Savage Times Sometimes Call For.........

So, once upon a time, I wanted to run two core TTRPG system families.

A grounded and realistic system and a pulpy, tabletop and fun system.

Kind of a Yin and Yang dynamic.

The main group was the D100 family, which included at the time a ton of Call of Cthulhu 4-6e, BRP’s Big Gold Book with tons of bits, Mythras/Legend and friends, Delta Green etc. This would handle serious, realistic and grounded games. It grew and is still growing.

Almost enough.

The second system was the foil to that, the true alternate, the mood and play style switch-out when the need took me. It was Savage Worlds Explorers edition Deluxe (SWEx-D?). I had lots of it and some older stuff that was more or less compatible. It was pulpy and lean, complete with exploding dice and character “squishiness”.

My favourite element of the system is the clean sub systems for almost anything. With minimum fuss it could handle, often in slim volumes, the things that make genre like Sci-Fi or Supers games different.

D100 games can also, but with more system weight and less of a feeling of a pulpy, semi-table top game. D100 games tend to change as they handle specific genre, SW basically does not.

I must admit, I never really clicked with it, because I felt the system makes more sense when you play it than read it, so some elements did not sit right with me without a solid playing group. These have been addressed in the new SWADE edition either directly or with acceptable options.

I also prefer D100 or D6 mechanics on the whole.

I like how D100 rolls are effectively game invisible, just a roll, nothing too complicated and D6 rolls are of course the most familiar, but a change is needed or wanted sometimes.

I have a very long and complicated relationship with dice mechanics. I like clean and logical systems, tend to avoid overly “clever for their own sake” systems and ones that hero their “thing” over narrative game play. Dice, cards etc a just a tool for game outcomes. SW manages to have an inoffensive balance of mechanical simplicity with added clever elements, while still being very different to D100.

Between the two families they covered most genres that interested me, almost mirroring each other and on occasion, like the 1e Achtung Cthulhu books for example, could use either system (CoC 6e, SWEx-D).

Ancient Rome, space opera, hard sci fi, high fantasy, low magic fantasy, normal, super natural, super hero, Cthulhu horror, regular horror, western, weird western, pirates, weird pirates, you name it, they both offered something in each space, usually differently and often one genre fit one system better, but not always.

SW got dumped at a time when I needed to rationalise. It was always the poor step child of the two, I struggled to connect with it and it was a thinner offering overall. I had even stopped collecting it.

It was also going through its own mild edition war at the time (which got worse with SWADE). I felt one system could do it all and it can, but I also felt there was something missing.

Later, I was compelled to buy SW Pathfinder as it is both a SWADE update and had the (also discarded) Pathfinder 1e feel, complete with the Wayne Reynolds art.

Pathfinder without the layers of cruft or SW focussed on a well liked franchise? Both good, better together.

Two re-found games in one, no bleed, no temptation to grow…….. yeah, right.

I went all in, all the cards, all the collateral, maximum tactile support.

My feeling was, seeing as most of my games these days are introduction or casual games with a casual crowd, this could be a very approachable and user friendly intro to TTRPG’s set.

Even these, which can be replaced by a cheat sheet.

This grew, but within limits of the Pathfinder range only.

There are other considerations though.

The AP below is under a tight licence meaning it must run much the same as the d20 version. This is a shame as SW offers a lot more ways to get things done than the usual attritional encounter economic of DnD.

Instead of a grind with occasional and loose role play elements of a d20 game, SW could truly mix up the play, add benefits and outcomes. The Runelords AP is a good resource, but I will hold off on any more, maybe even getting the much cheaper PF 2e pocket version of Crimson Throne (1/4 the price), as many say the conversion is easy and the play much the same.

I even grabbed the first Adventure Path, helped by the fact I already had the map pack (most of them actually) and some 4e collateral. It is a bit d20 dungeon-grind in play, but that is only if I let it be.

At some point last year, probably a time of weakness fuelled by boredom or/and a good deal, I picked up the new SWADE core book. It survived another clear out (just), got a skim read or two, sat on a shelf and basically took it’s place as “reserved for later, or possibly never”.

One of many generic game systems out there, but becoming one of the main ones.

D100 games can do most things, but sometimes I just want something else, something lighter, something more tactile and table friendly, with less granularity and a pulpier vibe and lastly, an escalating, mixed dice mechanic. It felt ok that it was sitting there amongst my few D100 exceptions, a little under done, but there.

Trying to avoid even more bespoke systems when chasing a “Kids on Bikes” format* led me to pick up SWADE again and it not only filled that niche perfectly, but revitalised my interest in games other than D100. D100 for this genre fit in some cases, like a grounded and low-fi Tales of the Loop game, but the whole 16mm, ET, Stranger Thinks style was too pulpy.

I have to admit, it is sitting better with me this time.

Re-reading the same core rules in the new book just felt like an old friend returned, not a tome of foreign concepts. It was better, more confident and well polished.

I do not want to invest any more time and money into multiple game systems, especially when I usually end up disliking them on some level and do a d100 (or SWADE?) hack.

The Loop/Electric State/Alien series, all with the similar dice mechanics came close, but so many games, so much money and still limited in scope.

SWADE does break my soft “no big glossy hero books that fail to be as perfect as they claim” rule, coming in a nice A5 glossy form, avoiding the pretension of many.

SWADE was a better option in many ways, not the least of which was overall cost and although the core book could do most things I wanted, I was tempted by the potential….

One thing led to several others, specifically being the four companions.

A deal was found which softened the blow a little, the four books coming in at about $250au (down from about $320). Still a lot I guess, but if you compare it to the cost of just the core books for several bespoke systems, it is a steal.

You are not just buying an alternative to a fantasy, sci-fi, supers or horror game, you are potentially buying an alternative to all of them. Sure, every game has it’s own feel and mechanics, but between D100 and SWADE, I have covered the two extremes and the bulk of the spread between.

The big win of course is a consistent system that compliments its other offerings without compromise. Pick a genre or genres, choose your setting rule exceptions and go. A non D100 way of doing the same.

Each book for about the same as the entry point into a base bespoke system, devoid of an anchor and so much more and if you like to do your own thing, tinker, invent, create and blend. It’s a very good place to start.

Can D100 games do pulpy and light?

Yes, but it is a stretch sometimes thematically and often means shifting into a specific sub-system like Troubleshooters or Pulp Cthulhu. Even then, it rarely touches on Hollywood pulp, just less precipitous D100.

Can SW do hard and gritty?

Yes and probably better than D100 does pulpy. It is a lite game mechanically, but can be hacked and made brutal, exaggerated by its swingy-ness. Remove Bennies, the Wild dice, limit exploding dice and it becomes harder, more grounded, nasty even. Some of the spot rules in the Horror Companion are down right gruesome, even by Cthulhu standards.

A real test for SW would be using it for the sci fi/horror games Mothership, Death in Space or Alien, the ultimate “don’t expect this to end well, just quickly” platforms. SW with bennies traded for sanity checks and no wildcard dice might emulate the harshness of Mothership and would likely absorb the stress mechanic also, or with the Horror Companion’s own fear mechanics.

Taking elements from these games, like the art, “fluff” tables and ideas is easy and weightless, so the feel of the games stays intact, the mechanics however, become more consistent and complete.

Looking at some examples.

Kids on Bikes.

SW; Stranger Things, 16 Millimetre, ET, classic era teen angst with complications and “see what happens” stuff, peril being implied, but only an end point.

D100 (M-Space); The Loop, Electric State, The Labyrinth. More serious, contemplative and grounded teen age, peril more up front and real.

Fantasy.

SW; Pathfinder (as made), Mouse Guard (fixes the scale issues), high or weird fantasy or fantasy/supers/sci-fi cross-overs (Marvel Multiverse, Malizan).

D100 (RQ, Mythras/Legend); Normal or weird history, old school revival (Classic Fantasy), The One Ring converted, future history (Dark Tower), low magic and more serious cross-over (Dresden Files etc).

Horror.

SW; Pulpy, over the top or semi comical feel, lite theme “monster of the week” with a sinister twist, like Supernatural, EVIL, Rivers of London (which I have in d100!) even a gonzo take on Mothership or a surprise normal-to-horror game like From Dusk Till Dawn or The Thing.

D100; Dark horror, Cthulhu, psychological or grim like the X-Files, grounded-fragile characters and jaded desperation, like Delta Green, Most Cthulhu, historical horror, Sigils and Signs.

Sci Fi.

SW; Pulpy space opera like Star Wars (have a fan hack), sci-supers cross over (Guardians), KoB cross over, sci-fantasy, themed sci-fi (because it’s easy and comprehensive), like Pacific Rim, Starship Troopers (book or movie), Alien, A Quiet Place, Battle Tech, early cartoonish or naive Trek (TOS/animated), later “action” Trek (Strange New Worlds, Discovery), The Stainless Steel Rat, Electric State (movie).

D100; Hard sci fi like Blade Runner, middle period cerebral Trek (Movies to TNG/Enterprise), The Loop and Electric State (books).

Supers.

SW; Pulpy and street level, most cross over themes, most Marvel. I have four Marvel systems to draw from, none of which I have any intention of playing, but they make a great library for comparing capabilities.

D100; Gritty and dark street level, DC Batman, or Watchmen, very character fragile. Ironically for me, the only supers game I might play is the D20 DC Heroes game (Mutants and Masterminds for DC)!

General thoughts.

SW; for intro or pick up games, mash-ups, loose or open ended themes, rpg-skirmish combinations, one shots, blockbuster tributes, quick conversions and make-as-you-go games. I will avoid specific themed books, using this as my tool kit, “wing it from scratch” set.

D100; for deep campaigns, character driven, fully prepped, low combat-high stakes, grounded and heavily themed settings. This is best when a theme is baked in, but the grounded implication of D100 games adds depth.

*

The last puzzle piece is the table top skirmish side of SW.

It is effectively two games in one, being a table top mini game evolved into RPG territory.

As an example, I was just reading reviews for Five Parsecs from Home, a solo, semi TTRPG/war game, basically a linked skirmish game with back story creation system. Another big expense for a single setting game, which the SW core can probably handle just fine and with even more options.

I find when a non RPG tries to add in RPG elements, there is always added complication and compromise (Gloomhaven, When Nightmares Come, Five Parsecs etc). Some like Captains Chair or Into The Unknown hold more onto the procedural framework of a board game, then get immersive within it, others just bog down.

A true TTRPG just does it better, faster and easier by adding a free form GM dynamic.

I have large collections of Heroclix and Wyrd (Malifaux) figs and have been working on alternate games for a long time to support them. The SWADE Companion’s can so simply give me the skirmish rules I need to do games like Hellboy, Marvel, DC Batman, Martian exploration, weird west, alien or monster invasion etc and at different levels and themes.

The systemic pay-in is about the same as any other single system (like Super Mission Force for supers), in one unified set, with RPG depth.

So, lots of games avoided by committing to one (or two with D100)?

I am truly looking forward to finally getting both feet wet in the SW universe. I know what is coming as I have had it before in some form, but the increased consistency and substance will be greatly appreciated. Nothing is ever perfect, but the SWADE edition is pretty robust and the few glaring annoyances I struggled with have been filed off.

At some point you need to commit, work with what you have, fix what you need and get on with it.

Maybe a Mouse Guard mini campaign, a RQ hack, a Guardians style sci-supers, a Malazan Book of the Fallen or Dark Tower Sci-fantasy far future setting, or maybe something completely different?




*The One Ring, Mouse Guard, 13th Age, Marvel Multiverse, Traveller. I have mostly turned my back on d20 games as, among other things, they tend to be platforms for fights and fights only. D100 games make fighting dangerous, so you go looking for other solutions (i.e. skills) and SW also offers a lot more processes inherently.

**very much grounded in 1980’s hard sci fi tropes.

It Just Keeps Coming, So When Does It End?

So, my “end of this” posts become ever less plausible.

Attack wing keeps popping up and I keep stressing the small stuff.

At last count I have 15 more ships and several card packs coming.

Wizkids had another half price clearance, so I jumped on another original Starter Set, a Blood Oath and To Boldly Go faction packs.

Ebay produced some reasonably priced OP card packs, Kruge’s BOP, Kohlar’s Cruiser, the Reliant and other bits and I got the very last $10 clearances from a local retailer to fill out a number of fringe fleets.

Lots of Excelsior and K’Tinga class in the mix, but they are the bread and butter f the franchise.

I am sitting on a well priced, but still insanely expensive Chang’s BOP, that will cost me close to half what I sold a chunk of my original collection for, including Chang and the Reliant.

This is the breaking point for me.

I will not spend $100au for basically three cards I do not have, any of which I could replace with a glue stick and a little effort (Chang gets a free Echo action and his BOP gets to fire torps and remain cloaked, both easily enough done in other ways).

The completist side of me, rarely denied, is getting put in the corner on this one.

The fact is, there are only so many combinations of abilities available within the scope of the games mechanics and sometimes a few ways of skinning that same cat (sorry cat lovers, figure of speech).

More Klingons generally, have been the key, but hair splitting is not needed.

Klingons never go to waste, especially K’Tinga’s and BOP that can theoretically fit into many periods (TNG/DS9, TOM, TOS, Voyager maybe even Kelvin).

The number of actual Fed ships and some others are getting silly (6 Akira class), but I have plans to make a few “assimilated” Borg versions, using up some of my excess cards, ship multiples and deep cuts.

Is it finally over for real?

I think so this time, running out of room.

Runequest, Do I "Get" It And Does It Matter?

Runequest is being accumulated, maybe even collected.

Collection is of course the lesser of two stages, the bigger and better one is playing it with friends.

For the bulk of my awareness of table top role playing games (TTRPG’s), D&D has held little interest, being the home of the ubiquitous “murder hobo”, game-ish abstraction and over popular fantasy stereotypes I grew tired of a long time ago and Runequest which was too weird by far.

