Saturday, August 10, 2013

Half Price Books Finds #3 - Four More AD&D Modules


The most recent gaming finds from Half-Price. All were in fine shape - no handwritten notes, no stains, and the corners were still sharp. Which made it rather annoying when it came time to remove the price tags. Taking them off also tore off bits of the covers. Even worse, removing the adhesive that the tags left behind also damaged the covers.

Three of these modules are from the Slave Lords series. The entire series of four modules were recently republished by Wizards of the Coast in a single hardcover volume - Against the Slave Lords. I prefer the originals both for nostalgia and for ease of use. Speaking from personal experience, running a dungeon crawl is easier if the map and encounter book are separate and if both can be laid flat.

The Slave Lords series is considered a classic, but does have flaws. I found the first two modules - A1 Slave Pits of the Undercity and A2 Secret of the Slavers Stockade - to be the strongest of the series. Both are straightforward dungeon crawls with challenging encounters and memorable NPCs. A3 Assault on the Aerie of the Slave Lords suffers from being two very different adventures leading to a foregone conclusion. In the first part of the adventure, the party has to infiltrate the Slave Lords' stronghold. This is a interesting change from plowing through monsters and traps. In the second, the stronghold funnels the party through a deadly set of encounters only for the party to end up captured through the use of a deus ex machina. This renders the party's previous efforts moot. If the party is going to end up captured no matter what they do, why bother spending all that time running through the stronghold? On a meta level, the capture is necessary to set up the next module in the series, but that isn't a satisfying reason for many players. A4 In the Dungeons of the Slave Lords starts up with the party thrown into a dungeon with none of their equipment or usual selection of spells. Taking away their hard-won cool stuff in a game that is based on killing things and getting their stuff is guaranteed to annoy players. The challenge is for the party of use their limited resources to escape the dungeon. Confronting the Slave Lords and getting their stuff back is possible, but not automatic.

The other module is D1-2 Descent into the Depths of the Earth. It is part of the series that starts with G1-2-3 Against the Giants, continues with D3 Vault of the Drow, and ends with Q1 Queen of the Demonweb Pits. This series was critical in introducing the Drow and the Underdark to D&D lore. If I ever manage to get a copy of D3 Vault of the Drow, I will be able to do something I never got the chance to in the old days - running a party through the entire series.

Sunday, July 28, 2013

Painting By Numbers #6a UPDATE - Second Shot at Sarah Blitzer, IMEF Sniper

"You want to know why I slugged that guy? I literally just stepped off the dropship after a week in the bad guys' backyard. What's the first thing I see? Some numbskull with a microphone and his pet camerabot in tow. He wanted to ask me some questions. They wanted me to take a few minutes to pretty myself up for the camera. Right. There wasn't an inch of me that wasn't covered in dust, dried mud, and old sweat. I stank. The nap I took on the trip up was the first good sleep I had since the mission started. I had been gulping down prepackaged field rations in between moving, avoiding detection, monitoring targets, calling down strikes on anything that looked expensive enough to be worth breaking, and taking the odd shot at anyone stupid enough to present a target. I wanted a shower, a nap, and a hot meal."

"Of course I punched him. No, the camerabot didn't get the shot. It was too busy laughing its tin head off."

- IMEF Staff Sergeant Sarah Blitzer, Deep Space Carrier Decatur (SCVN-2814)


I've painted this miniature before, but wasn't happy with the results. Fortunately, it's easy to remove paint from a miniature with Simple Green, a little time, and a brush.

This time I used a lighter grey for the body suit (Reaper MSP Alien Flesh 09293) while keeping a dark grey for the armor pieces and rifle (Reaper MSP Stormy Grey 09088). The greater contrast prevents the effect from being lost in slightly dimmer light conditions. I also used metallic paint more aggressively on the armor and rifle to suggest wear (Citadel Boltgun Metal).

Some details, including the lenses on the goggles and scope, were picked out in Reaper True Blue (09017) with Reaper LED Blue (09288) as a highlight. Again, the goal was greater contrast than on the original paint job.

I tried various things with the face, but settled on a mix of Reaper Tanned Skin (09044) and Reaper Fair Skin (09047) with a wash to bring out details. Painting eyes is just something I haven't mastered yet.


