Saturday, January 19, 2013

Initial Thoughts on Ashen Stars

I finished reading through Ashen Stars during the holidays. I gave the rules another going-over and ran my group through a demo last week to get a feel for the game. Ashen Stars is a sc-fi tabletop RPG using the GUMSHOE system. Both the game and rules system were created by Robin D Laws. It is published by Pelgrane Press.

GUMSHOE solves an issue with "investigative" games. In an adventure that relies on giving the player characters information needed to continue the story, what happens when they fail to acquire that information? Many systems require a successful skill check to get information. If none of the player characters have the skill needed to find a particular clue, they don't get that clue. If one of them does have the skill, but fails the roll, they also don't get the clue. Without that key piece of information, they cannot continue the adventure.

Faced with that situation, a GM has three basic options. One, accept that the player characters have failed to complete the adventure and deal with the fall out. This is like a murder mystery where the detective doesn't catch the killer. It can be done, but may not be a satisfying end. Two, fudge the skill check and hope the players don't notice. In that case, why require a skill check in the first place? Three, find another way of getting the information into the hands of the player characters. Again, this brings requiring a skill check into question.

GUMSHOE circumvents the whole issue by just putting the information into the hands of the player characters. During character generation, the players determine which character buys a given investigative skill. The entire range of investigative skills is doled out between the player characters. This avoids the issue of not having a specific skill. If a player character possesses the required skill to obtain a particular clue, they find the clue automatically. This is a more elegant solution that keeps the adventure running seamlessly.

Note that this only applies to core clues - those that are needed to continue the adventure. Information that is helpful or optional, but not critical to keeping the game going, is not automatically given.

The core mechanic for Ashen Stars is simple. A single die (d6) is rolled against a target number based on the difficulty of the task. The die roll result can be modified by spending points from a skill pool refreshed at the beginning of an adventure. The difficulty is adjusted due to circumstances. For example, the base difficulty for hitting a target with a disrupter pistol is a 3. However, trying to hit a target using cover and in poor lighting would change that to a 5. The player has the option of offsetting the increased difficulty by spending points from the Shooting skill pool.

Combat is quick, but abstract and dependent on GM descriptions to provide context and flavor. There is no map and modifiers are kept to a minimum. Such a simple system might not hold the interest of a group with a more tactical play style. Fortunately, the investigative system and the task resolution mechanic are easily separated from each other. This allows a group to run the GUMSHOE investigative system with a more robust combat system. I might try combining GUMSHOE with Savage Worlds in a game with a bigger emphasis on combat. But that will have to wait.

The setting for Ashen Stars tries to solve some issues related to sci-fi roleplaying. It sticks to the usual troupes of space opera to keep things familiar. But there are enough twists on those troupes to make the setting interesting.

A specific issue that Ashen Stars addresses is the military or paramilitary command structure in many sci-fi settings. The usual approach to space opera is a big ship with a big crew run with a hierarchical organization. This implies rules, regulations, and a chain of command that players may find confining. There is also the issue of creating adventures that the players can bludgeon into submission with their capital starship and crew of specialists.

Ashen Stars makes the player characters independent problem solvers working under contract. Their ship is something small enough to run with a crew of about half a dozen people. This makes the player characters less like starship bridge officers from Star Trek and more like the crew from Firefly.

The Ashen Stars setting mixes utopian and dystopian concepts and explores the conflict between the two. It takes an interstellar civilization of high ideals and wrecks it with a decade-long war. Picture the difference in tone between Star Trek the original series and late-season Deep Space Nine. The player characters are
faced with the desire to live up to the example of a golden age and the desperate needs of a now that is barely getting by.

Ashen Stars avoids being too grimdark with a Reputation mechanic. Players have to balance the temptation of having their characters take pragmatic or self-serving actions versus upholding a more idealistic and moral stance. In some ways, this reminds me of similar mechanics in the Mass Effect games.

Overall, the game looks pretty good. I'll be running my group through some published adventures until we all get a solid grasp of the game. Then I'll see about working up a short campaign to fill out the next couple of months.

Monday, December 31, 2012

2012 - Looking Back at My Gaming Goals

It's as good a time as any to take a look at the plans I made for gaming this year. Things didn't go as planned, but that's how life works.

Role Playing

The idea of running quarterly RPG games hit scheduling issues and go tossed to the side early in the year. But the underlying concept of promoting variety did work. I got three games off the ground during 2012.

Unfortunately, two of those games died off within two sessions. The first fizzled out. My issues with the ruleset (Palladium) caused me to trash the second.

The third, an AD&D campaign partly motivated by nostalgia, lasted for the planned half-dozen sessions. My gaming group will likely revisit this one later in 2013.


Terrain Projects

I tried my hand at creating my own terrain and learned quite a bit. Of course, some of that knowledge came at the cost of failure. Still, I feel better about trying, failing, and learning something than not taking the chance at all.