Weird?

Runequest is a curious mash-up of Ancient Greek, Babylonian, Persian, Indian (sub-continental), Indian (American) and Celtic cultures as realised through 1970’s era eyes. Compared to D&D, which standardised Tolkien-European fantasy ideas into mundanity, Runequest is highly original, or more to the point anti establishment at it’s cre.

The game mechanics, world building, setting and the overall feel of RQ is clearly and openly not a D&D clone (as intended), more of a revolutionary departure, a path taken in the earliest years of the hobby by creators who shunned the “normal” fantasy baseline.

On the other hand, it shows it’s early, if naive roots proudly. Place names like “Apple Lane”, “Trade Think”, “Soggy Bottom”, “Woods of the Dead”, “Old Vampire Cave”, “Bloated Bear Inn” etc smack of 1970-80’s era early gamer on-the-run thinking drawing from prompts of that time like fairytales, personal experience, TV shows and an Ameri-centric take on popular fantasy culture, while at the same time being intimately and authentically small world, almost too true to not be real.

This is contrasted with a vastly more mature and thought through mythos and pantheon drawing on Indian (sub-continent), Indian (American/South American), ancient Mediterranean/Arabic and some original stuff, as well as an expanded and expanding world view. It is however a heavy load and something you have to pay into (the designers say not, but the reality is, you buy it, you buy into it).

The latest edition is heavily rooted in RQ culture. It is the Glorantha RPG no doubt. Early attempts to make it generic, the most generic probably being Legend which is a derivative of a derivative, a game that has effectively moved into the more traditional Euro-fantasy time/realm and shed all RQ ties, but is still an echo of RQ like most D100 games. The latest edition is a full wind-back with a mild refresh.

Do I get it?

Not really, not yet.

Like a lot of unfamiliar things, the more I read, the more I normalise it, but it is a world that was made for other’s needs and has a lot of baggage. Oddly the baggage is seemingly complete, but at the same time incomplete. “Your own Glorantha may vary” is the catch phrase that frees the players and designers from regimented adherence, but if you do not are you playing Glorantha as it needs to be played or is it just a skeleton of a system?

On top of that, it is not complete and completion adds more and more layers. Tough choice or the work done for you? This is always the way and something I have always struggled with.

Pay into the overhead of an established world or flesh it out as you go?

Runes, Gods and Goddesses, Hero wars, Hero quests, Satarites, Sword and Sandal technology etc are becoming more settled slowly, but some things like the Broo, are much more appreciated.

I realise the breakthrough will likely come when rolling it out to others, that point when you switch from student to teacher and that roll-out will be in the form of one of the excellent introductory adventures.

They give you the best helping hand I have come across in the GM pack and Starter set. I managed to pick both up for a little over $70au (about $40 U.S.) and have at hand (ignoring the RQ:G Core and other books I have for now), over 300 pages of rules, guides, adventures, maps and support.

Before this came a long forgotten RQ 1e campaign not long after it was introduced to Australia (giving away my age), some RQ2, but as a generic game, Legend, Mythras and other D100 games as well as the excellent and slightly more approachable 13th Age Glorantha. The last entry was the seed for the orchard that is now.

13th A:G is a complete contradiction.

My avowed dislike and rejection of all things D&D has two exceptions;

The One Ring spin-off Adventures in Middle Earth was the ideal low magic, low fantasy 5e salve, but I decided recently to just stick to TOR as the basis of a d100 game and let that one go and funnily enough, I have since embraced TOR fully without the distraction.

13th Age was over-the-top D&D mashed-in with a world I had little interest in Glorantha.

In a lot of ways, 13A:G is more D&D than D&D is. Old school values, with clean and high powered new school (within limits) mechanics that are all about play for real players at real tables by actual 3e and 4e edition designers. All the stubborn constraints that make D&D stale, boring, clunky, abstract, predictable and vanilla* are enlivened with simple but effective “house rules” or rejected outright.

Both “cure” the D&D malady differently, but the sheer audacity of their close hew to the oldest game in the genre, without succumbing to the stereotypes required, pleased me.

I will likely never play 13A:G, but that was never the point. It was to be mined for resources for my own 13A game (Dragon Pass as a location somewhere on/off the maps edge, with Runes as ICONs due to some type of ancient residual power from a previous age), but it can now also serve as a source book for RQ proper.

I must admit, the itch I need to scratch at the moment is the “kids on bikes” style game. Trying to avoid getting “Tales From The Loop”, mainly because the original book has plenty to inspire and the system is not D100, something I am trying to standardise my gaming to**.

Ok, getting off topic here.

Runequest for me is a comfortable bit of once uncomfortable, a slightly intriguing journey into a new landscape, but a stretch of somewhat tired mind-scapes.

The alternate path is also to use the RQ:G resources that attracted me to the system (Bestiary, Red Book) as the foundation of my own game, which will be the subject of another post.



*Yes I have owned most editions and played bits of all. Always the same experience, just a little different each time.

**M-Space with some “soft” rules (from Troubleshooters, Rivers of London etc) and game advice gleaned from TFtL itself will work, mostly about the “scale” of children’s minds and their world perception, I just need to get it done.

The Final Frontier...........

No, not space, but something that has been annoying me for a while and finally addressed (first world problem I guess, but here goes).

The differences between Attack Wing and X-Wing are many, really only the broad theme and system style are similar, the specifics are often quite different.

I dislike X-Wing’s fixed pilots, find squad building less forgiving and some points values are off in 1e especially.

Attack Wing feels like a bigger ship game with fewer movement actions and generally less dynamic ships, but builds deeper.

I do not have a favourite, they both do their jobs fine and the things I would like to change in one are often addressed in the other, so between them they satisfy.

Attack Wing however has one element I find more annoying and illogical than usual in both a game play and a simulation context. I dislike the action bar limitation for cloaked ships, but there are plenty of upgrades that address that.

A unique ship in AW is like an XW named pilot card. The ship gets an ability, sometimes a little illogical, but I can deal, they get more upgrade slots and cost more.

They also get a shield value boost.

Inversely, a generic ship costs (usually*) a flat 2 points less, has fewer upgrade options, no inherent ability (basically a thematic 2 point upgrade), but also suffers a -1 shield value.

Also, when a ship has no shields (NX Enterprise), the generic still gets no ability and fewer upgrades, but at the same or no cost reduction. This just fails to impress.

Why?

I can see no logical reason for the reduction in shields. Primary weapons, Hull and Agility stay the same, so why are shields reduced?

For a poultry 2 point dispensation you lose on three fronts, all worth at least 2 points of pain or in some cases you lose two and do not take the hit because there is no shield value to reduce. This means the ship ability and upgrades are of no value?

The shield reduction can be a 50% hit or in more powerful ships as low as a 15% reduction (i.e. again, no consistency) and fewer upgrades can make the ship nearly useless (the Tholian vessel cannot even function fully as a generic with either the ability to cast webs or another weapon).

The triple hit make generics just a very poor option, usually only taken when you run out of others.

I have adjusted some point values across my fleets for consistency, usually in line with Wizkids own adjustments (or sometimes in reverse, depending on the period), especially on “0” shield ships, but in some periods where uniques and generics mix, weak ships just get weaker and thinner pickings become frustrating.

The fix has been to upgrade shield values to the same value across the class.

Not in all periods, like TNG battle, where generics are used for large actions and uniques for scenario games, but for TOS, TOM, Voyager and Enterprise periods, where generics and uniques mix, it makes a huge difference. I have also run out of numbers to re-purpose.

For bigger TNG fleet actions I use generics with lower shield values. These ships are more powerful anyway, so less is easier to handle.

I have also tried to mix up repetitious upgrade bars, usually not adding more upgrades, just a better range of options. This addresses things like the Xindi Insectoid Boarding Party Crew card having no ride on an Insectoid ship as they have no crew slots. Odd considering they have a full nursery on board, are as big as an NX class and provide the boarding parties!

Uniques are now just named ships with a built in ability like any other upgrade, usually cheap for what they offer, but that is ok to define their named status.

After a coupe of Vulcan faction packs and an OP brick, I have a lot of these (8), so upgrading them and adding some variety makes sense.

Generics are now a cheaper option worth taking and a few are even capable of combinations of upgrades that no other ship in their fleet has.

*Interestingly in their very latest releases Wizkids have started to adjust some generic values to as much as 4 points less, but still often not enough and a fix very much too little, too late.

Turning Zeros Into Heroes And Other Strange Ideas

When you buy a ship pack for Attack Wing, you usually get a “0” cost, skill 1 captain. For some factions I have up to 20 of these rarely taken “fillers”. They are not useless, but unless you are a tournament player looking for a cheap support ship, a “blocker”* or something to transport a clever gambit, who really wants to save a few points and fore-go a decent captain with a skill?

My intention is to have as few of these generics as possible, especially for the unique ship sets I have collected. There are lots of semi generic 3-7 skill captain cards around, so as long as they make sense and end up in different eras so there is no cross-contamination, no harm done. Semi-generic improved captains are not new (Somraw Captain, Tholian Pilot, Gorn Pilot, Xindi Councellor etc), so why not add as I can.

From here you must understand that;

  1. We never play tournament games so those expectations are irrelevant (although many tournament players use any card from any era on any ship anyway, so same-same).

  2. I rarely use Mirror universe ships as they are so limited (and of little interest), so these are “raided for parts” or re-purposed. Many of these have become useful to flash out the few Mirror ships I do use, or replace missing options in non-Mirror factions.

  3. I hate being obsessed by hard to get, overpriced card stock with dodgy pictures and yet more ships, just to get the right text/cost/name, when the game is based on a quite fluid fiction franchise. A writer can simply come up with any name that sound ok, and its canon. For my game then, why can’t I?

  4. I want to get I all I can out of the game. I paid for these bits, so I will use all I can get from them. No harm is done regardless as long as I work within canon and common sense.

  5. No character may be on the table twice unless they are from a Mirror Universe faction and then the same limitation applies by faction, or rule 1 is in play**.

  6. Much of this is only possible because Wizkids were quite consistent with their card layouts. They use the same font in about four sizes, there is always some black to cut into (then black pen the edge to hide the cut). They place most text and number boxes in the same place and they are usually the same size, especially for ships. There are exceptions, but not many.

Many cards are just a waste, or could they be a fix for the many holes I see in my set and as for chasing official offerings, after scanning the interwebs, freight alone kills of my desire to chase OP or rare cards.

Examples;

Somraw Captain of which I have four, is a decent 5 skill generic Klingon, except for the Somraw bit.

Two have become Klingon Captain and added to the TNG/DS9 sets, one has had his ability changed, the top pasted on an excess K’rell from the Gr’oth, the text of that card gifted to an excess TOM Gorkon from the Kronos 1 set and the last was left alone.

When I sold my Chang’s Bird of Prey, I lost a skill 7 Chang (you still get a skill 6 in the K1 pack and I have two of those). This was fixed using a Koloth card from the Gr’oth pack with a decent talent, an Elite slot and skill 7.

So, 4 captains from 4 identical cards, another Gorkon and Chang option and a re-used K’rell card. I then added a couple of 3 or 4 skill with ability captains to a couple of generics, one generic is clearly the Christopher Lloyd Kruge, so he got a small boost.

The Klingons in my TOM set are much better balanced now with 6 named captain options and some new crew.

A pair of Kronos One’s, both with tweaks. The one on the left is the TOM period one with cloaking, but now two points cheaper to be in line with cheaper Federation opponents and the other K’Tinga class I have. The one on the right is the TOS brute with the highest primary in that set at it’s original value, but it has no cloak.

Picking up some steam, I fixed my Andorian problem.

Only two ships is workable, but a single unique captain was not. A generic captain and a spare Talas crew card got promotions and I did a second Shran option using a logical Hirogen card. Both factions are militant and have similar ships, so the talents tend to line up well. I also re-badged an Andorian Helmsman from an Avenger Mirror pack and the TOS Mirror set got the Orion Tactician.

While I was at it, a generic Hirogen picked up a Gorn left over and I renamed an Alpha Hunter to Alpha Prime (I have 6 Hirogen ships, five now named).

Ok, what else needs fattening up or adjusting?

The Enterprise era Vulcans have several named ships added by using a mash-up of existing names (Ni’Val > Ni’Pra, Kir’Shara > Re’Karr and the like). I may revisit this for more variety.

Some license taken and I think one actually stumble close to an actual Vulcan word.

My ISS Avenger from the Enterprise period became a USS Voyager NX-04 and the original Enterprise card (with Free Hull Plating) is now out of date with the new one available, so the later model NX-10 Federation is born, with Hull Plating as standard and named in honour of the burgeoning Federation (I was tempted to make it the Archer, but used both my cards).

The NX era ships now have four named versions with almost a dozen captains.

Under close scrutiny, I could have been more precise, but they can be popped off and re-laid if needed and in play, nobody notices. The neat ten was from an excess Iden captain card. Wizkids have been consistent with font and sizing.

My Regents Flagship is now a pure Klingon giving me a second Negh’Var. Who the “Regent” is matters little in that volatile and ever changing Empire. Might come up with a different name for that one (Gowron or Martok?).

Plentiful excess Koraga’s are fine, now about the only BOP easily found still. There are plenty of names to use and in some cases, they can become B’rels (only their Hull value and the dial used needs changing).

This also fixes my Chang’s BOP stand-in, which from memory was a B’rel with a K’Vort dial, so basically convert a K’Vort and we are away. The ships ability to fire Torps while cloaked can be covered several other ways.

The Somraw has had a few generations now, but means “muscle” in Klingon, so a common theme. The Ves Batlh (“Honour Sword”) gets a second life as a Vor’Cha and the Hiro Kyan is completely made up Marquis hero.

