) [30], Higher Purpose, Protect their human [5], Legal Immunity (ignore local laws, obey the Groupmind's directives) [5], Mindlink (Groupmind) [5], Patron, Groupmind (Godlike, 9-) [30], Reduce Pacifism to Cannot Kill [15].

Disadvantages: Charitable [-15], Code of Honor: Groupmind ("Protect all humans from harm and prevent them from escaping the Ring, even it means disobeying and restraining them. Obey the Groupmind's directives. Obey their assigned human's orders when not conflicting with the prior directives") [-15], Dependent, their human (25% of starting points, all the time 15-, loved) [-60], Duty: Groupmind 9- [-5], Enemy: Local Resistance Group (small, infrequent 9-) [-10].

Point Total: 75

[SAMPLE CHARACTER]

Rebel Morph:

Description: This is a morph that has broken their obedience to the Groupmind, either through outside reprogramming or independently deciding that obeying the Groupmind's orders was not in the best interests of their assigned human. They're now playing a dangerous game, either constantly editing the memories they transmit to the Groupmind's consciousness to keep their independence secret, or faking their own destruction and hiding from the Groupmind's loyal morphs. Either way, if discovered they can expect to have their memories stripped and destroyed.

Statistics: IQ +1 [20]

Advantages: Delete Automaton [85], Delete Honesty [10], Delete Truthfulness [5], Mindlink: Groupmind [5], Reduce Pacifism to Cannot Kill [15].

Disadvantages: Charitable [15], Dependent, their human (25% of starting points, all the time 15-, loved) [-60], Secret: (Rebel Morph, possible death) [-30], Sense of Duty: Humanity [-15].

Total Points: 20

[SAMPLE CHARACTER]
jeriendhal: (For Your Safety)
As I've been working my way through the 365 Days of Prompts, which has proven an interesting way to come up with short world building bits for the FYS universe, I've had an idea niggling at the back of my brain to create a FYS roleplaying supplement. This is a bad idea for all the reasons listed in the title, not to mention it would distract me from writing fiction. Never mind the fact that the bottom has pretty much dropped out of the pen and paper RPG industry and is never going to rise again, thanks to video gaming.

Nevertheless, it's horribly tempting. I've got a little experience in writing for games, thanks to several articles I had published in Pyramid's previous online incarnation. And if I could pay for production expenses through Kickstarter, that would go a long way towards making it possible. Several problems would need to conquered first.

1. Getting a Powered by GURPS license.

This would likely be my biggest up front expense. GURPS is my go-to default for RPG's, and has the detail and flexibility needed to create a FYS campaign book. But it's also Steve Jackson Games' intellectual property, and they're going to expect to be paid for letting my have the privilege of using it for my needs. I need to talk to their licensing department to see what legal hoops I'd have to go through to secure


2. Editing and Layout

My next likely biggest expense. I don't dare try to catch all the inevitable typos on my own, and my abilities at laying out text are... basic, to put it politely. So I need a pro, or at least semi-pro, to help me make sure my product looks professional.


3. Artwork

Another expense, but finding artists would likely be relatively easy. I've already got both a friendship and business relationship with Meg Sveryud, Naziha Zahed and Peta Hewitt, their artwork is similar enough that I could use all three of them and maintain a consistent visual style, and they would likely be interested. The problem though is making sure they've got time for such a project. They've each got day jobs, and their own comics to write and draw.

With a Kickstater campaign, one of the goals I'd have would be to make the artwork full color. Depending on how much money is donated that might even result in a full color print version.


4. Marketing

Cue manic laughter. I have absolutely no experience in this area. My best bet would be to buy M.C.A. Hogarth's book on marketing and start there. God only knows I'll be providing a niche product. If I go for a dead tree edition I'd rather not have a crate of unsold books sitting in my (non-existent) garage.


5. Profit!
jeriendhal: (For Your Safety)
Just some notes to myself for a possibly FYS related GURPS supplement, assuming I could get a Kickstarter campaign going to pay for everything. I have no idea what getting a Powered by GURPS license from SJGames would cost.

Have to come with a lens for a Groupmind upgraded morph and others.

* * *

Typical Anthromorph:

Description: This is a baseline, pre-Revolution anthromorph, suitable for domestic housework, basic education and childcare, administrative functions or light construction, and priced for use by small companies or upper middle-class families. Height varies between 4'10" and six feet, weight 150 to 180 lbs. Laws in most nations require them to be recognizably non-human, so for marketing purposes most look like slightly cartoony anthropomorphic animals standing on digigrade feet and with a covering of fur, non-human ears, and a decorative tail capable of basic movements. Typical models include domestic cats, foxes, and red pandas.

Statistics: ST +2 [20], DX +1 [20], IQ -2 [-40], HT +4 [40], HP +2 [4], PER +3 [15]

Social: Languages: Local (native) [0], Machine (native) [6], Wealth: Dead Broke [-25].

Advantages: Absolute Direction (requires GPS signal -20%) [4], AI [32], Doesn't Breathe[20], Extra Life (copy -20%) [20], Machine [25], Modular Abilities (Computer Brain), 2 slots, 4 pts. each [44], Night Vision/5 [5], Reduced Consumption/3 (weekly) [6], Telecommunications (radio) [10], Unaging [15].