I have also been looking at sources of terrain for purchase. Expect some more reviews in 2013.


Painting Projects

I got a fair amount painted this year. Certainly the projects that were hanging over my head from 2011 were all completed early in the year.

Not buying more miniatures went out the window with the Reaper Bones Kickstarter. The summer and winter sales from various sources were also too tempting to resist. The end result is that my pile of unpainted metal, resin, and plastic is bigger than it ever was in 2011. Things will get even worse in March 2013 if Reaper stays on track.

So, yeah, more painting.


Overall, not a bad year.

Saturday, December 15, 2012

The Premium AD&D Books and How They Sparked Off a Campaign

Wrapped up a AD&D First Edition mini-campaign yesterday to avoid Campaign Death Due to Holidays. It wasn't deep roleplaying, but everybody had a good time. The game will come out of hiatus after we get some other gaming under our belts.

The whole thing started when I treated myself to the Premium Advanced Dungeons and Dragons rulebooks. These are incredibly nice books. The crisp printing and bright paper makes it much easier to read than the originals. The gold coating on the edges might be overkill, but it sure looks swanky. The bookmark is handy (the one in my copy of the DMG marks the combat tables) and attracts playful cats. And I can testify to the durability of the covers - stuff just wipes off them. Nevermind how I know that.

I'll admit that nostalgia played a role in my getting these. I actually started gaming with the Basic D&D Set back in the day, but AD&D First Edition wasn't far behind. My original set was lost in a move long ago. Although I replaced them with secondhand copies awhile back, owning a new, high-quality set was something I couldn't resist.

Something I didn't expect was how these books put the game back on the radar. My players asked me to run a game as soon as I purchased the books.

The mini-campaign lasted six sessions. I used the maps and some thematic elements from the classic modules X1 Isle of Dread and C1 The Hidden Shrine of Tamoachan. The basic plot was that a mysterious island showed up out of nowhere and the player characters were hired to go check it out. One shipwreck, some ruins, a few groups of undead, a couple of native villages, lots of jungle, some mild Lovecraftian elements, and a close escape later, the adventurers are off the island and sailing for home.

There are more than enough loose ends to pick things up later. The current plan is to start Part Two after March. That's when I'm expecting some fantasy miniatures to show up and provide a greater variety of monsters to throw at the player characters.

In the meantime, the group's consensus is to give Ashen Stars a try. More on that next year.

Saturday, December 1, 2012

Painting By Numbers #6 - Sarah Blitzer, IMEF Sniper

This one almost got filed under Learning Experiences rather than Painting By Numbers.

I'm not sure if I like how this mini turned out. What I learned made it worth the effort of painting. I'm just not sure if it looks fine, could use a little more work, or needs a soak in Simple Green.

This is "Sarah Blitzer, IMEF Sniper" from Reaper's Chronoscope line (50274). The model is clearly based on the "female long ranged soldier/assassin/spy" that shows up in sci-fi shows and films from time to time. The rifle is huge. The armor is skintight. We all know what's going on here. Let's just move on.


The miniature is of good quality. The mechanical details on the rifle and armor are sharp and well-defined. A little work with a hobby knife took care of the small amount of flash. There is an annoying seam line on the top of the head. It blends into the hair at some angles, but is glaringly viable at others. I left it alone, but it's getting some time with a file if I decide to strip and repaint the figure.


It will be interesting to compare this metal model with the plastic version in Reaper's Bones Kickstarter. I'll follow up on that next year.


The base is from Champ Industries. I've been really happy with these from beginning to end. The service was prompt and efficient. The fact that these are plastic rather than resin meant that there was no clean up and no pinning required. Just a couple of drops of superglue and I could move on to priming. The detail is excellent and takes drybrushing well.


My paint job was inspired by the character Nova from Blizzard Entertainment's Starcraft setting. The model was primed with grey auto body primer. The body suit got a shade of medium grey (Citadel Codex Grey). The armor pieces and rifle got a darker shade of grey (Reaper MSP 09088 Stormy Grey). And a light shade of grey (Reaper MSP 09090 Misty Grey) was used as a highlight. A slightly diluted dark wash (Citadel Badab Black) was used to bring out the details. The rifle and base were drybrushed with a darker metallic (Citadel Boltgun).


Overall, I like the effect, but it might be too subtle. It stands out in good lighting, but it gets lost in darker conditions. What I'm tempted to try is using a light grey for the body suit while keeping the dark grey for the armor to enhance the contrast. I could use white or a white-light grey mix as a highlight.


I would also like the details to stand out a little more. The green on the goggle lenses is barely viable except on close inspection.


The hair came out well. I base coated it with a nice blond color (Reaper Master Series 09074 Palomino Gold) and hit it with a medium wash (Citadel Ogryn Flesh). A little more Palomino Gold was applied as a highlight.