Overall, I like this attempt better than the first. The greater contrast between the different parts of the miniature brings out more the details. The contrast also has a neater appearance. It all adds up to a better expression of the concept.

Incidentally, I did take a few minutes to compare this miniature (Reaper Chronoscope 50274) with the Bones version (80021) released as part of the Reaper Bones Kickstarter Vampire Box. The Bones version comes with an integral base resembling metal plating. The detail on both miniatures are comparable, but I think the metal version looks a little crisper and better defined. That said, I'm not sure if the differences really matter once the miniatures are painted and on the tabletop.

My current plans for the Bones version of Sarah is to match her with the rest of the IMEF Marines included in the Vampire Box. This will allow them to be fielded as a squad. Right now, I'm thinking of a primary color like blue or red for the armor rather than grey.

Saturday, July 27, 2013

Learning Experiences, Case #3a UPDATE - Reaper Bones Werewolf (77009) "Rolf"

Shortly after receiving my Reaper Bones Kickstarter rewards package, I figured out the following:

  1. That's alot of miniatures.
  2. I need to find out more about how to work with the material Reaper uses for the Bones line.
  3. My Reaper Bones Werewolf needs a bath in Simple Green.
  4. My Reaper Bones Werewolf also needs a name so that I don't keep typing "Reaper Bones Werewolf" when writing these posts. I gave "Worf" and "Shaggy" careful consideration, but decided on "Rolf" for now.

Regarding point #2, there is a vast amount of information available about working with the Reaper Bones line. Unfortunately, much of it is contradictory. Different people have different experiences with the same techniques. Many folks report good results from painting directly on the surface. My own experiences convinced me of the need to prime first. The trick is to figure out what to use as a primer.

On point #3, Simple Green worked fine on Rolf. An overnight immersion followed by some scrubbing with a brush took the paint right off. The Simple Green smell took a few days to fade away. I followed up by cleaning the miniature with dish soap and water.

A trip out to the garage revealed that I had a fair selection of spray primers and paints on hand. I decided against my usual grey auto body primer. This was an experiment and I wanted to push the envelope a little.

I settled on a can of Brown Krylon Camouflage Paint. It was left over from another project and I had no other plans for the rest of the can. The stuff is supposed to work on "most plastics, PVC, hard vinyl, ceramic glass, wood, metal and wicker". Given that Bones is a soft vinyl, I wasn't sure about what the results would be.

After waiting for a lower humidity day (sometimes tough to find during a Texas summer), I hit Rolf with the Krylon Camouflage Paint. The spray flowed evenly with no clogs. Two thin layers provided a good basecoat with no gaps in coverage.

Then came the wait. I could see that the paint had dried after 15 minutes, but Rolf was sticky to the touch. Rolf was still sticky an hour and a day later. Rather than abort the attempt, I decided to leave Rolf in an out of the way spot until the paint cured completely.

It took about 3 - 4 weeks until Rolf was no longer sticky to the touch. I not sure about the exact time since I got out of the habit of checking daily.

(I purchased another Reaper Bones miniature while waiting on Rolf as another test piece. Also, I really wanted a purple worm for my next D&D or D&D-flavored fantasy game. I'm experimenting with some alternate techniques with that miniature. More on that project once it's complete.)

Rolf still lacks the smooth feel of a completely dried coat of paint or primer. There is a faint tacky sensation when handling the miniature. Still, this is a vast improvement over a few weeks ago.

Rolf's coat is also shiny, which would be fine for a real canine, but is odd for a layer of flat, non-reflective paint. The shine and the long curing time suggests some kind of reaction between the Bones material and the Krylon paint.

It doesn't come out well in this photo, but look closely and you can see the shine.

At this point, I'm not recommending using this technique. Although the brown does produce a rich basecoat, the long drying time is not really practical. I might put some paint over the Krylon basecoat sometime in the future, but Rolf was pushed back in the project line during the wait.

Sunday, July 7, 2013

Ashen Stars - Three Unofficial Reasons Behind the Boogey Conundrum

The Boogey Conundrum is part of the background of Ashen Stars. The Combine - something like Star Trek's United Federation of Planets - fought a devastating war against the Mohilar The war started seventeen years ago and ended seven years ago. Since then, nobody in the Combine can remember details about the Mohilar Their culture, weapons, language, tactics, and even their appearance is unknown. Trying to recall these facts leads to a state of confusion. Records exist, but accessing those records causes black outs and periods of missing time. Even trying to research the effect itself is problematic. In the end, the Combine just slapped the label "Boogey Conundrum" on the effect and called it a day.