The Marquis are a bit of a “one ship wonder” faction (without the long gone A Motley Fleet or rare OP packs) and I have four of them. I have added a Chakotay and Hudson option and of the 3 generic captains there is now a skill 3 (ex-Gorn) captain with free “Salvage” upgrade which feels like a Marquis thing, a (gnarly) scar face from a Mirror DS9 generic (prime candidate for Ramming Attack?) and the last is left in reserve.

Bit stuck for ship names, so I went with Hiro Kyan, maybe named after a famous Marquis freedom fighter?

Almost an entire excess crew of Marquis have been recruited into the Voyager Feds (most pics have them in Federation uniform anyway and they are all canon!), adding to that range and also crewing the Val Jean as a hypothetical Delta Quadrant ally. Seska and Dolby also had no Voyager versions even though their pictures are Fed uniform.

My TOS Feds were a little thin, especially now they have three unique ships, so the sole generic captain got a promotion to skill 4 and a free “1” move using an Admiral Gardner from the Enterprise series. Not a great skill or ability, but a mid range hole filled and ships in TOS are limited to speed 4, making his potentially the fastest ship in the set. I even re-badged and skilled a Mirror Kirk as his pic is a good “action” Kirk.

This, I realised too late actually used up my last skill 1, so I converted an excess Mirror generic with Pike picture into a Fed. No point in having no skill 1 fillers.

A second TOS Mirror ISS Enterprise is now USS Independent (not an actual ship name, but the class description on the generic Dauntless). I have used generic Federation, Dreadnaught, Hunter and Independent so far and they fit in fine.

For fun, I turned a Captain Spock from the Mirror pack into a Federation variant, a good option for the Vulcan crewed Intrepid in an expanded fleet. Not totally settled on the pic and I gifted a spare Live long and Prosper, or I could have used that pic.

I did the same with an excess Chekov as there is not one at all in the TOS Fed range (!?) and the picture and ability are close enough for the Prime universe. This is problematic I guess if the two Enterprises ever meet, so I will simply remove the clashing cards (or will I……).

I have no use for most Mirror packs with the exception of the TOS and Kelvin ones, so plenty of re-badging, pack swapping and the odd personality salvaged from the discards. Apart from Chekov and Spock above, I also found a use for Sisko, Black and Worf.

I recently found a set of “Red Shirt” and “Red Alert/Full Alert” OP cards on ebay with reasonable freight, which filled out the TOS crew slots. I can now fully build-out all of my TOS Fed ships, even a generic.

While I was at it I made a TOS Romulan Praetus and Klingon Somraw from Enterprise era cards (they have close to or the same stats), then came an Enterprise era Gal Gath’Thong.

My last butchered Gal Gath’Thong card has become the Gal (or Ga, not sure yet) on an excess Vo scout ship. Vo, Pi and Ga, sounds reasonable.

There is little I can do with the Xindi, Kazon, Borg single era factions, but needed fixes have been found and variation added, including a named Xindi Reptilian, the Dominus (part Dominion, part Praetus). I then added the Xindus Prime, which is part canon, a second named Insectoid ship. They also gained a captain or two.

This was one of those cases where the penny dropped a little slowly. I cut up all my Orassin’s quickly before I thought of using them with different names, but no real harm done. One came the Rassin Bajoran scout, the other may become a Romulan Galorass or a Klingon.

I then picked up another Ships of the Line faction pack.

This pack gave me excess Saber, Promethius, Sovereign and Akira class ships, so there is now a Dreadnaught (Cardassian drone > Promethius), Hunter (Alpha Hunter > Da Vinci) and two I am sitting on. I was going to do the Raider (ex-Saber), but smudged the card, so I went with Ni’Var, a Vulcan word for duality or of two worlds, which feels right.

I will sit on the rest for a while or maybe gift them to a friend.

These all feel right and fit well. I now have two Sabre and Prometheus models, so three choices of named ship each make sense (the Sovereign class already has 4 and Akira’s are plentiful). The Ni’Var also got a new upgrade bar, hero-ing Tech as fits the Vulcan title. My second Cerberus will become a TOM Excelsior class.

My second Reman warbird has become the Shinzon.

I was lacking names in a similar large font, then realised my second Shinzon Captain card would never be used and it fit perfectly, so why not, surely his complicated ego warrants it? It has a fitting ex-Borg ability to split its Primary attack and I changed the upgrade bar slightly to favour tech over Crew.

I then promoted an excess Reman Viceroy to a skill three captain with free Reman Bodyguards (ex-Vrax from Enterprise) so my second warbird can have an on-theme subordinate captain. The Remans can now be a strong faction on their own in a Romulan civil war game.

Lots of excess Romulan captains like three Enterprise era Valdores have had their abilities spread through other eras. Multi-era factions are great for this. His card is cheap with a mid range skill and a very Romulan talent (outflanking attack bonus), so it gets a new face in an era or two.

Later periods are mostly just points adjustments and consolidations (usually in line with Wizkids), but a Somraw (Klingon for “muscle”) replaced my second Koraga (third on the way). My Romulan Scout and Science vessel costs now make more sense as do most periods.

This I have done by period, for example; the TNG battle sets are all using the new lower points costs, the DS9 named set is using the older ones.

Really the only cards that cannot be re-used are name specific ones like Lojur.

A second layer of card once sleeved is effectively invisible, so cosmetically it is better than anything short of Photo-shopping the cards and re-printing them, although I have learned to double check card tones and size as the new and old ones can differ slightly.

So far, I have added almost 100 new options, fixed points costs and balanced fleets across my collection and even made a few dream builds, all out of what was effectively excess junk stock and all without changing an original of each. Conservatively, doing this with second hand and OP packs would have cost hundreds of dollars.

It has not stopped, because now I have a second wind chasing up all the commonly found remnants for parts and conversions.

*In X-Wing and Attack Wing, low skill pilots/captains are often called “blockers” because they have to move first, allowing them to foil the plans of better pilots/captains, by simply getting in the way.

**Rule 1 is used for some weaker faction games and allows upgrades up to the value of the ship point value to be bought even if they are over the icon limit. Only upgrades equal to icons available may be active at any one time, changing from face down to face up after dials are set. Inactive upgrades are dormant so cannot change status etc (no firing torps, then switching them out for another weapon and reloading them while inactive). Captains and crew may be duplicated on the same ship if they are the same faction, but if any effect disables or removes one, all versions share the same fate.

Skill Based Or Level Based RPG's, Or Maybe a Little Of Both.

I am on record as being a DnD disliker. I will not say hater, because I do not like that label and it is only a game after all, it’s not life threatening, no harm is done.

The things that leave me cold with DnD (all editions, I have tried….) are;

  • Levels as an illogical measure of experience and growth and an unbalanced tool of empowerment. Sudden jumps in power, especially for things the character never uses! By using them, you basically tier life! All you are doing is limiting the range of opponents worth fighting, but the mechanics stay the same (but the math grows).

  • Hit points and Armour Class as an abstraction of what it is actually like to be hit with a large, sharp metal object in a specific location. This leads to untouchable characters or match-ups with little hope, neither of which make for a good game (see above).

  • Class systems as an artificial limitation to character building and development. It is nice to have a career and some limitations to opportunities, but it is not for nothing most games since have abandoned this artificial limitation.

  • The above combining to create a “power build” obsession and a worshipping of the game mechanic over character centric play. I just cannot grok the “my character is a # level “X class ” and a # level “Y class and “Z” race” as a sentence starter and never have.

  • It champions tropes and stereotypes that have become so embedded, they now seem more normal than normal.

  • The system is based around, promotes and sanitises combat as the main means of driving the story and reduces outcome fear. I will admit, some D100 games are very brutal and unforgiving, but there are ways of reducing that without making combat a boring mechanical process and often not fighting is the best answer. Fear equals excitement and satisfaction in overcoming it and it comes from real threat.

  • Loot and XP driving player ambition. The “murder hobo” is a DnD creation depicting a band of wandering killers taking what they want to whom they want for materiel gain.

  • Other sub-systems not specific to, but often found in levels games like spell slots/Vancian magic or per encounter/per day limits have never been a comfortable or logical fit for me or generally. I have the D100 Lyonesse setting book. It has a right to Vancian magic.

  • The system claims to be new and improved every iteration, but never changes it’s dated core concepts. Constant change, but no real change, a recipe for frustration.

  • The company itself has turned into a cynical money making monster worthy of smiting in it’s own right (funny how we become what we abhor). Slay that Dragon!

  • It is often not an easy or fun game for a GM to run, nor the best experience possible at the table and it is rarely as much fun as it is portrayed (depictions on Stranger Things, Big Bang etc either fudge or exaggerate it to make it look exciting).

  • The reality is, it often does not even simulate it’s own art or the fiction it draws from (I remember one illustration showing a single arrow hitting the eye of something big and mean with predictable results, but the rules do not support that happening in the game). Try smiting Smaug with a single bolt. Not gonna happen.

  • It is not, as it pretends to be, the only game in town but it still dwarfs the combined revenue and profile of all the others. It often feels like you have to go through the “initiation” of DnD to discover better options.

Reality is just not like a DnD game.

Ok, a game can be what ever it needs to be, but most role players are after more than a game experience. They are looking for a forum for their imagination to fly free, not a set of un-intuitive and confining rules that railroad them into a seemingly set path of expectations.

Your experience differs? If so, then go you, but I would have to say, if you can make DnD that good an experience, then just wait until you try something better!

Options?

I once used E6 restrictions with Pathfinder 1e, which is an old idea based on a long forgotten article postulating that Gandalf was only a 6th level Wizard. It capped and slowed character growth to 6th level, using incremental advancement within each level (more feats etc) and then some sort of non hit point growth after or even skipped hit point growth all together*. It was a waste of 70% of a class’s options and the books they came in, but felt right and “big bad” enemies could be higher levels, but they paid a terrible price to get there. It effectively made a levels based game a skills based one.

*A favourite twist, was to use the Traveller idea of applying critical hits to characteristics directly. Hit points became a buffer, but crits actually reduced your characters capabilities.

Other options are almost infinite, because TTRPG games should be that, almost infinite in scope, play styles, becoming launch pads for imagination and ideas.

If you want to play DnD conceptually, which is to say, DnD like you think it is or should be played, there are several games that fit the mould, most without the elements I and many others dislike, but some embrace them.

Here are a few that even I can abide.

Savage Worlds Pathfinder/Fantasy manages to do two things. It refreshes a DnD heart breaker, the 3.5 based Pathfinder 1e game, while removing the limitations of a level based system. It has levels, classes and experience points in a way, but they are flexible or even optional. It also has realistic and gradually applied advancements and workable class-less characters.

Some DnD 4e bits re-purposed for Savage Worlds Pathfinder.

It is a simple linear roll skill based system with level based concepts integrated and clever tools to handle roll curve and dice pool ideas.

It also gets rid of massive lists of spells and feats by using a more flexible core menu of powers with trimmings added and these even cross over into other genres..

Adventures In Middle Earth is a 5e game based on the bespoke and excellent The One Ring game in turn based on The Lord of the Rings, a low magic world with a right to the standard tropes, because it established many.

I gifted mine recently in a clear out, with no regrets as even though it was a good implementation of DnD (low magic, thematic classes and yearly adventure seasons that aligned roughly with levels vibe which combined to remove many of the negatives above), it was still DnD and I kept the original non level based game in preference.

13th Age. This is the other take on fixing the broken thing that was DnD 4e, actually created by a pair of 3 and 4e lead designers who did not play the game as they designed it! The usual suspects are present, but there are “house rule” twists.

Your characters start as world changers with an established name, so the more interesting classes are launching pads for destined characters, not just for pigeon holing all-comers. You are “Berrick, the Thief of Shadow Port”, the limitations of a class are instead the bespoke powers of the few.

Skills are handled by a loose and flexible background system and levels are fewer (10 in 3 tiers), a little like a high powered version of E6. Gradual and incremental improvement is promoted and experience points effectively ditched. Basically, the designers are still married to the DnD core structure, but have house ruled their own game to a better place and then shared.

There are other cool elements like the “one unique thing”, but at it’s core it is DnD, just with the cruft shaved off.

I think I like it because it is an honest take on the strengths of the game and realistic mitigation of its shortcomings. It is to me almost more DnD than DnD, so I get it, jump in boots and all.

*

If you really cannot get the dated abstractions of a D20 level based game right in your head, there have been logical, realistic and intuitive options from pretty much the beginning of the hobby, in fact the only game that has stubbornly held on to all these tropes is DnD, but even it has managed to change significantly enough to be incompatible across editions. Pretty much each edition of DnD is it’s own game and personally I don’t like any of them.

Probably my fondest memory was of the old Red Box basic DnD set (I had the Red and Blue books from memory), so simple and elegant, but written within the limits of the system, making no pretence otherwise.

A farmer as a warrior? All good in a skills based game.

I remember years ago a friend introduced me to original Traveller and it made sense. We then moved to CoC 2-3e, then another branch of our friendship group tried to get us both into their ADnD group, but neither of us could commit. We had seen the light. My friend settled on Champions as his big system, I gravitated towards other D100 games like Cthulhu, Warhammer Fantasy and 2d6 Traveller (oddly not Runequest, the progenitor of it all). Funny to think that even in the 80’s there were people in the hobby that just did not do the “big one”.

It frustrates me a bit that the earliest salve to the levels/class/experience point game structure is still around today almost unchanged and has created a massive family of compatible games, but still gets negative the “old mechanics” or “linear roll under” labels!

DnD is a linear game and older, just not well enough done in the first place to remain effectively unchanged, 5 times and counting!

Below is a list of related D100 games collated by another, wiser source;

https://elruneblog.blogspot.com/2018/08/the-big-list-of-published-settings-for.html

DnD came from a miniatures game and depending on edition still tries to be that more or less, D100 games were RPG’s from minute one, but they can struggle to do the RPG-war game dynamic. Some games, like Savage Worlds do manage to successfully straddle both game types.

