I’ve been seriously lax in updating this blog. It doesn’t mean I’m gaming any less or have lost interest in the blog, it just hasn’t been a priority. Anyway, here’s a quick review of ‘Star Wars – The Force Awakens’ that I sent out to my gaming buddies.
- Liked the new characters Fin, Rey, and Poe.
- Liked having Han and Chewbacca in the movie, didn’t seem forced, and there was some pretty good banter.
- Honestly, I liked seeing Han die, though it means my favorite character was killed off by his only son (which makes him and Leia’s relationship ultimately tragic). It worked.
- Abrams gets the look and feel right. No cute/silly aliens.
- Like that the Stormtroopers are actually badass.
- Action scenes were pretty good.
- Really, ANOTHER Deathstar!? Yeah, yeah, I know there were differences, I actually thought the differences were cool, but it’s still a really big Deathstar that’s still is vulnerable to small one-man fighters with a couple of torpedoes.
- Kylo Ren is poorly cast, the guy does not appear threatening at all. The actual character seems ineffectual and downright whiny.
- I’m not a huge canon guy, but Abrams has made it pretty clear that he doesn’t care about canon. See the Star Trek movies. My main issue is with Rey and the Force, she can do stuff with no training. In fact, she seems to think the Force is a myth when first talking with Han(?). She goes from that to controlling minds a couple of days later with zero training. Um…no. She’s also able to take on Kylo Ren who can stop blaster bolts in mid-flight (which was awesome, btw), but he was badly injured already so I’ll give that a pass.
- Can someone deactivate C3P0 already?
- I liked the look of the Supreme Leader – giant, dim hologram – but is his name really Supreme Leader Snoke? That name is silly.
- The movie tried pretty hard to mimic New Hope. Start out on a desert world, the ‘maguffin’ is a droid that has something everyone wants, there’s a cantina with lots of weird aliens, the aforementioned Death Star, etc. Not sure why Abrams felt the need to do that.
I’m currently looking at doing a pulp science fiction mini-campaign using one of the rulesets out there (Rocket Age, Cosmic Patrol or even Savage Worlds). One of the things I like to do for any campaign is have a list of names that evokes the setting. For this reason, I have compiled a ‘pseudo retro’ list of science fiction names for a pulp scifi game. Special thanks to Caroline Berg and Jonas over at rpggeek.com for their input.
The current names listed come from a number of sources including: pulp science fiction stories, pulp scifi comics from the 1950s, 1950s scifi movies, the names of stellar phenomena, astronauts/cosmonauts, and ‘Golden Age’ scifi authors. Anything that evokes a pulp science fiction setting. This list works best if you roll once or twice on the first name list and once or twice on the last name list for at least 3 name combinations. Here are 2 results I rolled up:
Jack Aries Prometheus
Vonda Antares Barnhardt
Add a title and you have: Captain Jack Aries Prometheus, or just Captain Prometheus, and Doctor Vonda Antares Barnhardt. Both pretty good pulp scifi names in my opinion.
|Die Roll||Last Name||Male First Name||Female First Name|
Characters can choose a title, though any such title should match the character they have chosen. Titles include the following:
Aethernaut. Astropilot, Astronaut, Cosmonaut, Baron, Doc, Doctor, Ensign, Lord/Lady, Madame, Prince/Princess, Professor, Captain, Commander
Let me know if you have any other names you think I should add.
For my Pegana campaign I have decided to bring out my miniatures. I used to love to paint miniatures, but I’m a slow painter and I really just never had the time or patience to paint up a large collection of miniatures specifically for roleplaying. I gave up that aspect of the hobby at least 10 years ago. So for fantasy rpgs, I use prepaints. I’ve been collecting prepainted miniatures since WOTC released their initial Harbinger set and have a rather extensive (some might say ‘excessive’) collection of both the WOTC and Paizo prepaints.
I also have quite a few miniatures from other sources – mostly WizKids and their various ‘clickable’ miniatures. The number of miniatures WizKids has come out with over the last 15 years is enormous as they have created miniatures for games like MageKnight, HorrorClix, and HeroClix. What ‘s nice about these miniatures is that their quality is at least equal to, and is oftentimes superior, to the the quality of comparable WOTC or Paizo miniatures (which I believe are now also made by WizKids). You can cheaply purchase a large number of these miniatures from hobby shops and other outlets. Other sources of prepaints include miniatures from WOTC’s now defunct Heroscape game, as well as miniatures from WOTC’s short lived Dreamblade game (though the Dreamblade miniatures are relatively difficult to re-base). I’ve also picked up some of the old Rackham prepaints for their Cadwallon game which are rather nice, especially since some of these figs carry primitive firearms which I will be using in my next campaign.