Ashen Stars author Robin D Laws states in the rulebook that the Boogey Conundrum is not part of a metaplot. It is entirely up to GMs and players to work out what it is within their own campaigns. He does offer some suggestions, but no definative answers.

Below are three ideas I fleshed out a little. None of these ideas are official, but certain elements requite a knowledge of the game's background.


Civil War Cover Up

There was never a race named the Mohilar They never showed up with fleets and living weapons, never laid waste to the Combine, and never disappeared. It was all a cover story cooked up to hide a devastating secret - the Combine went to war with itself.

There were always tensions within the Combine. The Seven Peoples had all fought each other at one time or another. Their interests did not always align perfectly. Cooperation had brought great prosperity, but for how long?

How did it start? Perhaps the careful control of the Balla slipped. Maybe the newly developed Cybes were a step too far. Durugh trickery is an easy answer. The ambition and extremism of the Humans, fueled by their boundless energy, may have become an intolerable threat to the other races. The Tavak could have struck at the other races to preserve the Combine before it tore itself apart. Or the Kch-Thk might have just gotten really hungry. In any event, the Combine shattered under the stresses placed on it.

All of the races found themselves fighting for survival. The early war's surgical strikes failed to be the decisive. The middle of the war saw a steady escalation as fleets maneuvered and alliances were forged and broken. By the end of the war, there was only horror as population centers were bombarded out of existence.

At the end of a decade of war, somebody made a deal with the Vas Kra. The cosmic consciousness had watched the conflict with sadness as the once-proud Combine committed suicide. The Vas Kra could not reverse the damage or restore the lives lost - they were powerful, but not gods. What they could do was alter the memories of the survivors. Blame for the devastation would be cast on a race of mysterious invaders. It was hoped that this - and the implied threat of their return - would unite the Combine as it rebuilt.

The Vas Kra knew that it would take almost all of their power to accomplish the task. They did it anyway, becoming the Vas Mal. Their work was imperfect, but good enough to conceal the real reason of the near-destruction of the Combine. Unfortunately, the restored Combine is not as unified as the Vas Kra hoped it would become.


The Mad Gods

D’jellar was not the only Vas Kra to go mad, only the first. More branches of the Vas Kra turned away from the cosmic consciousness to satisfy sadistic urges. The malignancy spread quickly. Soon, the majority of the Vas Kra began to delight in using their powers to torment and destroy.

There seemed to be no defense and no hope as the decade of madness stretched on. Fleets and worlds were wiped away. Countless lives were lost as the Vas Kra amused themselves. The Combine and Durugh formed a desperate alliance, but their depleted forces were helpless against the rampage.

In the end, a way was found to reconfigure the anomaly the Vas Kra used to manipulate reality. It was widened into a gate and a weapon designed to disrupt the energy forms of the Vas Kra was sent through it. The Vas Kra were devolved into the misshapen forms of the Vas Mal.

But the crude weapon had side effects. There was a huge psychic backlash as the Vas Kra fell. The malignancy the drove the Vas Kra mad was itself a cosmic power and found itself devolving with them. Its decade of madness and joy was over, but it would go down fighting. It rode the psychic backlash, ravaging every mind in reach to create a myth. The false story of the Mohilar would serve as a distraction until it could find a way to wield real power again.


The Mohilar Went Home

The Mohilar were rolling over the Combine. The Combine's fleets were pressed up to the wall. Combine worlds burned in the night. Only a little more time and the Mohilar emerge victorious.

Then... they packed up and left.

The Mohilar's armies regrouped, withdrew from the front lines, and boarded their assault craft and transports. The Mohilar reorganized their logistics - dismantling their bases and loading everything up for the trip home. The warships of the fleet guarded the evacuation effort. Slow moving cargo ships joined convoys and turned for the home systems. Nothing was left behind.