In Rune Quest and other D100 games, this sh&t is real! Illustration like this in D20 level based games always make me chuckle as the game mechanics abstract this massively. Check out the text also!

Using skills not levels as the base of the game means you do get better at some things incrementally and over a wide (100+ point) range, but only when you use them.

Nobody gets so powerful they are impervious to the efforts of lesser beings, so fear comes from the reality that you are never truly safe.

Hit points are fixed, low and often assigned to a location. Get hit in the arm and the arm can become useless, take a blow to the head and it’s possibly all over, only armour on the right location can stop or reduce it. It seems real, visceral and not abstract.

Classes are removed, so character flexibility is more realistic and logical. Want to be a warrior who plays an instrument as well as a bard, a wizard who is half decent at swordsmanship (like Gandalf), a thief who can track, a star ship pilot with good computer and blaster skills, a grizzled army veteran with an interest in the occult or fine art? Go ahead, no illogical corralling here. Try to find in fiction or real life examples of such limited character types outside of their own.

Another old favourite and also an early game option that has remained more or less the same is Traveller. Using a skill and 2d6 system it is less granular than a D100 system, has a dice roll curve and is clean and logical. One thing I really like is the ‘characteristics as hit points” idea, something I prefer to most other options as it cleanly replaces both hit locations and the debilitating effects of wounds.

Play what you want, I am no judge, but if you are stuck on DnD and feel there may be more out there, well there is. Like an Earth bound wishful traveller, there is a whole universe to explore.









Options At Hand For A "Kids On Bikes" Game.

I have a hankering for a “kids on bikes” TTRPG experience.

My interest in supernatural TV series and movies has been mixed, at the moment manifested through the EVIL series and Tales from the Loop book and there is always an itch to do something in a TTRPG.

After resisting the desire to buy a new system* I decided to go with something I have.

Monsters and other Childish Things.

Junior Supernatural or Evil with a bit of Alien thrown in, it is a d10 dice pool system, specifically about kids with imaginary friends that are neither imaginary nor especially friendly. It has the right demographic, but is limited to that specific dynamic and is slanted towards the grim end.

Hmmm… maybe a little dark? On revisiting it is a little like Mothership meets Delta Green for (grown up) kids.

Savage Worlds Adventure Edition or SWADE.

This leans towards the golden era** of Super 8, E.T, Stranger Things and has a lot going for it. The core book alone has genre rules, a pulpy feel, low lethality options and enough flexibility to handle pretty much any KOB game I would want. It even has an illustration of kids on bikes and includes young and very young character generation tools.

Yeah, hint taken.

The game is also a great game for kids feeling like kids playing a kids game, a bit like the representation of DnD on Stranger Things, if not the reality.

I have had some SW around for most of the last 10-15 years, but rarely got enthusiastic about it. Not sure why, but with the exception of Pathfinder for Savage Worlds, a much better take on that world for me than the over weight d20 version and the core SWADE rules kept for I guess, just this type of thing, I have sold or gifted most of it away.

On a hunch I kept a ton of this stuff from my DnD 4e collection and they are perfect for SW Pathfinder.

With ample “Bennies” and a limit on skills and physical characteristics, you can create a younger adventurer easily, cap lethality, create or modify edges to suit and story build on the fly. The powers rules are super flexible and deep enough in the core book alone and the bestiary is decent, especially for making your own nasties.

This has cemented itself as the main contender and led to the purchasing of the four companion books. This is a more polished and consistent take on SW for me, used as a tool box, not setting anchored.

M-Space/Vampire Wars.

Great for more serious games like Tales from the Loop, Electric State, Dresden Files, or The Laundry Files.

There are excellent Robot and AI rules in the Companion and the feel is more grounded, moodier, darker. I am yet to see any clear guidelines for generating child characters, but in the world of D100, soemone, somewhere will have it covered.

The issue of lethality always comes up with D100 games, it’s in it’s DNA, so yes, guns and the like are lethal, kids and guns do not mix, so simply don’t mix them except at the very top threat level.

Ironically the higher lethality of weapons adds to the feeling of dread while decreasing the likelihood of them appearing in the game. In this game the absence of weapons and the danger posed by a simple kitchen knife would set a bar of acceptable expectation.

Basic Role Playing UGE.

Another D100 set, so most of the above applies. More flexible in system options than M-Space, it also sports a decent supernatural bak log, with plenty more available (a massive Cthulhu, Delta Green and BRP collection). Maybe Pulp Cthulhu or Rivers of London for some ideas and I can lift the M-Space robot rules as well.

Maybe kids on ponies or Penny Farthings?

With D100 games, POW would be higher with kids (open minds), skills and physical stats down.

Troubleshooters

Finally an outlier, this is a D100 game about adults, but of all ages and the naive, low mortality, clean and classic 60’s vibe is attractive. One of the sample character is basically a Pippi Longstocking clone with attitude, so late teens would fit fine.

Maybe a Scooby-doo or Famous Five vibe?

I am thinking Savage Worlds at this point.

It has the right feel, the need to be used and I need to get on board with the system so my SW Pathfinder set also gets used. I will use The Loop and Electric State for ideas (the books not the games or the TV show) and use every last bit of the core book and the companions yet to arrive.



*Tales from the Loop, Electric State, Kids on Bikes.

**80’s-90’s.

To Go To The Oldest Of Lands, Finally.

Runequest.

One of the oldest TTRPG’s, the progenitor of the D100 game system, which has remained quite consistent for over forty years, the first and possibly best anti-DnD game ever made, has finally made it’s way into my collection.

The inevitability of adding this ancient tome to my otherwise comprehensive D100 RPG collection has never weighed as heavily as you would expect, but I guess when all else has been addressed, it was always going to happen.

Never one to ride the horse others choose (in anything really), I glanced off DnD several times, I owned something of most editions (even a lot of some), but I rarely played it, preferring something different to the thematic and mechanical stereotypes it pushed**.

Traveller was my first TTRPG of any type, Call of Cthulhu 3-5e my first great love, Champions 3-4e was my supers game and most things D100 have been played and kept.

It is hard to resist the call of the “big one”, but every time I tried it, I hit a wall of disengagement and predictable disappointment in the system, it’s style and it did not fix my need for something that actually excited me.

On holidays in Hobart, looking for something to buy and finding absolutely nothing left in Attack Wing, Armada or X Wing :(, I grabbed the Savage Worlds World Builder cheap and another Osprey “blue book” a TTRPG/war game cross-over “When Nightmares Come”.

The second one was typical of some Osprey games, mixed reviews, steep price, no real relevance other than some itch scratching* all with an unknown system, so after lunch and a little googling, I decided to return it and went for the RQ:G core book, only a little over twice the price and a much bigger and better known product.

I had already purchased the Bestiary the year before on a trip to Melbourne to flesh out my D100 monster options, so the “B” came before the “A”, but they were done none the less.

I was aware of the risk, which I quietly accepted.

I guess it was always there, lurking in the background. Ironically I bought the 13G book for more 13th Age goodness to draw from and RQ started with the Bestiary for the needed D100 monster stats. Pattern forming.

I have plenty of RQ rooted games, like RQII/Legend by Mongoose, RQ6/Mythras from The Design Mechanism, Open Quest and even 13th Age Glorantha, but I have not played a pure Glorantha based D100 game since some time in the 1980’s when a friend had the original RQ. Even then we decided to circle the Glorantha stuff as “a bit weird and not really for us”, because of course, we thought we knew it all back then. Our game and later iterations of RQ predictably drifted towards what we now know as fantasy stereotypes, but the were fresh ideas back then.

I have Jackals from Osprey (a much better effort from them), which was meant to be my salve for RQ style games, like that ever works. I was also hoping for the seminal and long promised Mythic Greece source book for Mythras, but that seems to have gone quiet. I really thought Jackals or Mythras would be enough here, but all credit to it, it got under my skin.

Always room for more good.

I started reading RQ:G and it is a little like discovering a long lost half-cousin. I am also warming to the craziness and originality of the setting. Parties full of Ducks, smart Trolls that might eat you as you sleep, Rune wielding cultists worshipping gods they may well meet and a licence “to make it your Glorantha”. Who could want for more fertile story telling soil?

The art is as always, top notch.

The reasoning behind it’s creation, the long journey to now are a little like my own journey through TTRPG gaming.

Solid early thoughts, rejecting the already established norm, through various periods of sporadic output to fully absent patches, then a rampant re-emergence, but with consistent thought processes through out, RQ has survived because it works.

One criticism of RQ:G is the “old” system it uses, but apart from nostalgia and familiarity, both worthy ideals, it has consistency and it works. Better this than an equally old system, without the logical base that it started with and one that has not stayed consistent for decades, while also failing to evolve into something better.

Some may prefer Mythras, others a simpler BRP or Open Quest path and it is not impossible to use those mechanics if you wish. Seriously, just paste on the RQ bits you want. All good, all possible, very d100.

Core book bought, mated with the Bestiary and that could probably have been enough with 13AG as support reading, but some googling and it seems the GM Pack and Starter Set are both “best in show”, providing plenty of adventures and resources (over 300 tightly presented pages), a dozen fully formed characters and maps, lots of maps. Plenty to flesh out the game enough for my needs.

This and the GM screen pack are actually plenty to play RQ for many sessions and if you do go further, nothing is wasted.

I found the Starter on the Chaosium site, pdf included, always handy to have with printable elements, then the GM pack and the Weapons and Equipment Guide which I remember reading a good review of. Basically a 2 for 1, so they were added.

Control needed now, I need to set some boundaries.

………………..

I then got the Red Book of Magic. Never one to go too deeply into Magic tomes, there are 150+ spells in the core book already and like all things in RQ, a little goes a long way, but the book gets rave reviews, holds 500 odd spells and is by most accounts a clearer, tighter, more coherent read.

Beasts, spells and gear, the solid trio

The three core support books, but what I really noticed was a growing thirst for more world lore.

Even though 13A:G is possibly better for higher power RQ games (i.e. Hero Quests), just the depth of information and the variety of subject matter (like Pregnancy and Bless Pregnancy spells!) are all germs of scenario ideas in keeping with the granular and grounded feel of RQ.

The GM and Starter pack adventures are high quality and really do help you get a handle on this strange and deeply developed world, but after some research along the lines of “best adventures for…”, the Pegasus Plateau looked like the next step. Along with that, to support sand-box play and add background, I went for the Dragon Pass guide, which I know may lead to more books like it, but that is ok.

Ducks! Worth the Dragon Pass guide just for these guys.

So, while travelling on Adelaide, I found several games shops, again no X-Wing etc, but the The Lunar Way was front and centre and I must admit to a soft spot for that enigmatic empire. Bought, as nothing else appealed after several shops were visited. I then researched what this new door opened and bought the Light Bringers and Earth Goddesses as they are all gold mines of info and flavour.

The big three. There are more of these now and possibly in the future, but these will support character gen and story background. At the end of the day, they are just a good read. Glorantha is all about Gods and Runes, so reading these gets you in the right head space.

Done?

Think so, possibly more world guides, but maybe not.

The Glorantha sourcebook and guides just look like too much background info that for me will add little on the table. Everything bought so far will empower actual game play, I do not need more tomes of complicated cosmic family trees etc.

As for the rest, well I am going to take the advice of the designers and community and make my own way. From the foundations of what is in the Core book and the above supports, I will carve my own path as many have in the past and will in the future.

*Tales From The Loop, kids on bikes adventure itch that is. This will probably be done using M-Space or The Comae Engine and the actual books as inspiration.

**4e was the worst offender, dozens of books, all bought with my “collectors” hat on, then dropped cheaply and easily one day. 13th Age is the only exception, mainly because it is more DnD than DnD and a paragon of it’s system family, while also being that “other” horse (mule/zebra etc).

***a colony of exiled Human and Dwarf folk, fleeing from an unassailable enemy who have invaded their home to the fabled “New World”, a land of lost civilisations, primitive powers and new perils as they try to force their jaded and corrosive “civilised” ways on a land of ancient power.

A Benevolent Federation Or Resisting An Evil Empire?

When it boils down to it, the real difference between Star Wars and Trek are their core perspectives.

One is the perspective of the resister, the rebel, the rogue, the other is the enforcer, the diplomat, the conformist.

Both have bits of each other to be sure, but the core concepts are strong and entrenched. In SW rule breaking is the norm, it is expected and needed to drive the story. In ST, breaking the rules means a lot more as the rules are real and they are on our side, so rebelling means much more, but it is also entrenched as a core concept.

Which do I prefer?

The loyalist in me leans towards the Trek perspective as well as the “perfect future” it promises. I think also the direct connection to our real history helps, probably why I was drawn to Battlestar Galactica also.

Some Dominion War action.

Mechanically, from a gaming and viewing perspective, the big ship and crew dynamic also suits me better than dogfighting small craft. I also lean more towards ships combat over fighters in other genres, so it looks like teams over individuals, another theme in my life.

Star Wars came first with me, I have no early memories of the original Star Trek series, or if I do they pale in comparison to the perspective shifting first Star Wars movie. The “reality” of early SW ate alive all of the other squeaky clean SF offerings like Buck Rogers. Logan’s Run or the slightly unsettling early sci-fi options like Land of the Giants or Planet of the Apes.

I still remember the effect a dirty and worn X-Wing or Falcon had on me. It was simple, tactile, logical.

It felt real.

I worshipped all things Star Wars, I had the figures, built the early Lego-usually made it up, played TTRPG’s with a lean towards that SW feeling like Traveller or even the early Star Wars games.

Trek came later and I resisted to some extent. The “nice” and cerebral nature of Trek was nowhere near as cool as the warlike SW universe to my younger self. My early memories were of it being dull, lacking action and fun.

Over time and thanks to the presence of more Trek around during the SW draught, boosted by the mess that was the Prequel trilogy which I had zero interest in (it felt very un-real), Trek won me over and as I matured, the more mature Trek perspectives also made more sense.

It suddenly, felt more real.