Of course, I do have a major problem with ‘clix’ prepaints – they are mounted on a clickable base. If you play any of the ‘click’ games a clickable base is desired, but it’s pretty cumbersome and ugly when used for an rpg. For this reason, I pull these figs from their clix base and transfer them to a ‘simple base’. I also remove HeroClix and Cadwallon figs from their bases and put them on the same type of ‘simple base’ so that all of the figs look more uniform, and because I’m anal…
A ‘simple base’ is either a black base or a clear resin base produced by Litko. I really like the look of the clear resin bases, though not all figs work with such bases. The black bases are created by taking a cheap WOTC fig and cutting off the fig from the base. I used to do most figure removal with a knife but have graduated to a pair of simple snips for removing the current type of click which always have a black 1/2 base integrated into the fig. Older figs are still removed using an Xacto knife or razor blade (obviously, use caution when using any blade).
Samples of these figs are shown below. As you can see you can get quite a variety of cheap figs for any fantasy, science fiction or even modern rpg when using miniatures from various product lines:
In this group, from left to right, I have 2 demons (HorrorClix), a cultist (Rasputin from HeroClix), a witch hunter (Rackham), a ghost/spirit (HorrorClix), a rifleman/scout (Rackham), a possessed lunatic (Horrorclix), an alien hound (Heroscape), and some type of ‘ghost/spectre’ (HeroClix).
All of these figs combined cost me no more $6 – $7 dollars including the bases. Please let me know if you have any ideas for prepaints that I might have missed.
Tschai is a science fiction series made up of 4 books written by Jack Vance in the late 1960s and early 1970s. These 4 books are: City of the Chasch (or the Chasch), the Dirdir, the Servants of the Wannek (or the Wannek), and the Pnume. I first read these books 30 years ago after reading Vance’s Moon Moth and the Last Castle in a collection of Hugo Award-winning stories. I’m a big fan of the series and have read it multiple times, though this is the first time I’ve read the series in its entirety in well over 20 years. The books, which have been in and out of print, are now available digitally either as separate books or as one volume. In the past, the series has been published as one volume under the title ‘Planet of Adventure’, the digital version is simply called Tschai.
At its core, Tschai is essentially a “Planetary Romance” or “Sword and Planet” story. This genre generally features a lone individual from Earth engaging in various adventures on some far away planet. Weapons and cultures tend to be a mix of the primitive and high tech. It’s not unusual for such stories to include an attractive female (not necessarily human!) who needs rescuing. Tschai features such elements but Vance being Vance he uses these elements in unique and original ways.
The series opens with Earth explorer Adam Reith stranded on the distant world of Tschai after his ship and his companions are destroyed by a missile from an unknown adversary. Reith quickly finds out that the planet is home to four alien-races: the reptilian and cruel Chasch, the amphibious Wannek, the predatory Dirdir, and the mysterious Pnume. (The Pnume are actually indigenous to Tschai but were driven underground long ago by other alien races.) Reith is also surprised to find humans on Tschai whom he surmises were taken from Earth in the distant past. Each alien race has its own servant/slave human population known respectively as the Chaschmen, Dirdirmen, Wannekmen and Pnumekin. Some of these servant humans are surgically or genetically modified to resemble their master race. Though many other humans live free, all are intimidated in some way by these alien races. Not being the dominant species on the planet has affected the psyche of humans on Tschai, they are used to playing the victim and would never dream of rising up against the other ‘superior’ races. Reith obviously has a different mindset which serves him in good stead while trying to find a way home.
As mentioned, there are a number of ‘planetary romance’ elements in these books. Technology is a mixture of primitive and high tech – it is implied that aliens make sure that the human population on Tschai is kept technologically deficient to keep them from becoming a threat. There is a princess to be rescued but in typical Vance fashion he turns this planetary romance element on its head. The grateful princess is saved by Reith and they become lovers. However, as Reith journeys to take her back to her country of Cath, she knows her love for Reith – an outlander – will bring shame and dishonor to both her and her house. This inner conflict eventually drives the princess to violence and suicide! (One can see why George RR Martin thinks so highly of Jack Vance.)
The rest of the series details Reith’s encounters with the various alien races and humans that make up Tschai as he tries to find a ship that will take him to Earth. His adventures take him from ruined cities where terrifying Phung lurk, to the dreaded Carabas where Dirdir hunt and eat men, to the tunnels of the Pnume where he avoids being added to their Museum of Foreverness. Along the way, Reith often causes drastic changes to the status quo.
Tschai is overall a great read. It also may be the best introduction to Jack Vance out there. The series is imaginative, the dialogue is vintage Vance, the action is essentially non-stop, and the protagonist is actually sympathetic. That’s not too say there are no issues with the books. Reith himself is a fairly underdeveloped character. We never find out anything about his life before he’s marooned on Tschai except that he is not currently in a relationship. We never hear about his life on Earth and no family or friends are mentioned. The story itself has some issues: it seems way too easy for Reith to get away from the Pnume when he rescues Zap 210, for instance. Still, for me at least, these complaints are mostly quibbles. I give the series a 4 out of 5, highly recommended.
I was going through my old game collection when I came upon a game from the mid-1980s called ‘Sky Realms of Jorune’. I remember this rpg fondly. Back in 1985, I saw advertisements for the game in Dragon magazine, I then saw the box set at my FLGS with the illustration shown to the left. I purchased it that day.