What I'm really not happy with is the face. The skin came out alright, but I'm just going to have to learn how to paint eyes for Reaper's female figures. They just don't look right without that detail.


I'm still not sure what I'm going to end up doing with this mini. It's good enough for tabletop as it is, but I feel that I can do better with another attempt. For now, I'll just set it aside and get some work done on other projects.


Saturday, November 17, 2012

The Workbench #6 - Alien Crystal Terrain




These are what happen when you have some spare parts and a little milliput.

I was using some milliput to fill a few gaps in a project. As usual, it worked fine. Also as usual, I had some left over. And you can't unmix milliput. So it was either find something to do with it or throw it out.

This time, I had a plan. Best of all, it would use stuff I had laying around from previous and shelved projects.


Materials:

Flat wood craft pieces with the edges cut into irregular shapes. Used as bases.

Cocktail stirrers. I used plastic cutters to snip off angled pieces. This resulted in rather sharp edges, so I gave them a light sanding. Used as the "alien crystals".

Milliput. Used to mount the plastic stirrer pieces.

Sand. Basing material.

Glue. I used tacky glue, but any PVA glue will do.


Assembly:

Step 1: Push a small blob of milliput down on the wood base.

Step 2: Push cocktail stirrer pieces into the milliput.

Step 3: Wait for the milliput to cure.


Basing:

Step 1: Apply watered down PVA glue to the base and over the milliput. Be careful not to get any on the cocktail stirrer pieces.

Step 2: Cover the glued areas with sand. Wait until the glue is dry.

Step 3: Apply a watered down mix of brown craft paint and PVA glue over the sand. This colors and further fixes the sand in place. Wait until dry.

Step 4: Drybrush some linen craft paint over the sand.


Results:

These will look good on a variety of game boards. They could be alien crystals on a newly explored world or magic crystals in a cavern deep underground. I'll have to keep a few bases and cut stirrer pieces around for the next time I have a little leftover milliput.

Sunday, October 7, 2012

Half Price Books Finds #1 - Four AD&D Modules

My latest score from Half-Price Books: four AD&D modules from way back when. All in pretty good condition.


S2: White Plume Mountain. Go into volcano dungeon, kill things, get past traps, and take stuff.

I2: Tomb of the Lizard King. Find source of evil, go to source of evil, and try not to get killed by source of evil.

C2: The Ghost Tower of Inverness. Go into dungeon, kill things, get past traps, and take stuff.

Q1: Queen of the Demonweb Pits. Go into extra-planar space dungeon, kill things, get past traps, and wonder why invading the lair of Lolth ever sounded like a good idea.

Now, as the name of this blog suggests, I've been gaming for awhile. Modules like these were among my first gaming products. I've parted ways with many gaming books over the years. Some got lost during moves. Others were sold off during lean times. Purchasing nostalgia items like these modules is a chance to reconnect with my earliest days as a gamer. It's a luxury that I've come to relish.

Of these four modules, C2: The Ghost Tower of Inverness is the only one that I owned previously. I missed out on the others the first time around, but I'm familiar with them from other sources. I'm looking forward to reading them. Maybe I'll get the chance to run a couple of them in the First Edition game I started recently.

Of course, I don't think I'll be able to convince them to take on Lolth on her own plane of existence.

Saturday, October 6, 2012

Tectonic Craft Studios 30mm Bases

It's always nice to have a little something show up in the mail. Last week, for me, it was a set of 30mm round miniature bases from Tectonic Craft Studios. All of their bases, terrain, and other game aids are made from laser cut MDF. Tectonic Craft Studios got started early this year when they ran a Kickstarter to raise funds to buy their equipment and get things rolling.


For my very modest pledge of $3 USD, I got twenty of these bases. I opted for four different types, Gangplank (lower left), OrthoGrid (upper left), Diamond Tread (upper right), and Cobblestone (lower right). I already have plans for some of them. The rest will likely get used up when the Reaper Bones Kickstarter miniatures show up next year.

I had a very positive experience with Tectonic Craft Studios and their Kickstarter. Updates came often enough to show their progress and I received exactly what I requested on their survey. These bases are a clear demonstration of their commitment. Going from funded to shipping product in a matter of months is not something every company can achieve.

It doesn't look like the Tectonic Craft Studios is taking orders on their website yet. But I'll be keeping on eye out for when they do.

Tuesday, October 2, 2012

Matchbox Finds for 15mm #2

All of the models below are part of Matchbox's Real Working Rigs line.

Abrams M1A1 Tank



The level of detail on these models is outstanding. A more realistic paint job and they fit right in on the tabletop. The scale may not be an exact match for 15mm, but it is close enough to work.