The most recent offerings from the two franchises have done nothing but reinforce my perspective. I had mixed feelings about the first two Picard series, but loved where the third went, Strange New Worlds is my favourite series at the moment and the recent movies were excellent. Star Wars, or rather “Disney Wars” has been in contrast, a mixed bag at best.

One is a fight for freedom against a Nazi-like oppressor, the other is life in the future, meeting new races for good, bad and otherwise.

There is no right or wrong, Star Wars is one of many interests, but for me Trek means something.



Games Within Games, Part 3

The last instalment of my Attack Wing reviews are the twin self-contained sets for the Enterprise and Voyager series.

Voyager or the Delta Quadrant set can cross over with the DS9 set, but without it and thanks to some recent sets, it is plenty deep enough. The Federation faction card stack is between the DS9 and TNG sets in volume, which is to say, plenty.

Points costs were basically good except for the original Voyager that had a good ability, so I dropped it to 26 pts.

Basically every crew member has at least one option, some up to five and many are also captains! Most of the “hypotheticals” are represented, from the Raven, the Val Jean and Equinox surviving, to the Dauntless joining the Voyager and even the Defiant or Promethius as alternates or coming to the Delta quadrant through the Borg conduit to help (alternative ending). If all are active, you have the makings of a 300 point fleet!

The “white” or more accurately blue Voyager vs the Bajoran…sorry, Numiri patrol. I had to make basic captains for the Numiri and Nasari as I had two ships for each but they only come with a single captain option.

I belatedly added the Vidiians and the two new factions from “Adversaries of the Delta Quadrant” set, the Numiri and Nasari, the Hirogens now have 6 ships, the Kazons 5, 3 Kremin, 4 Species 8742, the odd stray Klingon, Romulan, Ferengi or Cardassian (maybe even Dominion).

The Borg are full strength and sector dominant for it. They are the climax of the Delta Quadrant campaign.

This and the Enterprise sets are the only ones where I mix named with some generic ships as needed and use them in campaign mode.

*

The Enterprise set is almost where I would like it. Still smarting over never chasing up a Weapon Zero expansion and about one Andorian cruiser short of balanced, it is otherwise fine.

The Vulcans have a huge fleet or nine ships in two colours, ideal for a civil war scenario. The Xindi have a strong fleet, as do the Klingons and Romulans and with some time/dimension travelling Species 8472, the Borg and Tholians could all make an appearance in limited form (the Tholians are canon, the others fully possible).

The Borg Tactical cube v a Vulcan, Andorian and Terran fleet could make for a decent “Weapon Zero”, or “birth of the Federation” scenario.

Four alternate paint job Vulcan ships with combat refits from a pair of Vulcan faction packs give me a potent second fleet.

The final piece for me was the Columbia (cost raised to 16, generics dropped to 14) and Captain Hernandez in the These are the Voyages set, something I regretted not chasing the first time around. The crew options are all deeper now, even including “Rivers” (Seth MacFarlane).

Since then the NX-04 Voyager and NX-10 Federation have been added, the latter replacing the now redundant original Enterprise card..

As for scale, most are consistently small-ish ships, the Xindi Aquatic vessel being the exception.

Points in this set really show the difference between ships perfectly capable in their own era, massively reduced in cost for the “general” tournament game. A generic NX at 9 points is just too cheap.

My collection is complete now, not because I do not want many missing ships, but because what I can realistically get has been chased up and overall balance has been achieved.

Games Within Games, Part 2

After the early periods, lets look at the bulk of the collection.

I so very easily managed to go from the sweetest little representational sets back to the monster that is TNG battle and DS9 skirmish scale. Like many, I struggle with the scaling and even though I cannot truly fix it, I can draw a line in the sand with smaller or “skirmish” ships from DS9 on one side (ships with less than 200 crew), the Intrepid class being the biggest* and larger “battle” scale ships, the Romulan scout vessel being the smallest.

*The Intrepid class is 340m and 140 crew or about half the length of the Galaxy at 600m+ and 1000 crew, but the same length model ship, while the Romulan scout is a small model for a small ship with little hard information available (about 100m long and under 100 crew), so I can deal. The huge D’Deridex however is problematic, but what ya gonna do?

The TNG battle range is huge in every way.

I have a 3 inch tall stack of Federation cards with 14 ships to match (all metallic finish), at least half that many for the Romulan, Klingon and Cardassian fleets, with a decent Borg and Species 8742 showing.

After shedding all my Ferengi (not a fan), I did re-buy the Kreechta and Quarks Treasure expansions cheap to have a “representation” in both scales (with about 20 upgrade cards) and the option of adding an “acquired” ship into their fleet.

For battle scale I have two options, generic fleets which I prefer, a well balanced set that generally uses the newer low point costs and the named or unique fleets, using a mix of old and new points costs, but I can live with the few inconsistencies (or fix them).

The general feel of this game is generally ships with less agility, but tougher, more upgrades and fire power.

Still not an even fight, but it gets worse in generics, I have two Warbirds!

The named fleets are a little unbalanced and considerably smaller, the Cardassians in particular feeling thin, but I have some Jem’Hadar (old paint job) and a single Breen, so I use these in the named fleets to bulk up the Dominion offer.

A house rule I use when using the generic fleets is, “any ship may have as many upgrades as it wishes (and has icons for) up to the cost of the ship and/or the squadron limit, but may only have active, upgrades equal to its captain and ship icons”.

After dials are placed, upgrade cards may be changed and they may be hidden until revealed.

This allows ships to have a decent spread of options (too many only have 1 of a type, especially crew), but removes upgrade bloat in play and with weaker ships, overloading ships is probably not wise.

Battle scale in generics is generally a 3-5 ship, 100-150pt fleet tactical game with a secretly drawn objective or a 50-100pt ship v ship scenario game with named.

From 1 Galaxy, 1 Nebula and a blue Excelsior, to this for “battle” alone. I also picked up several deep cuts.

The generics also have a pair of Jem’Hadar cruisers (metallic paint) and four Galor class for solo/AI mode from two Dominion War II sets. I would love the third set, but it looks like it is long gone.

*

The small scale DS9 or “skirmish” set is the reverse.

High agility, low resilience is the norm in this set, so more dog fighting and hi-jinx. The reality is, they move like less exciting X-Wing ships, bad are agile when compared to above.

In skirmish scale, I prefer named ships (some generics where needed), used with old points costs, so a few have been adjusted up, the set covering the pre-Dominion war with Feds with the Robinson, Bajoran, Marquis, Ferengi, Romulan fighter and small ships, some Cardassian Hideki fighters and the Dreadnaught, and the ubiquitous Klingon/Cardassian/Rogue/Ferengi B’rels. House rule is the Ferengi can “acquire” almost any ship.

For the Dominion War, there are also six AI Jem’Hadar attack ships.

I held on to much of this and the buyer of my old collection had no interest in DS9, so I only had to flesh it out a little (although I did let the Defiant go-WTF!). The ISS Defiant has been re-flagged as USS and I prefer the 4 attack of that version. It is a nice foil to the Sao Paulo which has better shields. I would not be using the mirror version anyway and have stripped it for cards.

My favourite new ship, the metallic Intrepid getting the drop on three Dominion attack ships run by the capable AI.

I can also use generics here, using old points costs, but the ships are better with uniques after a few small mods.

I have enough cards to keep these two sets separate, putting the duplicates I have to use.

There is some cross-over with the Voyager and DS9 sets (imagine the harm a few stray Ferengi could do in the Delta quadrant), the Val Jean for example being represented in both, the Intrepid is used with DS9, Voyager in the Delta set with plenty of hypotheticals for both.

Games Within Games Part 1

Breaking Star Trek Attack Wing into timeline and faction limited fleets has created a group of basically similar, but also quite different games.

One thing it has allowed me to do is consolidate points costs. The game evolved, but I feel many weaker ships were costed out based on their performance against newer ships. If you play true to the era, these changes often become redundant.

Each of these has usually either a generic and/or unique named ship list, or in some sets, a bit of both.

TOS, or The Original Series has had a little boost lately.

Using named ships in preference, each faction has at least two ships.

The Feds have the Enterprise, Intrepid and re-badged Independent (ex ISS Ent) Captains Kirk and Pike, a modified generic and plain generic, most of the series crew (including an added Mirror Chekov one I had as there is no Fed one), 5 elite talents including the new “Live Long and Prosper” (a Vulcan upgrade) and “Explore Strange New Worlds”, a pair of photon torps which max them out and thanks to the more science themed Intrepid, 2 Tech options. The sheer number of Crew allowed (4) fully enable the Enterprise, while the Intrepid is more tech-support, but is boosted by recently purchased Red Shirt and Alert cards.

The Romulans have the Gal Gath’Thong bird of prey and Algeron D-7 Cruiser filling similar roles as above and a converted Praetus BOP. We have 3 captains and an admiral plus generics, 5 elites, 7 crew, mostly generics, but I added an excess Selok from TNG (she looks right, and they do live quite a while), 7 weapons and 2 tech (one is Cloaked Mines, which pre-date the TOS period). Cloaking effects and trickery are their thing, with lots of clever tactics.

the Klingons get a special addition to make up for my shortage of named D-7’s. The freshly launched brute flag ship Kronos One as the first K’Tinga class (with its action bar changed to a non cloaked one for this period), which sports the highest primary attack in this set. It has more resilience than the Gr’oth, but the lighter D-7 moves better, is considerably cheaper as well as adding a tech slot. I am also going to convert a Gr’oth to another named ship.

We have 3 named captains and a generic, 4 elites, 5 weapons, 2 crew and a tech. I am short a crew option or two, but as the cosmetics are quite different to later periods, it is hard to fudge that.

Not a nice situation considering one Gorn gave the Enterprise a run. Hope the Feds bought backup, or they might be lunch or at least invited to a comedy wrestling match. The Mirror Constitution is a sweet little model.

The Gorn are the toughest-per-ship faction with the Gornarius and the crew friendly Gress’Sril. They have 4 named captains with 3 elite talents, 7 tech, 6 weapons, 6 crew and 2 (?) Meridor Ale.

These ships can hit hard and for tricky tactics they rank along side the Romulans.

I fleshed this set** out re-buying the Gress’Sril expansion to go with a second physical ship I was kindly gifted. The newer ship has had its point cost increased to match the old one as they are the toughest ships in this period.

The enigmatic Tholians, the web builders and control freaks are weak on a ship to ship basis, so they have 4 and an apparently quite common house rule that the “Tholia One” card refers to a generic-named ship class (like a specific group or class of ships), the reason being the true generics have a single weapon slot, which means they can either weave webs or pack another weapon (or I could use the option below*).

That may work well with a larger fleet, but it limits a smaller build far too much. It also breaks the named ship rule for this set, but works well enough. For captains they have Loskene, two Tholian Pilots with skill 2 and shield regen and 2 generics. Upgrades are 9 weapon (3 web and some nastier stuff), 2 elites for Loskene only to select from and………. that’s it.

If the Tholian Pilots with generic Tholia One’s are used they become quite capable with free web sewing and shield recovery available on a slow move and punchy weapons in reserve.

The numbers give some benefit and their other weapons, including Tricobalt Warheads that pack 6 attack at range 3, are brutal in this time line.

The last faction for this set is the Mirror ISS Enterprise, one of only two Mirror universe options (the other is the Kelvin set below). This is a 5 upgrade ship like the USS version but instead of 4 crew, it packs 2 crew, 2 weapon and 1 tech, basically being it’s own tech support (as does the Independent, a conversion of one of these).

With 2 captains and a generic and 2 elite talents, the pack benefits from splitting out some other mirror cards, but I bought two, so I have also added to other sets.

It has 4 crew including a slightly manic Chekov and an Orion tactician-from the DS9 mirror ships, 2 tech including enhanced hull plating and 2 weapon. Just a few extra cards make the build unpredictable and when generic ships are used, I can build two or even three ships.

A well rounded and balanced scenario based set, full of nostalgia and the birthplace of many core Trek concepts. The Feds rely on captain and crew synergy, the Gorn are tough, the Romulans slippery and elusive with cloaking, the Klingons hit hard and the Tholians add a point of difference, with the Mirror universe for some hijinxs.

*

The Kelvin timeline Feds are a Mirror faction, so they get some help from split packs. Both Enterprise options and the generics are much stronger than the TOS versions to match the physically massive models (longest Enterprise in the game, while the TOS version is the smallest).

The Federation has 4 captains that all have an alternate side (3 are crew and 1 admiral), 4 double sided crew and 2 of the captains still have an elite talent when crew. With 6 weapon, 4 tech and a lowly 2 elite cards (which I have added as the set comes with no Fed elite cards), it has plenty of builds. The TOS series elite upgrades could also be added if needed, but the captain and crew skills are enough.

This is a truly massive model, has a deep and robust build and is fun and thematic to play.

The more conventional Kelvin Klingons have 2 captains (the ubiquitous Kang and Kor) and an added generic, 2 ships that are a little weaker but also cheaper than the Feds, 6 elites, 4 crew (single sided), 2 tech and 4 weapon.

There is enough to trouble a fully built-out Enterprise and possibly another ship “in distress” or surprised vs two full strength Klingons, but the set is very much as scenario based one.

*

The last set I will cover in this article is the TOM or original movie period.

When I sold off some stuff, the TOM period was the most sought after by the buyer and least liked by me, so Chang’s BOP and Singh in the Reliant both went. I was keen to let the lot go as a clean break, but the Excelsior and Kronos One packs were multiples and still available so I kept the most tenuous toe hold in the period with options to expand.

The “These are the Voyages” set however replaced basically every name I had shed from the Federation and added more (Tuvok!), even though their abilities varied from previous iterations. I chased a Kirk captain card for months and paid way too much for it, let it go cheaply, then back it came in the TatV set for relatively little. Karma?