The game had a lot going for it. The artwork was all done by Miles Teves who is currently a major Hollywood concept artist (www.milesteves.com). Up to that point, I don’t believe there was another game that had better art. Teves’ illustrations really brought Jorune to life. Also, the game setting was unique and very detailed. It even had it’s own vocabulary (though this may also have been a detriment, see below).
Skyrealms of Jorune had a “Sword and Planet” type setting. Humans had settled the planet Jorune 3500 years prior and had encountered a number of alien races including the Shanthas, who we were native to the planet and dominated most of the world. At first, the human settlers lived in peace with the other races on Jorune, but an apocalyptic war on Earth changed all that. Humans began infringing on Shantha territory in search of resources which precipitated a war. While the humans considered Shanthas to be primitive, the Shanthas were the masters of isho, the ambient radiation or energy that was produced by the planet Jorune’s crystalline core. The Shanthas were able to manipulate and use Isho to devastating effect. Both races engaged in a genocidal war that knocked the survivors back to a primitive state.
The game takes place 3500 years after the Shantha War. Humans have rebounded, creating a civilization that is fairly close to the Renaissance in technological and cultural development. There are a number of races that inhabit Jorune including human offshoots known as Boccord (think ‘half-giants’) and Muadra (smaller but can wield isho). There are also the Iscin races, these were Terran animals that had been ‘uplifted’ to sentience by a xeno-biologist named Iscin shortly after the Shantha War. This was done by Iscin so that the animals could both survive on a hostile world and carry on humanity’s cultural legacy. Other intelligent beings were found on Jorune when humans arrived: besides the aforementioned shanthas (who are not necessarily hostile), there are the thriddle (small beings with eyestalks known for their intellects and language mastery), the cleash (hostile insectoids banished to the far north by the Shanthas millenia before), and the ramians (tall, skinny stoics covered in exoskeleton, often hostile). And these are just the primary races! Jorune has a number of mysteries and backstories, and these different races are deeply involved in them. Most of these races are playable as characters, but humans have one big advantage over all of them – ancient Earth-tech only works when wielded by human hands. So if a blaster is found by a party, only the humans in the party can use it.
Characters normally started out in the main human realm of Burdoth. Their goal is to become a Drenn (citizen). To become a citizen, one must get a current citizen to add their mark to your challisk; in otherwords, you had to do something for a citizen so that they would sponsor you. Enough sponsors and you would become a citizen. Obviously, this created a good excuse for players to go on adventures. Jorune provides a good basis for many types of adventures: exploring sky realms, seeking out lost Earth tech, learning how to manipulate isho (Jorune’s version of casting spells), finding out what the other races were up to, investigating shanthic ruins, etc.
After reading the rules and background, I had my gaming group roll up characters and we proceeded to play 2 or 3 sessions. I remember liking it, but I also remember there were issues with both the setting and the rules. Our interest waned and we went back to D&D.
So what were the issues? The first and lesser issue revolved around the use of language. Jorune had it’s own vocabulary, often using setting terms in place of standard gaming terms. For example, in the game the gamemaster was called a Sholari, while players were referred to as Tauther. You see this throughout the game. In my experience, a little of this goes a long way towards helping players get immersed into a setting but if you use it too much your players don’t get immersed; instead, they feel like ‘fish out of water’.
The second, bigger problem was the rules for the game. They were needlessly complex. Take combat for example, it involved a lot of dice rolling. The basic structure had players roll a d20 for Advantage. High Advantage characters went first. Attackers rolled a d20 against their attack skill target number while defenders rolled d20 against their defense skill target number. If the attack succeeded and the defense failed, the attacker had a potential hit. He would then roll 2d6 on the hit location table, and THEN 2d6 on the armor penetration table, if necessary. If the attack got through the armor, then the attacker would roll 2d6 one more time on the appropriate damage table to obtain a descriptive wound result: superficial, minor, major, or critical. Not only was this overly complicated, combat itself was pretty deadly. It’s fine if a game wants to discourage combat, but when your setting emphasizes blasters, nasty aliens, and powerful offensive powers (dyshas – essentially spells using isho) combat seems an inevitable part of the game. Using ishowas even more complicated…
A third edition was licensed and published in 1992 by game distributor Chessex. This version was supposed to streamline the rules. I own this edition as well, though I’ve never played it. Looking through the book I notice there are charts for combat, something most rpgs had gotten away from by 1992. There are certainly still issues around language. While I’m tempted to give this edition a playtest, I have read that these rules were rushed into production and basically never playtested; hence, they are supposed to be a mess! Chessex put out some supplements after which the license was pulled.
In 1994, a PC version of the setting called ‘Alien Logic’ was released, but it didn’t do very well. Since several parties were involved in the PC version of the game, the rights to Jorune became murky. As a result, the game appears to be dead, which is a shame. That said, there does appear to be some fan conversions online, including a Savage Worlds version which appears to be complete. If you are interested in Jorune, you might want to pick up an old edition of the game and maybe try a rules conversion. There’s a lot to like.