Saturday, November 21, 2009

lolshat

Wednesday, November 18, 2009

Correct me if I'm wrong but are you asking for a challenge?


Found on the internet.

Tuesday, November 17, 2009

Filling Billets 2

Today I'm continuing my attempt to hire a crew for the Leviathan, the merchant cruiser appearing in the Traveller module of the same name.

2nd Officers

Position 07: Computer Officer

Navy 107*
Scout 67, 100

Suprisingly I could find few characters in the right Rank range qualify for this gig. The Naval character also qualifies for the higher-ranking Chief Gunner position. I wonder if offered this lower position instead of Chief Gunner, would that character take the assignment but resent it?

Position 08: Purser (NPC)

The ship's purser is the highest ranked company agent on the vessel and as such the command crew gets no choice in filling this billet. In the module it's explicit that the company people on the ship are present to prevent the PCs from skipping with the vessel. As an alternative idea, one could fill out the company slots with the PCs and start the campaign with them having to mutiny against the captain to prevent him or her from stealing the ship! A nasty firefight could leave the ship seriously under-crewed for the long trip home.

Position 09: Boat Deck Officer

Navy 61*
Other 63, 82, 90 94
Sailor 8
several Doctors
Bureaucrat 18, 23, 26*, 33
Scientist 14, 19, 26, 29, 36

Based upon the qualifications (Admin-1, Computer-1), this looks like mostly a desk job managing the ships complement of small craft. The Navy dude and two of the Scientists also qualify for the much more prestigious Exec Officer billet, so you might be able to put a back-up X.O. in this spot. My sense of humor can be very simple at times and the thought of a surface navy Sailor working as the Ship's Boat officer amuses me to no end. Make sure someone explains the concept of vacuum to that guy!

Position 10: 2nd Pilot (NPC)

No point in the purser seizing command of the ship if he doesn't have a loyal pilot to steer it back to port.

Position 11: Navigator

Navy 27*, 31*
Scout 16, 67, 96, 100
Scientist 4, 40

The two scouts who qualify as Computer Officer above also fill out this billet.

Position 12: Shuttle Pilot

Navy 21, 31*, 50, 53, 58*, 61*, 106
Scout 1, 2, 3, 4, 5, 6, 8, 12, 16, 18, 20, 22, 25, 28, 30, 31, 33, 36, 38, 40, 45, 47, 48, 53, 55, 57, 58, 59, 62, 66, 67, 71, 72, 73, 75, 78, 84, 88, 92, 94, 95, 96, 100, 101, 102, 103, 105, 107, 110, 114, 115, 116, 118, 120, 123, 125, 128, 129, 130, 132
Merchant 5*, 15*, 21*, 37*, 46*, 47*, 54*, 57*, 63*, 69*, 80, 91*, 113*, 131*, 134*, 135*
Other 1, 7, 9, 19, 21, 32, 39, 41, 79, 87, 88, 90, 97, 107, 118
Pirate 9, 16, 37
Belter 2, 6, 7, 31, 34
Flyer 30
Noble 8, 11, 13, 15, 21, 23, 28, 40

The primary qualification of this billet is Piloting-1. In a game about spaceships, that's a pretty common skill. Personally I like the idea of hiring a Belter for this slot. The odds of successfully navigating an asteroid field may only be 3720 to 1, but these folks spend years there! Navy officer #61 makes another appearance here. Exec officer, the boat deck, shuttle pilot: Is there nothing this guy won't do to get onboard this ship?

Incidentally, this is where I would expect the PCs to get sick of recruiting. When 60 Scouts (Quickie adventure seed: Why are there so many out of work Scouts in the area?) and 55 other people show up to interview for the Shuttle Pilot job, it's time to ask the referee if we can hand waive the rest of this and get on to the space adventure. "Sure," says the ref with a grin, "I'll take care of the rest of the crew. I love the prospect of getting to pick out the doctor who puts you back together after laser shoot-outs."