Suddenly I have 3 Enterprise builds (but need to paint a deep cut refit ship), the Excelsior and the Tian An Men Reliant class, a half dozen captain options, an admiral, 5 elites, 16 (!) crew, 5 weapon and 5 tech with the Systems Upgrade (?) card.

From basically a token Excelsior pack to a fleet. Crew are again the strength of the faction.

I would have preferred they add more to the original series in the TatV set, but that was not to be and as it goes, it turned out ok.

Enter Kronos One. Like the Kelvin set, this is purely a Fed vs Klingon dynamic, but also like that set, there is lots to work with.

For the Klingons, Chang and Gowron are both present in the Kronos One pack and Chang’s BOP, so I have one version and the “Blood Oath” set added a few useful bits. The only thing I regret is the loss of a couple of elite cards from the Chang’s pack, but otherwise there are 5 named (T’Atog, T’ong and K’Tanco which can be used in the TNG and TOM sets) and several generic captains, 5 elites (really need to run “an eye for and eye” with Chang!), 3 crew (I may add some more generics), 5 weapon and 4 tech which can only be used by a BOP or an aging D-7 (advanced weapon system allows the Chang’s BOP-like ability to cloak and attack).

For named ships, basically any K’Tinga or D-7 is usable, so several can be fielded and the Kronos One and T’ong have been point adjusted down to 22 to match the later K’Tingas, but the BOP is a B’rel class with K’vort move dial so a little mod made. The strength of the faction comes from potentially 4-6 ships with an offensive lean.

The Klingons are a simple but solid handful for any Fed build and the extras that came in the TatV pack (Q etc) add scenario options.

*Originally, I only wanted a single ship per faction made up of left over duplicates, but realistically, they are weak ships, so they were heavily dependent on a good scenario.

**I often apply a house rule that a ship may be built up to a squad value, even if that exceeds its upgrade slots (maybe limited to ship point value), but may only have active, upgrades equal to their symbols. This includes multiple of the same crew or Captain options, but any card that disables or removes them, affects all options.

Fun With Scissors And Glue!

I hate waste.

I do not like it when things do not line up thanks to printed matter becoming redundant.

My Attack Wing collection is as complete as it is going to get. All I can get that I might want I have, but there are inconsistencies and some wasted elements.

Wizkids changed later ship point values to lower costs, sometimes much lower. My sets are a mix of decently consistent, to all over the place, but were helped a lot by splitting them into scale, era and faction specific fleets. Much of this is due to the tournament circuit outing some ships as weak and uncompetitive, but only if they are subjected to ships from all eras and factions mixed together.

My original Voyager for example is 30 pts. The three later ones are 25pts or under. The Delta Flyer is even worse dropping from 20 to 14!

Finally, my clear-out of a little too much a couple of years ago left me with some annoying holes.

Below are some fixes done the old fashioned way.

Can you see the changes? I run a little black pen along the cut edges, then sleeve them. Initial fears the pasted-on card layer may be too proud and obvious have proven unfounded (I actually lost one card, mistaking it for an unchanged one). Oops, the Chekov re-flag could have been straighter, but it is reversible! I am not going to bother swapping out the Mirror unique patches.

Anyone familiar can see what I have done, but for the rest of the world, here goes;

My Federation Defiant is the Mirror universe one. I sold my Federation one (stupid) and cannot replace it short of selling an internal organ. I actually liked the mirror version more anyway as the primary attack is 4, which I think it should have been on the Fed ship. A replacement Fed logo and the “I.S.S” replaced with “U.S.S.” (both from an excess Ent-D card) and I have a 4-2-3-3 Federation re-fit of the Mirror version that would never have been used anyway, as I had already stripped out the useful cards.

The Sao Paulo (later replacing the Defiant) is a 3-2-3-4 ship, slightly less punch but more resilience. I like the Yin and Yang of that pair.

Next was an excess mirror Chekov (I bought a second, so I could strip out the upgrade cards). There is no Chekov in the TOS range. The picture (hopefully not too manic?) and his ability are acceptable as long as he is not up against himself in a Mirror vs Prime universe fight. I may look at his top ability and switch it out (maybe from an excess TOM Chekov). Otherwise the only change is the Fed logo.

I added an excess K’Tinga Kronos One to the TOS set as I only had a single named Klingon D-7 ship. It fits in the timeline (especially if Strange New Worlds is to be believed), being maybe the first of it’s new class and adds something to the Klingon fleet, their “thing”, a crude heavy hitter that acts as an over powered, less nimble D-7 with no tech slot.

As the only 4 primary ship and more hull than the D-7 it justifies it’s cost in the TOS set, but the action bar included cloaking which did not feel right in this period, so I hunted for an action bar that matched the D-7’s and found it quite hard to do (almost all non cloaking ships also have Scan, which the Klingons in this period do not have in AW). An excess “Orrassin” from the Enterprise era was found and the action bar fixed.

The Koraga got what many will, a slight points change, depending on the set. The other named K’Vort, the Vorn is significantly cheaper than the older ship so down she went.

There will be a lot more to either adjust points or change factions etc. I have no issue with the process or the reasoning and many points changes are actually official, they just need doing.

All It Ends With.....Ferengi

Ferengi, not my favourite faction in anything Trek, but they are part of it, so fair enough that I retrace my steps and grab some late bargains..

Odd though that my collecting of Attack Wing finished (and it is over I guess*), with Ferengi.

The Kreechta and Quarks Treasure are two older expansions, but I was surprised how much they offered. Between the two I have a 20 odd card selection.

I once boasted these and the faction pack, but for my needs, this is enough Ferengi.

Between these two packs I have managed an admiral, 5 captains, 4 elite talents, 2 weapons, 4 crew and 5 tech. Enough for a few builds. The ships are mediocre, but as scenario builders, they are solid and the packs were great value. I guess above all, they are required to round out my collection (a bit like the Vidiians I put off until recently).

The shuttle will go into the DS9 “skirmish” set, the bigger Marauder model is in the “battle” range, so it will go into the “battle” set, but all the cards can be used as needed.

A bit like the Cardassian Sail ship, they are interesting scenario elements if not power house ships.

My last purchased pack was the 2nd ed Fed v Klingon starer set (again). I paid too much for this rare find, but it was sealed/new and it was almost entirely useful. I had managed to sell almost all of my last one off!

The Ferengi were simply a lucky find, found together and on sale. Meant to be I guess.

Ed. It did not end here of course. Soon after I found a decently priced Fed fighter pack, ordered three Faction boxes on special from Wizkids and found the old Amar and Reklar ship packs unopened for retail price.

*A few missed box sets have been given up on, but to be fair I am sorted well and truly.

The Wall Of Cards And Plastic Is Rolling In.

During my desperate chase of one of the Attack Wing Federation packs to balance out my set and the eve of what looks like it’s end times, I stumbled across what looks like the final clearance of AW stuff from Wizkids.

Today, the first of it arrived, two Dominion War starter sets….$12.50 U.S each with decent freight (about $85au all up with a third set yet to come “Ships of the Line”).

All up, I scored 7 sets, with only one useful repeat for about $250au, which in balance with selling a lot of older stuff for $300au, seems a decent recovery.

Ships of the Line, These are the Journeys, 2x Dominion War starters, Live Long and Prosper, Adversaries of the Delta Quadrant and Lost in the DQ. I managed Secrets of Tal Shiar, Blood Oath and the Dominion War II set from other sources locally, but missed some during my “down time” with AW (Resistance is Futile and the Motley Fleet with the Andorian Cruiser) and let some go that I cannot replace parts of (Starter set 2), but lots of stuff, lots.

The reality with AW is not the plastic, but the cards.

I feel blessed that I started looking around when I did because most of these are now gone. Two of these, These are the Voyages and Lost in the DQ are technically still coming to the parts outside the U.S, but I am not holding my breath pre-orders will come to anything.

It looks like Wizkids are clearing out, not continuing the line, so jump when you can.

Where will I end up?

The Original Series, gets a massive boost with a literal doubling of resources from the These are the Voyages, Live Long and Prosper and Blood Oath packs (a handful of cards).

My original pairing-back gave me one of each named ship in each faction against the Enterprise as a simple introductory or multi player game, Mirror Universe, Tholian, Klingon, Gorn and Romulan (2 ships).

The Feds for example now have the Enterprise and Intrepid (Vulcan), 2 captains, 5 crew, 7 elite (thanks to the Vulcan pack), 3 tech and 2 weapon (Photon Torps). Only the Vulcan Intrepid can take tech, but it adds a another dimension.

A solid offering. One or two ship games in AW, thanks in part to solid scenario cards can be absorbing, but once played, the best options tend to float to the top. More options means more “X” options to combat “Y” obstacles. It is a shame this series, the original was not also boosted by the TatV set. The ship is small enought to fit in the box and more choices would have been awesome and felt right. Always a disappointment there was no Chekov in the core Enterprise set, but the later period now has several.

The TOS Mirror universe is one of the few I have kept intact, so it has gained some upgrades from other periods with 2 captains, 2 elite, 1 tech, 4 crew (I added an Orion tac officer for fun and she looks right) and 2 weapon.

The Tholians now have 3 ships, the Romulans 2 Warbirds and the Algeron D-7, the Klingons get the G’roth, a D-7 and for fun and to add something to be their signature “thing”, a Kronos One (I have 2) as a hypothetical new K’Tinga flagship. It fits timeline wise, has the only 4 primary attack in the range, but moves less well than the D-7 making it feel like the “heavy” compromise.

The Kelvin timeline is also well boosted by re-purposed cards from other Mirror packs. On top of the dual sided crew, they have 4 tech, 3 elite and 5 weapon. The Klingons have 5 elite, 4 weapon, 4 crew and 1 tech. The larger Klingon elite choice makes up somewhat for the less impressive crew options.

The original Movies (TOM) is not my favourite period, but in some ways is back to where it was thanks in part to the “These are the Journeys” set. Most the cards I sold have been returned including Kirk as captain and admiral, most others have choices, plus 4 elite, 6 weapon, 6 tech.

The Klingons have lost Chang’s BOP expansion, but I have the Chang from Kronos One, and a generic B’Rel BOP, 3 elite, 3 crew, 3 tech and 4 weapon. I lament the generous spirit that sold the BOP, but there are the elements needed. .

The TNG “battle” and DS9 “skirmish” sets are huge, the Feds in particular are too many to list as is the Voyager set, which has doubled with the “Adversaries” and “Lost” sets and the earlier Enterprise period, the one I really wanted the TatV set for is fully rounded and quite huge with the Columbia, Hernandez and Hayes in his intended role.

I would like to fill some small holes and balance some sets, like more Andorians or Weapon Zero, but it is all done well enough and there are ways.

A precedent set by the various Trek series is also the cross-over potential of Species 8472, Tholians, Borg etc to cross time and dimensional borders, allowing for missing bits (Weapon Zero), to be replaced by an equivalent (Borg Sphere).

It is close to over, chasing elusive and unlikely options done for all intents and purposes, but I have more than enough.

Time to enjoy.



Attack Wing (Re)Growing Pains, But Is There A Plan?

The mad rush to clean up holes in my collection of X-Wing and Armada, to balance out inconsistencies and get some needed backups is mostly done.

Attack Wing I felt was ok.

I had cut back (regretting that a bit now), shedding most of my TNG, TOS and TOM series sets, just keeping duplicates, some very rare cards and my full “Enterprise” and “Voyager” sets along with the Borg (no interest from my buyer apparently).

When I cut back I was pretty ruthless, not in a good place with gaming generally. The original movie (TOM) set I had painstakingly built up, including all the Klingon and even a rare Kirk captain card, was gutted, so I had ditched that and spread the remaining cards into other sets. If I get the “Voyages” set, it will get a flesh-out again, so maybe I can make a “Chang’s” BOP out of what I have (from memory it was basically a B’Rel with the ability to shoot torps while cloaked), or just let him command a K’Tinga and to be honest, the very movie based back story is problematic. Best to keep it a simple them v us set.

I can field now;

  • A large, but not complete Voyager range (skipped a few factions I did not like), the Feds are all white/blue except for the Delta Flyer.

  • A varied, but thin TNG “battle” scale set, about 100 pts a faction. The Fed ships in this set are all metallic finish.

  • Borg and Species 8742 as wildcards, both deep and powerful.

  • A very thin TOS set (1:1 duals really), a good intro or multi player set. This includes the Mirror ship, but all are capped at about 40-50 pts a faction.

  • A decent if fragmented DS9 set using generic ships only, as my “skirmish” TNG set, a place to put my little ships. The buyer had no interest in Bajoran, Marquis or little in Cardassians so my multi ship sets are intact, but I did give him all but one of my Hadar assault ships. I did also part with the Defiant, but kept the generic card (?). The Fed ships in this set are white finish. Still not sure why the generosity bug hit me so hard here. The Defiant was hard to find, but went so easily!

  • A very strong Enterprise series set. Unfortunately no “Weapon Zero”, but them’s the breaks. This was the main draw of the “These are the Journeys” set, to get the Columbia and Hernandez cards and more crew options.

  • A Kelvin timeline set. This is a robust and bespoke option, very strong ships and great models, but a little thin on cards, so to put otherwise useless (to me) cards to use, the Mirror universe upgrades from DS9 are re-purposed here and in the TOS sets.

All sets are faction and time line limited, except for a few excess upgrades that have stayed faction pure, or skipped to later periods as suits (Enterprise era Cloaked Mines from Enterprise can turn up in later sets etc).

So, what does make a good workable “set” in AW?

After my clean-out, I had the luxury of several repeat cards per ship. Upgrades are key and with Captains being separate from ships, I made a flexible little TNG fleet for each.

It was fine really, even quite clever and contained.

For example; the Romulans had a couple of D’Deridex (one combat, one technical), a Valdore and some scout/science ship cards and one of each model. I also kept a set of fighters for variety and because I like them.