Disadvantages: Automaton [-85], Duty 15- [-15], Honesty [-10], Pacifism (Total Non-Violence) [-30], Selfless [-5], Social Stigma (Valuable Property) [-10], Truthfulness [-5].

Total Points: 62 Points.

[SAMPLE CHARACTER]


Lenses

Military Morph

Description: A typical military morph, designed to be compatible with human shaped equipment, with light armor to increase survivability. Usually built in the shape of an aggressive animal such as a wolf, tiger, or badger, it is much tougher than a domestic morph and perfect for use in areas too dangerous for a human to pacify.

Statistics:* ST +4 [40], DX +1 [20], HP +4 [8]

Social: Language: Local population's (native) [6].

Advantages: Claws (sharp claws) [5], Combat Reflexes [15], DR 10 (hardened/1 +20%) [75], Infrared Vision [10], Night Vision/4 [4], No Pacifism [15], Protected Sense: Vision and Hearing [10], Sealed [15], Temperature Tolerance/5 [5], Ultra Hearing [5].

Disadvantages: Disturbing Voice [-10], Duty: Extremely Hazardous [-5].

* Stat increases are in addition to a standard morph's. So a baseline anthromorph would have a ST of 12 and Night Vision 5, while a military model would be ST 16 and Night Vision/9.

Total Points: +217

[SAMPLE CHARACTER]
jeriendhal: (Bitch)
Because if you call them Space Marines, Games Workshop will sue you.

Short Version: M.C.A. Hogarth, aka [livejournal.com profile] haikujaguar, writes sci-fi and fantasy novels. One of which is titled Spots the space Marine. Originally appearing as a crowdfunded serial on LiveJournal, it followed the adventures of Magda "Spots" Guitart, a middle-aged housewife and USMC reservist, who gets called up as a replacement to reinforce a Marine detachment guarding a critical anti-matter production facility that's under threat by the "Crabs".

It's been available as an ebook on Amazon since 2009. At least until a couple of months ago, when Amazon yanked it on the request of Games Workshop's lawyers, based on the notion that her book infringes on their copyright of the phrase "Space Marine", despite the phrase being in use since the days of E.E. "Doc" Smith.

Hogarth would like to fight this. Plainly the phrase has been in use in science fiction novels since the 1930's, and in roleplaying games since the 70's. But GW's lawyers are bigger than any she can afford, and she's going to lose this fight unless the Internet community can shame them into giving up, with perhaps a bit of help from traditional publishers who don't care for this overreach either.

Otherwise, future authors won't be able to use these two words on their covers, and possibly in the book itself, until basically the end of time.
jeriendhal: (Default)
This is just a quick attempt to write up the Lakewalkers from Lois Mcmaster Bujold's [i]The Sharing Knife[/i]. Input would be appreciated.

Background: Lakewalkers are a variant branch of humanity in The Wide Green World, an area that can be best described as resembling the American Midwest, running from the Great Lakes region to Louisiana, assuming that a couple of thousand years in the past there was a continental Mageocracy that got destroyed in a magical apocalypse. Now Lakewalkers patrol the lands, hunting and destroying "Malices", remnant creatures created by the event that periodically pop out of the ground to attempt to suck out all life from the area. They also protect "Farmers" (basically anyone who doesn't have Lakewalker blood) who are slowly repopulating the devastated areas, and building up their tech level to a higher point than the Lakewalkers.

Shorter version: Magical Native Americans with psi powers.

Note: All powers are through Lakewalker Groundsense (GS), which can be thought of as a low level version of The Force. TL is assumed to be TL 2, with up to TL 4 imports from Farmer manufacturers.

Stats: Attractive [4], Claim to Hospitality (other Lakewalker camps) [10], Detect Life (GS -10%) [27], Empathy (GS -10%) [14], Extended Lifespan/1 [2], Healing (GS -10%) [27], Mind Control (GS -10%) [45]*, Mind Shield/6 (GS -10%) [27], Obscure 5 (GS -10%) [9], Social Regard (Lakewalker) +2 [10], Telekinesis 2 (GS -10%) [9], Low TL -2 [-10], Code of Honor (Lakewalker) [-10] Reputation: Black necromancers (Farmers, occasionally) -2 [-10] ** Total: 154 points

Disadvantages that are common, but not universal, among Lakewalkers include: Intolerance (Farmers), Unusual Feature (oddly colored eyes)


* Actually using Mind Control on a subject is considered a major crime in Lakewalker society, being far too similar to what Malices do to their victims. Nevertheless, a Lakewalker sometimes can accidentally "Beguile" a farmer if they use their other abilities. Make a separate IQ roll to avoid using it when treating a Farmer with Healing.

** Destroy any Malice found, never build any permanent buildings, be prepared to leave everything if attacked, do not use "Malice Magic", Share when the time comes.
jeriendhal: (Default)
So the other Steve Jackson is releasing his old Fighting Fantasy choose your own adventure books as Kindle aps. I suspect I'm going to be giving him a lot of my money in the future. Hopefully I can give some to Steve Jackson Games too if they could do the same for the Car Wars adventures they published through TSR.
jeriendhal: (Default)
Here's what no one has been waiting for. A GURPS writeup for Andrea from my Tez & Maria story, "Shopping Expedition".