Position 13: Surgeon

Army 12*
Scout 37, 57, 62, 99, 112
Merchant 21*, 59, 74, 131*
Other 4, 75, 112, 117
nearly any Doctor
Noble 30
Scientist 8

Obviously the Doctor career path from Supplement 4 gets big play here. But I'm curious about the Others, the Noble and the Scientist that qualify for this billet. Why did that Noble go to medical school? And why would he or she be trying to get onto a ship heading away from civilization? Are the Others back alley quacks who happen to be pretty good at what they do?

Position 14: Second Engineer

Navy 65
Scout 17, 61, 64, 77, 125
Other 91, 133

Scout 64 is the guy in the kilt from last post. Since's he's the only candidate for Chief Engineer, I doubt he's going to end up as 2nd Engineer. And as the only qualified Chief Engineer available, my guess is that he would respectively inform the captain and X.O. that he will hire his own engineering department and they can mind their own business. I'd look for the engineer department to be scout heavy on this cruise.

Position 15: Second Gunner


Navy 18, 107*
Scout 4, 18, 21, 28, 42, 54, 69, 74, 90, 92, 110

Navy character #107 is my first candidate for Chief Gunner and I'd pick Navy 18 as the first person to interview for this job for the exact same reason: the Navy shoots people for a living, so why not go to that service for gunners?

Position 16: Master-at-Arms (NPC)

The crewmember responsible for discipline among the ranks is another member of the purser's shadow crew. Given that Traveller spaceships operate somewhat like age of sail vessels, I would expect this character to be one hard ass son of a bitch. In the event that the purser has to assume command of the ship, it's probably this guy's job to detain or eliminate the captain.

I'll tackle the 3rd Officers of the MSS Leviathan later in the week. You may get a Mutant Future session update before them.

Happy Life Day!

Monday, November 16, 2009

Filling Billets 1

I've talked about the Traveller adventure Leviathan a couple times before. The eponymous spaceship flown by the PCs in this module has a full complement of 55 officers and crew, making it a much bigger affair than the Millennium Falcon level operations in many outer space RPGs.

An assumption behind the adventure is that the PCs will fill out the top officer positions and then hire on the rest of the crew themselves, aside from a handful of positions that are to be filled by personnel from the company that owns the ship. Each job on the ship is given a position number and a list of qualifications. For example, the Captain of the vessel must have the skills Administration-1, Computer-1 and Pilot-1, while the two Cargo Handlers require Vacc Suit-1, Strength 8 and Endurance 7.

The other limiting factor is rank. You generally need someone with a first officer rank to fill a first officer billet. In the case of a Leviathan-class merchant cruiser, the assignment is prestigious enough that you can convince a recruit to accept a demotion of one rank to secure an assignment. So an ex-admiral might take the captain's slot, while you have a chance of convincing a captain to serve as a first officer, etc.

The module points the referee towards two Trav supplements, 1001 Characters and Citizens of the Imperium, for pregenerated crewmen. I've often wondered how easy it would be to crew the Leviathan with the NPCs from these two books, so I've decided to find out. Today I'm going to look at the First Officers of the vessel and see if I can fill those spots from the two supplements.

Position 02: Captain

Other 107

I was surprised to find exactly one NPC who could fill this billet. The Navy and Merchant NPC lists have plenty of captains, but none of them qualify for this assignment. Merchant #94 is a captain with 2 out of three required skills and Jack-of-all-Trades at a whopping level 5. I'd trust that character with the assignment, but only Other #107 actually has all three required skills. Which means the only qualified merchant cruiser captain has no Navy or Merchant service experience. Weird. Incidentally, another interesting candidate for this assignment is Other #58, whose only skills are Computer-5 and Forgery-3. Imagine a group of junior officer PCs, halfway into their voyage through unknown space, discovering their captain is an unqualified fake!