The Boogey Conundrum was one of a number of carefully calculated acts designed to slow the Combine's recovery until the Mohilar returned. The bombardment of Earth and the fall of the Vas Kra were other parts of this plan. Leaving some of their living weapons behind was not part of the plan - the Mohilar just couldn't be bothered to gather them all up. A disrupted Combine without the aid of the Vas Kra or even any memories of the Mohilar would be ill-equipped to deal with another invasion.

Why did they go? A military campaign could be called off for any number of reasons.

Politics:
  • Loss of popular support back home.
  • A restless population or civil war.
  • A new set of legitimate leaders who see no point in continuing the conflict.
  • A political process that the leaders of the campaign need to go and participate in.
Weird:
  • A religious rite that must be observed personally every 10 - 15 years.
  • Some biological cycle that has already been delayed for as long as it can.
Practical:
  • Ran out of slave troops and their living weapons weren't considered reliable enough.
  • Ran out of the unobtainium that their technology runs on.
  • Ran out of royal jelly for their queens.
  • Ran out of money.
Whatever the reason, the Mohilar left. But they'll be back once they deal with whatever caused them to leave. And the Combine won't be ready.

Wednesday, July 3, 2013

Reaper Bones Kickstarter Update - A Package from Reaper Appears!

I've got some updates on recent projects to post. Later. Expect them over the course of the next week or two. Right now, a major new project showed up at my door yesterday.

I'm gonna need more paint.

Sorting everything included in my Reaper Bones Kickstarter rewards package took about three hours. Checking what I received against what I ordered revealed one missing miniature out of about three hundred. That's not something I can really get worked up about, all things considered. More importantly, all the multi-part figures were complete. Everything went into labeled bags for easy retrieval later.

Now I've got to make some plans...

Sunday, May 19, 2013

Learning Experiences, Case #3 - Reaper Bones Werewolf (77009)

The latest update puts my package from the Reaper Bones Kickstarter sometime in July or August. Maybe. Some folks are really unhappy with that. Me? I'm looking on the bright side. At least my Vampire box plus add-ons won't show up while I'm away on my June vacation. And I'll have more time to knock down my project backlog.

One of those projects is slapping some paint on a Bones miniature to see how things work out. Word from Reaper is that primer is not needed for good results on Bones. The vinyl material, once cleaned with soap and water, is supposed to bond effectively with undiluted acrylic paint.

Before painting. Kind of hard to see the details on the miniature.

I tried that awhile back. After leaving the paint to dry for a couple of days, a close inspection revealed some patchy spots in the paint. A few light scratches with my thumbnail and the paint came right off.

I wouldn't call that a success. Although I now know that Simple Green works as well as it does when stripping a metal miniature.

These are the results of my second attempt. Clean miniature. No primer. This time I was using craft paint. It was a little thick, so I did use some flow improver in it.

First basecoat. Note how the paint brought out the details and the lack of paint on the raised areas.

The first basecoat flowed nicely over the miniature. Note the details that are difficult to see when the miniature is still unpainted. Unfortunately, the paint acted more like a thick wash than a basecoat. The paint
flowed off the raised areas, leaving them lightly stained or white.

I mixed the second basecoat thicker than the first. The coverage was better, but not even.

Second basecoat. The coverage is better, but there are uneven patches not obvious from the photo.

The worst was when I returned to the miniature a day later. I noticed some patchy areas similar to my first attempt to paint the figure. Some light scratching confirmed my suspicion - the paint came off easily. See the white area on the ear? It's not a reflection, it's where the paint came off. The paint job would not have survived normal storage, much less wear and tear on the tabletop.

Looks like the werewolf will be getting another bath in Simple Green. Next time, I'm hitting it
with some spray primer and going from there.

Tuesday, April 30, 2013

Ashen Stars - Dead Rock Seven




Recently ran another Ashen Stars adventure.

Got mixed feelings about it.

The adventure in question is Dead Rock Seven, from the adventure collection of the same name. It wasn't my first choice. I planned on running the group through the adventures in the collection in order, but ran into issues with the first adventure - The Pleasure Bringers. The noir feel that it tries to evoke fell flat for me. Also, The Pleasure Bringers is set on a pleasure planet with human male-oriented descriptions of what pleasure is. Kind of problematic for a player character group of two female humans and an insect-like male. After wrestling with the amount of rewriting it would take to make it work for our group, I set it aside and went looking for a better option. Dead Rock Seven seemed promising. It starts with a murder mystery and takes place in a remote asteroid mining outpost. Best of all, it has a pretty straightforward structure.