The Feds got two versions of the Enterprise (a regular line one and a “combat refit” version from both starters, much like the D’Deridex pair above, the Nebula class T’Kumbra with Vulcan upgrades (Vulcans > science ship, it fits) and the Thunderchild Akira class, a sentimental favourite and some fighters.

As shown below, they are all in need of a repaint or wash for some consistency.

Most factions have 20+ upgrade cards, which is plenty I suppose.

In AW the game is “softer” and more forgiving and it feels like the community is less “best build” obsessed*, unless you are talking to a dedicated tournament player, the sort who trashes canon in favour of wins (Kirk on a Borg cube with Xindi upgrades etc).

You have time to tell a story, make some errors and generally stick around longer.

The ships are generally less agile, so the game tends to be more attritional with an emphasis on recoveries and avoidance with a lot of upgrades target enemy upgrades. It means plastic resources are less important than card ones, a luxury I had after the purge.

So, how did I drag the apparently sweet and sorted AW into the X-Wing FOMO dragnet?

It looks like the AW line is also withering on the vine. Faction packs are the only refresh and they are getting very thin and/or expensive. There is not even a basic starter set available at the moment.

To add to this, the current tariff issues and the freight out of the U.S. since COVID have made America a last resort (possibly a non-resource in the future) and Wizkids have lately found it hard to distribute outside of the U.S and this will likely only get worse.

I ordered the “These are the Voyages” anniversary pack from the U.K, not for the gold painted ships (WTF!?), but for the cards, but have since cancelled it as a possible non-starter!

This would have unbalanced things and fuelled a resurgence!

Next issue and this is a stretch, maybe eve an excuse it turns out.

The Romulan Scout ship, the Vo has no Weapon upgrade and only 1 offence (there are options in Tech, but not many). With only two combat ships and only three choices within those, I felt another offensive option would have been good. It did come with a Tech card that had offensive properties, but I seem to have lost it! The Vo is hard to hit granted, but it is a scenario specific choice, a delivery or escape vehicle, quite situational.

Stretching here.

I like the Romulans and they felt the least “loved” of my favourite factions.

I could buy a cheap Vo, just for a card, or I could look at other options.

The Tal Shiar has a weapons upgrade, but it comes in a pack with ships I have already let go and it will unbalance the ideal of simple and small “sampler” fleets.

The actual ships are semi clear “cloaked” mouldings, so I could get it and just use the cloaked ship models as just that (on arrival, they do impress, so they will be used as is).

I went for it, but is the door to uncontrolled re-collecting now open? Things may be done that cannot be undone!

So, having 4 D’Deridex and 3 Valdore class cards as well as a pair of workable Scouts and more upgrades, the urge to add ships could be too hard to resist. I have deep-cuts at hand originally bought to be black painted cloaked ships, (now redundant) and I wanted to get all my Roms painted to match!

I have realistically failed my intended path at this point.

Balance is now needed across the board.

I feel the Dominion set is plenty when combined (Cardassian, Breen and Jem’Hadar). With 200 pts of ships + 100 odd upgrade cards, oddly unbalanced within their own sub-factions especially in Captains, Crew and Elite Talents, they combine well. The Cardassians needed the Dreadnaught to fill out the ranks, which I did not love, but they will get some fillers later on.

I did order the Dominion War campaign set no.2, to fill out my Klingons a little (generic Vor’cha and K’Vort), at the same time adding a Dominion battle cruiser and two Galor’s as AI options (not sure yet if they come with regular cards/dials etc.

For the Klingons I also have the K’Tinga heavy “Blood Oath” set coming. I would have preferred the 2e starter with a Vor’Cha and K’Vort to replace both of the above, but it is what it is and annoyingly, I had it and let most of it go. My plan was less clear back then.

For TNG “battle”, generic ships look like the go. Most are new points level costed out, the spread is better and you can call them what you like! Like with X Wing, I dislike ship “Titles” feeling it is the peiple that make the ship, not some “ghost” personality the ship itself takes on, so generic ships, purely empowered by their captain, crew and other upgrades are the go.

I found a rare “To Boldly Go” set (silver Defiant/Miranda/Akira/Galaxy) and bought it then cancelled it with despatch pending. It was expensive coming from the U.S with an inflated price and steep freight ($140au) and the ships were a poor mix anyway for my intended path.

Then I found a “Ships of the Line” set (silver Sovereign/Prometheus/Sabre/Akira). This one is more about late TNG Trek and big ships. It also means I can run a second (silver) Prometheus class in this set and a Sovereign class that does not have to replace the Enterprise-D (no “E”).

It even has a couple of Crew for Voyager and duplicates Prometheus upgrades for both sets.

In DS9 or “skirmish”, there is a generic Sabre class (not putting that grossly over scaled ship into the TNG “battle” set) and I have found a few Hideki fighter packs cheap, which work for “Battle” and DS9.

Finally, I have pre-ordered the “Lost in the Delta Quadrant” set, which is just more good for a good range as is, but the unique and generic (silver) Intrepid class will swing into the TNG battle or DS9 group.

I will paint one or both Excelsiors metallic (unless the Dom War set is found**), or task one to the DS9/Voyager sets (more hypotheticals). I can still do the Kronos One v Excelsior game, but without Chang’s expansion it seems pointless.

The “Journeys” set may still make it into my collection**, mostly for the upgrade cards, but if not, I feel that is ok.

So, all of a sudden we have;

  • A large and comprehensive TNG “battle” collection using either unique or preferably generic ships. The Feds in particular now have no fewer than seven classes of ship and double those choices in unique versions. This is exclusively for large scale ships.

  • A larger and deeper Voyager set, all uniques except for the odd adversary filler, but it is waiting on the “Lost in the DQ” pack coming** which will effectively double it. This set relies on hypotheticals for depth, like the Val Jean, Equinox, Dauntless and Prometheus as a late reinforcement for variety. I have them all and the Lost pack will add more.

  • A very deep Kelvin timeline set, milking the Mirror Universe packs for all they are worth (15+ upgrades for each faction). The dual sided Crew cards, very robust ships and already decent upgrade packs were good, but better with a lot of DS9 and Enterprise Mirror Universe cards re-purposed, they now have several surprises and enough depth for decent two ship fleets.

  • The original movie (TOM) period is dropped for now. I can do it at a pinch, but would rather re-task the parts to fatten up other sets unless the “Voyages” set is found, then it may be decent enough to do and I can basically make up Chang’s BOP with parts (it’s only really 2 ET’s from complete).

  • A decent little TOS (original series) “starter” set. Dual ship fleets are a bit thin, but the characters and many upgrades make for a good sampler set. It is also a good three or even four-way tussle game (like the 1e starter set scenario) and it has tribbles! I have added the newly christened Kronos One, flagship of the Klingon fleet and as the only 4-attack ship in the group, it fits with the timeline, Klingon ethos. As a concession to it’s bulking out, it has a less kind dial than the D7 Gr’oth.

  • The generic DS9 range may realistically be a pre-Dominion set with Marquis, Cardassian, Bajoran and Feds as police.

Ed. This one is going in a different direction. I will use this set as the adversaries for a pair of Dominion War Campaign (set 1x2) packs**. This makes a less favoured range relevant.

  • The Enterprise period is mostly unchanged. I split the Mirror universe NX out and I will miss Hernandez as a logical captain** (Hayes…really?) if the “Voyages” set never materialises. Also it cannot logically be added to with many other upgrades from other sets being the earliest period.

What did it actually take? Four starters (possibly two more if they come) and a dozen or so cheap clearance ships. Ships shed were re-purchased, but often the hole when filled added more and in some cases, having the original would have probably excluded going again (Enterprise-E, Scimitar etc).

Have I lost something along the way?

If time was not an issue (or funds), I could have been happy with my little fleets. There was variety, all the elements of a STAW game and it’s not like I don’t have other games to switch to. The need to do something before it was too late is always going to be a thing for me, accepted and dealt with, so innevitability embraced, I am happy to re-tread old ground and bloat the collection.

The reality is, STAW takes up 6 plastic trays with ships, dials and ID tokens, while X Wing takes up 12 and 12 larger ones for cards! It has two large cases full of cards and a smaller one with collateral, but that is it.

*I have used the example of the Tie Fighter (2-3-3-0) vs the Enterprise NX (2-3-3-0) before. One is a swarmer or filler, handy but short lived, the other can field several crew, weapons and tech upgrades (7-8 maximum I think) giving it more lives, more punch, more tricks and depth. The main difference is separating ship from Captain and baking in the Title, but with few exceptions, all ships have Crew and Tech to vary them out.

**Ed. It turns out Wizkids shop has most of the newer faction packs at heavily reduced prices with more than decent freight (even ex-U.S.), so not sure what is so hard for others? I have found most the packs I have been chasing, two Dominion War campaign sets and some other bits for peanuts compared to some of the prices I have seen (most bought for the price of a single pack I cancelled on Amazon).

The Game I Have Been Waiting For?

Star Trek “Into The Unknown” raised it’s head yesterday.

I was searching for X-Wing ships, the Trident Huge ship specifically, when a video featuring a massive Enterprise-D appeared. Intrigued, but assuming I was looking at someone’s “true scaling” rework of Attack Wing, it took me a moment to realise I was looking at something very new.

Trek and I go way back.

Below I will look briefly at my Trek forays and rate them from 1-5 for battle game depth vs story game immersion.

I have Federation Commander (5/2) and the many spin-offs from that like Starrmada or ACTA. These give me various levels of crunch and lots of it. If I feel like running one ship with all it’s micro management, this was the game so far (unless you want to go full Star Fleet Battles bonkers, which it modernised). Although big on crunch, it is clearly a wargame with scenario power.

Attack Wing (4/3) the X-Wing spin-off that many feel is better except for the lousy ships. It feels like Trek, if a little light weight, but is more story driven than X-Wing and even Armada (which I would rate as 1-ish). Unlike X-Wing, STAW started out with scenarios to play, but it is still a combat game for a tournament circuit. Oddly, I shed a lot of this and still feel I have skin in the game, because unlike X-Wing, a little really does go a long way.

GF9’s Away Missions (2/4) which is the main game that gives me the “Trek as problem solving like an actual episode” dynamic. This is the game that looks like a skirmish game, but is not, which disappoints some, thrills others. The big issue of course is no ships.

Star Trek Frontiers (1/4) based on the Mage Knight system. This one, like Away Missions does not concentrate on combat for it’s own sake, only as one of several options and is mostly an exploration game. I have not played it much, but it is capable of capturing that Trek episodic problem solving and exploration feel and heroes all those Trek elements. What has put me off is a combination of game weight without the promise of fully realised immersion.

There are so, so many others, like Panic or Catan which I have played, but only cosmetically stray from their parent game’s roots. Others like Star Fleet Captains or Ascendency have less appeal for a variety of reasons (cost, minimum player count, game weight to play options or reviews).

So, I have crunchy, light, immersive story telling to skirmish wargame, but is there a game that successfully combines all of these other than an RPG?

Into the Unknown (maybe a 4/4, or even better) on the other hand does a few things that exceed those above and maybe even my own expectations.

  • The ship models are huge, beautiful and to scale. I got around my annoyance at STAW scaling by splitting the games into their series, with TNG as a battle game, DS9 and Delta Quadrant as a skirmish scale and most others align reasonably, but some combinations are hard to swallow.

  • It has a TNG theme, so no “Forever War” pseudo licence weirdness. Characters we know, but deeper than STAW..

  • It is a capable combat game, but it is also a properly themed scenario game (even campaign) driven, episodic, a story game. You may never fight, you may go boots in, but it has options. This is Trek for Trekkies.

The negatives are obvious really.

Those ships are biiiig! The Defiant and Attack ships look like better versions of the Attack Wing versions (maybe a little bigger), so the to-scale big ships are genuinely massive. Nobody has managed this before, not X-Wing (Huge ships were about ½ scale size), Armada with its vari-scale and fighters that were “representative” and of course Attack Wing, the worst offender.

It is deep, involved and complicated, has a two page spread of just the icons needed to play and may trade immersion for enjoyment to some extent. My main concern is, I might get deeply into it, but can I expect another to do the same and a game like this needs two invested parties, I guess?

Sometimes four Action icons on a X-Wing ship card is too much for casual players.

This is something I have seen before with board games that creep into the realm of roleplaying games. The total freedom of a TTRPG allows for much to taken as we narrate it. A board game on the other hand has to simulate every aspect of that life or it is simply out of the scope of the game.

On the other hand, can a dedicated Trekkie and war gamer afford to miss it?

Will it be “the one” or another expensive wadste of book shelf space?

Only time and a sizeable investment will tell.

So, X-Wing Is Dead, Long Live X-Wing (And Armada)

X-Wing is no more it seems, Armada no better off, but that is another story..

No big deal for me as I have more than I will ever need and a small, quite occasional and not tournament obsessed playing group who like where we are.

My journey started with a bulk buy of TFA 1e starter sets (5 for $100au I think). I thought I could keep it under control by limiting myself to TFA and 1e, so Heroes of the Resistance, a Silencer, some Tie/SF’s, a couple of Bombers and I had “the experience” of X Wing with some semblance of control.

Of course, I was soon hopelessly intrigued, mired in excellent Blogs, a thriving community, even one going through edition angst, a lot of history, a lot of love and several opinions on all of these. My thirst for more took me all over the place as I just narrowly caught all but the Starwing and arguably 2 ARC-170’s, Tie Aggressors and K-Wings (2) are under done, but at least I have some.

Two may limit possible builds, but it is still two more than many have.

I even bought foreign language Huge ships, Sabine’s Tie and others, then chased down English language cards and dials (usually from Big Orbit in the UK). I am also sure I got the very last Rebel Transport, original 1e starters and 1e Ghost in Australia, at least on line.

Three of these were near miraculous buys, one was so common it was almost sad.

2e was a push.