I've picked up a total of four of these models over the past few months. Two are the gray/blue/black scheme seen in the pictures. The scheme actually looks pretty good, but I could do without the “United Alliance” markings. The other two were part of Mission Force packs and had a hideous black and green paint scheme. Even worse, the paint was thick enough to obscure the details of the models. I've already stripped one and the other is going through a long soak in Simple Green. I'm thinking about a jungle green scheme might work well over the green plastic pieces.

Stryker M1128 MGS



These are based on the real world Mobile Gun System version of the U.S. Army's Striker. The gun in question is a 105mm cannon. My understanding is that the vehicle was designed for situations calling for a large bore direct fire weapon, but not the tank that usually comes with it.



The detailing is excellent, but the models are a little too large to be in scale with 15mm. That's fine with me, since I have no plans to use them in a modern game. These will likely end up being repainted for sci-fi wargames like Tomorrow's War. They have the right look to be convincing as tank destroyers or in an infantry support role. Unfortunately, placement of the cannon and the fact that the rear hatch opens to a blank panel makes using one of these models as a troop carrier problematic.

Tracked Missile Launcher



As far as I know, this model is not based on a real world vehicle. Most of the large missile launchers that I am familiar with are wheeled rather than tracked.

The model is nicely detailed, although there are some mold lines on the plastic missiles. This model will likely see use as an objective in sci-fi wargames. A planetary defense force would be wise to keep some of its missile launchers mobile and in the field to survive a surprise attack The missiles are big enough to convincingly threaten a large target – like part of a planetary invasion force or the ships that deployed it.

Saturday, September 15, 2012

The Workbench #5 - Alien Plant Terrain


These were the results of a couple of experiments in terrain making. The goal was to some "scatter terrain" useful for sci-fi miniature games. The terrain had to be small, inexpensive, and within my current skill level. It also had to work with both 15mm and 28mm scale miniatures.
A little research introduced me to the idea of using drinking straws as the basis for alien looking plant pieces. TerraGenesis has an article covering the basics and Miniwargaming has a video demonstrating the techniques involved.

The above links do a fine job of describing the idea and the process. I see no real need to repeat the details here, so my descriptions will mainly focus on where I varied from the sources above.

Manufacture:

I used a candle as a stationary heat source to deform the straws. A word of warning about this step - it uses an open flame to melt plastic. Do it in a well ventilated area with a bucket of water nearby. The plastic can get plenty hot even if it doesn't liquefy enough to drip down on your hands.

Assembly:

I reshaped a pair of flat wood pieces with a craft knife for the bases. Next, I mixed some Milliput to use as mounting point for the straws. The Milliput was pushed down on the wood bases to form small mounds. I pushed the straws far enough into the Milliput to provide firm support.

Painting:

The undercoat was some black spray paint left over from another project. The coverage was not perfect, so I watered down some black craft paint to cover up the bare spots. I paid particular attention to the areas where the interiors of the straws were exposed.

The base coat was a couple of layers of thinned down dark green craft paint. I drybrushed on some lighter green craft paint to serve as highlights.

Basing:

I applied some watered down PVA glue to the base and over the Milliput and covered the glue with sand. Next was a watered down mix of brown craft paint and PVA glue to color and further fix the sand into place. Finally, I drybrushed some linen craft paint over the sand.

Results:

These pieces look like they should work well as sci-fi scatter terrain. They were simple to make and the costs were very reasonable, especially since I had some of the materials on hand already. As the picture indicates, they look convincing with different miniature scales.

Monday, September 3, 2012

The Workbench #4 - Alternate Energy Scenery from Scene-A-Rama



These were a lucky find in the local Hobby Lobby's clearance section. I had previously passed them up at full price, but a few bucks off made them worthwhile. I wasn't the only one to think so. Every other Hobby Lobby in the Austin area has been sold out for awhile now.

These models are made by Scene-A-Rama under their Scene Setters line. Each package comes with two windmills and two solar panel arrays. The windmills are are roughly six inches tall and the solar panel arrays are about an inch in height.

These models are largely scale independent, although I did have 15mm in mind when I purchased them. They can be an objective for a sci-fi game on a distant colony world. Destroying or capturing the power generation for a small colony or outpost is a realistic mission for an attacking force. Alternately, they could just be terrain to add some flavor to a board.


Ambush Alley Games uses these models for their Tomorrow’s War demos, as seen on their Facebook page. They can also be seen in the Tomorrow’s War rulebook on page 103.

Assembly was straightforward. I used plastic cement to attach the pieces and gave it a day to cure. The windmill blades could either be glued down or left to move freely on the shaft. I left them free to spin.

The bases that came with the windmill models were too small to be stable enough for a gaming table. I fixed the issue by gluing the original bases on larger plastic bases. Then came the sand and a watered down mix of glue and brown paint to hold the sand in place and give it a base color. After it dried, a quick drybrush with a linen acrylic craft paint finished things up.