Position 03: Executive Officer

Navy 61
Bureaucrat 38*
Scientist 26, 36

If I was Other 107, I'd probably take a hard look at the Navy character to help maintain a disciplined ship. At first I thought employing Scentists anywhere on the roster would be odd for a mercantile venture, but the Leviathan is meant to explore new markets. In fact, the module calls for four company scientists to be carried as passengers, to help analyze data found during the voyage. A few more on the payroll might not be a bad idea, though maybe not as X.O. The Bureaucrat would be a fun choice from the ref's point of view, assuming the recruitment roll is made. Assume he worked a straight corporate desk job up until this point and you basically have Hermes from Futurama as second-in-command of the ship.

Position 04: Pilot

Navy 58
Scout 3, 18, 53, 55, 59, 66, 75, 84, 88, 116, 125,
Merchant 8*, 12*, 27*, 47, 56*, 81*, 89*, 122*, 126*, 132*
Pirate 9, 16

A crapload of Scouts qualify for this slot because all Scouts get at least one rank of Piloting skill. Most of the Merchants that qualify would have to agree to a demotion. Either of the pirates could be applying with fake credentials their pal Other #58 cooked up for them. One of them might be trying to go straight while the other one has mutiny on his mind. Or maybe they're just working stiffs who happen to have worked on private warships carrying letters of marque.

Position 05: Chief Engineer

Scout 64

Over a thousand NPCs to pick from and only one guy qualifies for Chief Engineer. Clearly Scout #64 wears a kilt.

Position 06: Chief Gunner

Navy 107
Scout 68, 89
Other 1, 136

Five candidates iseems reasonable. Twenty plus possible pilots looks like a big pain in the ass, while one captain and one engineer applicant would worry me if I was the money guy planetside. My gut here is to call in the Navy character for the first interview, since shooting people is sort of what the Imperial Navy is all about.

Normally all these top assignments go to the PCs. Seven pregens are provided for this purpose. But once the PCs are hired on, they're supposed to fill out most of crew themselves. Tomorrow I'll look at the Second Officers and see what the PCs would get to work with.

Saturday, November 14, 2009

So this is cool.

Last time my daughter had a play date with one of her little friends, the girl's mother cautiously broached the subject of her daughter's game group. My wife and I could tell she was very tentative in her approach out of concern that we were anti-gaming nutjobs, which amused us to no end. Amy politely explained that I am, in fact, a pro-gaming nutjob.

So now my daughter is in a game group of little girls who play the Faery's Tale rpg published by Green Ronin. Elizabeth's first session was today and she came back with a brief report. Her character is Sally Buttercup, a pixie with extraordinary luck. Sally and her friends live in a treehouse in a magic forest. Today's adventure centered on dealing with a band of careless hunters who were killing animals for sport rather than food. The party enlisted the aid of a nearby dragon to scare the huntsmen away.

Needless to say, I'm pretty jazzed about this development.

Happy Waxnerday!


Gameblog reader Roger sent me a link to this pic of the recent opening of the Captain Kirk figure at Madame Tussaud's.

Friday, November 13, 2009

Designing the Ultimate Treehouse

Creating characters for RPGs is a lot of fun, but sometimes I think PCs should be allowed to create something bigger than themselves. The original RPG example is the player of a high-level PC sketching out the plans to their castle and detailing their minions, but there are other possibilities. Here are a few of them, off the top of my head:
  • Designing your own custom spaceship in Traveller.
  • Imperator and Chancel creation in Nobilis.
  • The point-build superspy agency rules in Ninjas & Superspies.
  • Giant robot creation in Mekton Zeta.
  • Superhero base creation in the Marvel Super Hero advanced rules.
I know I can't be the only one here who as a kid sketched out imaginary treehouse designs or super-secret headquarters. Letting the players design the above stuff satisfies this juvenile impulse while also giving the players a feeling of ownership and investment in a larger piece of the campaign world. And if you can get the players to design some of these items as a group, then suddenly they all have something in common beyond all being lone wolf psychos with hair triggers.

Thursday, November 12, 2009

I want to be this guy when I grow up.