I know what you're thinking. "This is the part where I read about how it all crashes and burns." And you would be wrong.

There were, however, a couple of near-misses.

The are several NPCs in Dead Rock Seven, which took some getting used to on my part. These weren't just "stay in the background" NPCs either. They all had things to relate to the player characters. Of the eight NPCs in the adventure, I only managed get six into play. One got himself killed before meeting the player characters. The other never got on stage at all, but did get a mention here and there. Of the six that got screen time, one got dropping from a potentially major role into a bit part. The five remaining NPCs did get good scenes interacting with the player characters. This points to an area that I need to strengthen as a GM. I generally don't have more than three or four "speaking role" NPCs in an adventure.

Keeping the game going was a challenge. Our group tends to be goal-oriented problem solvers with a strong tactical sense. They nearly short-circuited the adventure by driving straight for the solution. This would have left them without information they needed to resolve the climax. I reacted by throwing in a couple of things from a little later in the adventure to slow things down enough to get the information in the player character's hands.

Keeping the game short was also a challenge. Ironically, after stretching out the adventure a but, I had to shorten the end and cut short the after game wrap up to finish at a reasonable time.

Our group is starting to settle into Ashen Stars. The players are adapting elements of their more tactical play style to an investigative game. We're all still climbing the learning curve, though.

There was some good background bits presented in Dead Rock Seven that I would like to see expanded a little. The outlaw planet presented in some of the NPCs' backgrounds sounds like a good place for some player characters to find trouble.

Overall, our group is having fun with Ashen Stars. The differences between it and other games make it interesting, but also add to the difficulty of picking it up. I'm still struggling with it, but I can't put my finger on why.

I'll have to put some thought into it.

Sunday, April 7, 2013

Magnetic Vent Covers - A Revised Storage Solution for 15mm Miniatures

New fix for an old problem.

Old fixes sometimes stop working. It almost always happens at the least convenient time. Like when other things are demanding attention and money.

This time around, the old fix was the storage solution for 15mm miniatures I settled on awhile back. With my collection of painted 15mm metal men growing nicely, I needed more storage space. "No problem," I thought, "I'll just throw together another container and move on to the next project."

The first sign of trouble showed up when I inspected the container I magnetized earlier for reference. The strips of magnetic material showed clear signs of damage. Even the limited wear and tear from figures coming loose and bumping into the edges was enough to cause chipping. This sparked some concerns about the durability of the material.

My concerns grew deeper when I took the roll of magnetic material out of storage. It was even more damaged. Granted, I look through my storage bins fairly often, but the roll was placed to avoid knocking into anything else.

Curses!

Worse, when I started to cut strips of material off the roll, I found that the stuff would not uncurl. Even laying the strips flat overnight under some books was not enough to remove the curl. I tried using the strips anyway, but they would start curling up in the container. Even gluing them down with super glue failed to combat the problem.

In the end, I had to start over from scratch. Researching a new fix was not something I wanted to spend time on, but I was out of options. I had to find a solution that would fit into a limited budget and would avoid the wear and curling issues.

I found out about magnetic vent covers after a little time with Google. This stuff is normally used for sealing up unused metal vents in a central air system. A set of three 8x15 inch sheets is less than $5 (US). Cheap enough to justify picking up a pack to experiment with while keeping other options open.

Sheets cut to fit.

The material comes in smooth sheets. One side is colored white to blend into walls. The business side is a dark brown. It cuts easily with a good set of scissors.

Seems to be working alright.

Multiple layers are ideal. A single layer produces a fairly weak magnetic field. 15mm miniatures based on steel washers will tend to slide around and come loose. Laying down additional layers on top of each other increases the magnetic attraction, but the sheets have poles like any other magnet. Laying down a sheet in the wrong direction will weaken the overall strength of the magnetic field. A little trial and error is enough to work out the best placement. As a bonus, the additional layers do not need to be glued down. They stick to each other on their own.

Overall, this looks like a winner. It is as effective as any other fix I have seen. The cost is very modest. And, since the sheets are easy to cut, it is simple to customize to fit the container I have available.