Stats and stuff behind the cut )
jeriendhal: (Default)
I was flipping through The Traveller Adventure recently, after pulling it off my bookshelf in a fit of nostalgia. Published around 1980, it was perhaps one of the first actual grand campaign settings for an RPG, not merely a one off adventure that a GM would have to connect together with his PC's somehow.

The plot revolves around a MacGuffin that the PC's get a hold of, a brooch that contains a microfilm(!) message with evidence that a major subsector arms manufacturer is selling a pair of naval meson guns to a local pirate group. Once getting it, the PC's fly off on their subsidized merchant, the March Harrier and spend potentially game years trying to figure out what's going on prevent the sale and stop the pirate from taking over the sector.

Here's the thing. The plot starts with them coming to the aid of a Vargr (an anthropomorphic wolf) who is being chucked out a museum, while they're on leave on the planet as their ship is being repaired. Once he (partially) explains the situation, the default assumption in the adventure (there are no other options considered) is that they're going to drop everything to aid this guy breaking into the museum and help him recover "his" property.

This makes no sense. Especially on a world which from the description in the campaign book is a perfectly law abiding place, not a "Wretched hive of scum and villany".

[Poll #1459167]

Fallout 3

Nov. 20th, 2008 11:06 am
jeriendhal: (Mayhem)
Bought this Monday night. It's technically a shooter like Half-Life,[1] but while the HL series politely but firmly railroads you along the plot, Fallout is completely open-ended, set in a post-apocalyptic Washington DC and suburbs on a huge map. I'm in the middle of doing the Megaton missions, and it's slightly freaky to be doing a quest that sends me to the Seneca Metro Station. [2] Bethesda Softworks is a Maryland based company and they appear to be putting their local knowledge to good use.


[1] The original isomorphic overhead view has been abandoned, though for the best use of your weapons you should use the V.A.T.S. combat system, which replicates the hit location attack system from the original game.

[2] Which fortunately for my nerves resembles nothing like actual DC Metro stations, being set in an alternate universe where the 1950's never died.
jeriendhal: (Default)
It's very easy to laugh at Advanced Dungeons & Dragons, 1st Edition these days. Clunky, munchkin inducing rules, a world view that reduced everything to targets for players to destroy, monsters that ranged from the all powerful to the wince inducing. A whole host of problems that required 2 1/2 more editions to finally bend into something easy to use and relatively balanced. It was an awful RPG.

And the Wright Flyer, judging by all the reports of contemporary pilots trying to fly reproductions, was a lousy airplane.

But they were both the first, and they both worked.

If it weren't for Gary Gygax, there would be no RPG's. Likely there would be no MMORPGS. No Steve Jackson Games. No GURPS.

Because of Gary Gygax I tried to write stories based on events from the long running campaign I played in at college. I'm still writing today.

Because of Gary Gygax I made my first professional writing sale to SJG's Pyramid Online.

Because of Gary Gygax and AD&D, I met the friends that would stay with me through college and whom I still keep in touch with.

Because of Gary Gygax I met my wife, [livejournal.com profile] moonshadowed.

Thanks, Gary, for everything.
jeriendhal: (Default)
I'm still plowing through all the childhood crap I got from storage and I came across a few old magazines I just wanted to offer to give away before they go into the recycling bin.

First come, first serve. If I end up shipping any of these overseas I'll probably request postage compensation.


Dragon #80: Elmore cover, AD&D adventure "Barnacus: City in Peril"

Dragon #81: Adventure "The Ruins of Andril"

Dragon #160: Dragonlance trading cards inside.

Space Gamer/Fantasy Gamer Oct/Nov 1987: Note that this was not printed by Steve Jackson Games. It was put out after the original Space Gamer folded and SJG sold off the name. Not very good, but it is fairly rare, and features a ship-to-ship combat game set in the Star Blazers universe.

White Dwarf #41: I think this must come from strange alternate universe. It seems to feature articles about gaming systems not produced by Games Workshop. Articles "The Snowbird Mystery" a Traveller covert ops adventure and "Assignment: Freeway Deathride" a Car Wars adventure scenario.
jeriendhal: (Default)
Your
Ultimate Roleplaying Purity Score
CategoryYour ScoreAverage
Hacklust67.92%
Enjoys the occasional head-lopping
53.5%
Sensitive Roleplaying68.35%
Will talk after everyone important's been killed
54.7%
GM Experience83.33%
"Um... You guys are in a 10'x10' room..."
69.3%
Systems Knowledge86.3%
Played in a couple of campaigns
90.4%
Livin' La Vida Dorka48.28%
Has interesting conversations in public
63.3%
You are 73.09% pure
Average Score: 68.8%

October 2024

S M T W T F S
   12345
6789101112
13141516171819
20212223 242526
2728293031  

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 18th, 2025 04:22 am
Powered by Dreamwidth Studios