Monday, April 1, 2013

Matchbox Finds for 15mm #3

Sky Scorcher


An aggressive looking attack helicopter, part of Matchbox's Sky Busters line. The design is well suited for a near future setting. The weapons load out is impressive - missiles, rocket pods, and twin chin guns. The scale might be better suited for 10mm than 15mm judging from the two seats in the cockpit. My plans are to use it to represent off-board air support for games like Tomorrow's War. It looks pretty good right out of the package. I might not even bother with a complete repaint. Covering up the markings, a quick wash, and touching up some of the details might be enough for the tabletop.



Blade Force


I couldn't resist picking up this cargo helicopter with the Sky Scorcher. It's also part of the Sky Busters line. The overall look fits in well with the Sky Scorcher and some of my other Matchbox aircraft. Not visible in the picture is a cargo hook between the rear landing gear. This piece is not likely to see much use on the board except as an objective parked on a landing pad. Of course, a scenario where cargo has to be moved off the board using this as model might be workable.



SWAT Truck


A fairly generic looking armored truck, not based directly on a real world vehicle as far as I know. A repaint in a more realistic color is definitely required before these pieces hit the table. They could be handy as battlefield taxis or vehicles in a civilian security force. Adding a weapon to the top would complete the look.



Oshkosh M-ATV


This little guy is based on a real world vehicle. The long version of the name is the MRAP All-Terrain Vehicle. MRAP itself stands for Mine Resistant Ambush Protected. Basically, its a utility vehicle armored against the kinds of conditions found in recent conflicts. The top is almost ready-made for a support weapon. There is some nice detailing, but much of it is obscured by the paint job. The doors make it a little small for 15mm modern, but a repaint would make it well suited for 15mm sci-fi gaming.



The Bat


This is obviously a licensed product. Part of the Sky Busters line. The tiny seat in the cockpit looks like a very tight squeeze for a 15mm figure, but covering the canopy with paint will go a long way in concealing the scale.. A repaint could turn it into an alien gunship or armored anti-grav vehicle. The main reason I picked these pieces up was to make up for my current lack of alien vehicles. I'll have to keep an eye out of suitable flight stands.

Saturday, March 30, 2013

Ashen Stars - The Witness of My Worth



I ended up spending a fair amount of time looking for a good starter adventure for Ashen Stars. The demo offers up a taste of what the game is like, but I didn't want to kick off the campaign with it. I bought and read all the Ashen Stars adventures available to date. They were good, but not as jumping off points. I considered writing an adventure, but I didn't feel confident enough with the system. In the end, I sheepishly decided to run the adventure provided in the core book.

Yeah, I know. Core book adventures tend to be mediocre. Writing for a group that is, naturally, unfamiliar with the game means keeping things simple. The need to introduce game concepts and mechanics overshadow the things that make for a memorable game. Cunning plot twists and strong NPCs might take away from the process of learning how the game works. These assumptions, based on long experience, were why I initially didn't even consider the one in Ashen Stars. I changed my mind after reading through it while looking for ideas.

Oh, right. Robin Laws wrote this. Maybe I should have picked up on that particular clue a little sooner.

"The Witness of My Worth" did the job of introducing Ashen Stars without feeling like there were training wheels attached. The multiple ways through the adventure gave the players meaningful choices. The plot, based firmly on space opera troupes (specifically Star Trek), kept the players engaged throughout the session. Important elements of the setting were presented in a way that did not interrupt the flow of the action. Mechanics were introduced without feeling forced. The group felt challenged by a "real" adventure rather than going through "AS 101: The Keep Along the Borderspace."

The players initially had trouble getting into the mindset of an investigative game. While there are events moving in the background, there is no GM directed story to sweep the player characters along a predetermined course. It requires player characters to assert themselves over the adventure and drive it forward. Simply reacting to events doesn't work. They have to ask questions, get answers, and use those answers to determine their next step.

Likewise, the GM has to be willing to give up some control to the players. Ashen Stars is neither a railroad or a sandbox. It hands the GM a road map, shows the road signs to the player characters, and lets the players decide between the highway, the back streets, or the shortcut through Albuquerque.

I was surprised to blow through the whole thing in one session. I expected to run it in at least two sessions, since the group tends to give out after three hours. The desire to find that next piece of the puzzle kept the players going until the climax. The need to solve the mystery kept them going to the end.

We're all looking forward to the next time.