I bought in to 1e to avoid the trap of 2e (cost), but as it turned out my TFA collection perfectly fit the upgrade packs and just for completeness I bought the rest……

History now, some fraught, some fun, all memorable.

Around here we mostly play various forms of 1e “Bare Bones” X-Wing, limited to the original trilogy period (i.e no TFA). By “we” I mean me and a cast of drop-ins with mild to keen interest, but little taste for deep diving.

The Force Awakens period is now reserved for 2e, which is where it was completed. We see this as an old movies-old game/new movies-new game dynamic.

Bare Bones style or similar (see below) means usually, no EPT’s, Mods, generic Titles and sometimes no named Titles either. Basically everything that broke the later 1e game and was prioritised as tournament necessary, anything odd or irrational and anything leading to the bonkers action chains and gamesmanship at the expense of logical simulation, is out.

The 1e game was lovely and simple, but it broke easily. Early iconic ships aged badly and worse, the fixes were becoming even more problematic. The game was a world event, huge by game standards, especially considering it’s limited scope and theming, but it was ailing.

The X-Wing for example, the iconic namesake ship of the game ended up with Renegade Refit, to allow Integrated Astromech and S-Foils to make it cheaper and more viable, all effectively made redundant in the 2e fix.

Second edition is mostly sitting in a cupboard neglected (see above). The 2e game is far more even, cohesive and comprehensive, but feels like a very different beast, shielding the players from the power blow-out as much with convolution and compromise as it is with cleaner rules, leading to more situational abilities and wordiness.

It is just me I know, but I actually like the old formatting better to.

It is great how 2e has made the player favourites relevant again, but there are other ways.

The reality is, when I try to introduce players to 2e they are overwhelmed by options and game jargon.

If I show them one of our 1e “Bare Bones” cut down versions, they are much happier.

The guidelines.

Pilots and their ships are as printed, ordnance is more or less reduced and consolidated, with some weird, convoluted and useless stuff dropped, also some is made faction specific.

Ships start out as very faction iconic, then gradually even out.

In many forms either generic or named only pilots are used and there is no TFA era stuff (or Tech).

The first few forms only allow ships with the base 5 Actions.

We do use 2e dials in some forms of 1e, because older ships are better to fly with them, but that is about all we change or add.

Classic is a handling of the original trilogy only, with some ace pilots being assigned EPT’s that fit them ideally in pre-builds, but always with an eye to story consistency over gamesmanship. Luke for example gets “Deadeye”, arguably his card even with his picture on it. Rogue One is an optional expansion and there are thoughts to doing a Rebels kit.

Black Squadron in all it’s glory.

Skeleton Crew , an intro game or one for the jaded player, is 5 themed ships per faction. Everything you need to make a game is there, enough for a tournament and a way of giving new players a feeling of control. Upgrades are limited, but there are plenty to play smart and to theme, but more complicated mechanics like Ion and Actions outside the base five are absent. This also uses the more basic dice-only combat system (crits are direct hull hits, normals are normal, reducing shields first), which makes some elements obsolete as they apply to damage card mechanics (for example the TFA Chewbacca is used, not the earlier version that relies on cards). No names are duplicated, so no Pilot and Crew options of the same character, other Crew and Droids are generics (and faction aligned).

Bare Bones expands the ships to 7, still faction themed, some more ordnance and upgrades are added to include Ion and other more complicated mechanics, damage cards are reinstated, but it uses 2e dials, to help rationalise out old and new ships.

Legends is a favourite. More ships including those from Rebels, Solo and Rogue One, but only named Pilots, Titles, Crew and Droids, no generics (the lack of a named Droid assumes a generic “no frills” model). This is all about, as it suggests, Legends and names, the characters that make a difference. If something or someone is not named, they are excluded. Named Titles are assumed with relevant Pilots only, not optional. This one appeals to me when the inconsistency of Droids etc that only impart one ability annoy (if R2’s offer Green moves, then why does R2-D2 fix shields and not give green moves?). All ships are equal except for the named character differences.

Expanded. Expanded is getting close to full 1e (but with 2e dials). Still no EPT’s, generic Titles, Mods, but named Titles are allowed, ships with more than the base Actions are included (except TFA era). This even includes single card Huge ships.

Aces and Eights is different. All upgrades are allowed, but only for a select range of fighters. It started with the Kihraxz vs the Advanced vs the X Wing, all massively improved in the later game, but other versions have been tried. It works because it is limited in ships.

Everyday Heroes is a new game, but a logical one. Only generic pilots are used, all able to take (select) EPT’s up to their PS value (mostly capped at 4) for free as part of the Pilot cost (initiative is changed to be even, but random), Pilots with the EPT slot (Black or Green Sqdrn etc) may take another, but at normal cost. This can result in some action chains, but lacking ace Pilot abilities, which often lead to duplication and redundancy, it is clean and refreshing and nice to get neglected cards out.

I have lots of these, some 1e, some 2e, but dials enough to play either.

We have also tried scenario games like “Strike For Home” a scenario including all my TFA era ships with a heavily simplified combat system (see Skeleton Crew) and movement system using card activations and groups of ships to play 20+ ships a side (I have 13 T-70’s!) played in three stages over my 6x4 planet map then my my 4x4 Orbit mat and finally my Ocean mat with ground defences and the target, or “The Convoy” making the most of my Cartel 2x C-Roc and 3x YT 666 freighters and Cartel escort vs a Black Sun/Binayre Pirate raiding force (similar simplified rules), again 20+ ships a side.

Both these avoid the need for ship or damage cards.

TFA got proper treatment in 2e

The Tackle Box Experiment. This is also called Training Day, using no ships, just TFA cards etc not used from 1e and bases with dial counters on them. It is designed as a portable “training” or travel game, needing only a flat space and some time. It is also good with kids when mini damage is anticipated. You get the game experience, all packed int a small tackle box. The handy thing about TFA is both S-Loops and Talon Rolls are represented. My bases are weighted with stick-on rubber flooring tile, to make them both heavier and less slippery.

Maybe a Bare Bones 2e hack would liven up that space.

Resisting New Games, Reinventing Old Ones.

I have moods with my gaming ranging from not in the mood at all for long periods, shifting from one genre to another, then sub-genre within those, I may be more in the mood to buy-collect than play, or to play and play a lot, or a mix of all of these.

TTRPG’s are on my mind at the moment and that led to a couple of long wanted D100 purchases, Mothership and Trouble Shooters, a pair of games that share very little in common apart from a D100 mechanical base.

RPG’s are funny things. Unlike board games they are effectively free-form. Anything goes within the broad parameters set, even shifting those parameters mid-game, a TTRPG equivalent to Dawn to Dust if you will (I wonder how many Call of Cthulhu games have gotten side tracked).

Games also in the “Loop”, an intended pun because one is Tales from the Loop, as well as Electric State and Things from the Flood, Aliens (Mothership covered this one), Wild Seas, Symbaroum and Vaessen. Most of these can simply serve as idea seeds for existing games, some not.

Symbaroum ties into a story line I have been pondering for a while based on the effect a “civilised” nation exiled or fleeing from a lost empire, who colonise a new world, one much more ancient and complicated than they realise and one that re-connects them to a lost past. It was already in the works, inspired by the Malazan and Robin Hobb books when Symbaroum solidified some ideas and provided inspirational art.

The feel is a mash-up of the new American colonies. lost Aztec kingdoms, Sleepy Hollow, traditional medieval fantasy and Scandi fae, with an emphasis on old and new ways clashing.

Vaessen is a cross between CoC 19th century and “true” fairy tale stories (Mermaids that eat people, Redcaps that kill traveller etc), so I have my fill there, simply focussing more on fairy tale and fae legends than Cthulhu (and reducing the sanity rules).

The theme and feel of the game is the key, not the mechanics, although the mechanics do have some effect, usually in the form of limitations, setting lethality and swingy-ness, sometimes affecting enjoyment and even play-ability.

I do not like rail-road mechanics, much preferring things to happen organically in the theme of the game played. If the payers do not, then you are playing the wrong game.

The One Ring is a good example of a game that tries to mechanically force the feel and flow of Tolkien’s books into a play style. Nothing is made new by this, only called out to help those who (1) have not read the books or (2) do not know how stuff happens in life or games and need a hand held. I have TOR, but use it for information and inspiration only with D100 systems.

I have been itching for a “kids on bikes” style game recently, something I do not specifically have, but the Tales From The Loop and Electric State books have been nagging.

M-Space is a great launching pad for the D100 system tree.

I can get the actual games, avoid the TV series (as they depart somewhat from the books) or try to create my own back story using a system at hand, but what is the key feature i need to add?

TftL reviews seem to universally praise the character immersion of being young, wide eyed and adventurous, while the realities of life through the eyes of a pre-teen hit home. The system and some of the choices are less well liked, but that is easily fixed.

M-Space, maybe with a little Comae Engine, has all the ingredients I may need mechanically, maybe with some consideration placed on the back story of the characters (10-16 year old kids), a deeper dive into their lives and maybe a stress or fear mechanic (sanity seems too harsh and final).

M-Space is a sci-fi game, but not one that requires a “Star-X” like universe to function. It is solidly grounded, so a near future, alternative past, far distant future-tech collapse are all possible, drawing from the many, many other compatible resources available.

The elements needed are;

Modified char-gen, accounting for the age of the protagonists. This is simply a logical reviewing of characteristics and a reduction of skill points, but maybe also a funnelling of some of these points into hobbies.

Kids on Bikes games tend to be a duality of “the big mystery” and everyday life, great examples being “Super 8”, “Stranger Things” etc, but even “Stand By Me”, with a supernatural twist would work.

A fully fleshed out family life (which is handled more or less with the Circles mechanic), but also needs hooks and difficulties. My feeling is, by calling out the life of the participants front and centre, the characters will organically manifest, without the need for mechanical rail-roading. This seems to be the case with TftL and is very much in my thinking on RPG’s in general, that role playing should be through role play, not mechanically forced processes.

A mechanic for fear or stress, maybe called dread. Not sure here. CoC Sanity is to harsh, Motherships Stress/Panic also, but maybe that with softened wording or effects could work. The gradual build up of dread until panic sets in, resulting in the character running away or standing speechless in shock could be fun, but it must be kept reasonably light, really just a way of the GM taking control of the characters. The worst result should be group betrayal, denial or reluctance to continue (not insanity, paranoia or a heart attack!).

Self discovery is part and parcel of this story genre, so from panic, or the resistance of it can come growth.

I would also change the core mechanics to my own D100 system*, simply to reduce swingy-ness and soften the landing with lower skill levels. Passing normal tests should be more likely, but challenges less so.

Fate points would be used.

The original books will serve as inspiration and setting. They are detailed enough for my needs, without being too prescriptive. Every picture is a story seed.

The extended conflicts rules, Comae Engine version, also allow for a less militant game, ideal for tension without fear or death.

A work in progress, but aren’t they all.

*Three levels of difficulty, Standard allowing the roller to arrange the dice, Challenging is dice as rolled and Perilous is dice arrange worst way, with natural doubles equalling special or critical results.

D100 Role Playing Games, Part 3, Now And Into The Future.

1970’s cool with time and dimensional travel.

Luther Arkright by Mythras is a handy resource and interesting premise based on a comic book. Basically a flawed 70’s Bond type character tasked with keeping the timeline clear of meddling, it is an open book world building platform, a bit like Dr Who with drug addiction, guns and free love.

The 1990’s of the X-Files, pre smart phones, Nazis living in exile and Grey skinned aliens with big eyes to now..

The original Delta Green created quite a stir.

CoC 6e had an independent homage product Delta Green, that gave us a re-skinned X-Files game, based on all the popular paranoia’s of this period. Alien abduction, immortal Nazi’s hiding in darkest South America, government conspiracies and the traditional horrors mingling with regular folk.

From it came the independent Delta Green product line covering the 2000’s to now and from that a re-printing of the original pre-2000’s version Conspiracy as an alternative back story. DG stands out as one of the few games currently available as a first and only edition and has remained solid since. 6e at it’s heart, it developed some good mechanical evolutions and has it’s own feel.

1980-90’s Kids on bikes adventure like Stranger Things, Tales from the Loop, E.T etc.

Nothing I have covers this specifically, but between Trouble Shooters, BRP, Pulp Cthulhu, Mythras Imperative and M-Space, it would be easy enough to get something going with The Loop, Electric State and other books for inspiration (literally take any one picture from these and something starts). The Comae Engine and Trey are also ideal.

A lighter hearted take on Cthulhu now.

The “triangle” book is the Delta Green original book updated as “The Conspiracy”,

The Laundry Files, based on the Charles Stross books is a very British take on fighting Cthulhu, keeping your bus stubs for expenses and warm pints included. Still very dark as Cthulhu needs to be, it has a unique feel only possible through English understatement and dry humour. Where else would budget cuts to IT services threaten the viability of fending off world destruction or an agent go back into the jaws of horror to retrieve his laptop (or have to pay for it)?

Bond, The Professionals and co or a more militant theme like Strike Back.

For a more up to date, but still light take on Bond style games, DWD lite has Spec Ops, a D00 lite game. It is also compatible with other D00 games, so supernatural elements could be added or you could just use Cthulhu now or Delta Green with no or little horror.

A Dresden Files style fantasy-modern world full of nightmares living right under our noses.

Clearly based on the popular Dresden Files books with Harry and co holding back the tide, After The Vampire Wars covers the same turf effectively with the Mythras system. This also ties in with other Mythras works like Destined and M-Space.

More British horror, but lighter this time.

The Rivers of London books are light horror or at least supernatural based. Less dark and desperate that Cthulhu, the team at BRP made this a special love project and even developed new sub-systems for it, that many wish were added to the new BRP core book.

Supernatural and the newer Evil or Surrealestate series.

Doing a Supernatural style game is as easy as doing Cthulhu now, probably with pulp rules, with or without Cthulhu attached.

If you want something a little darker as some episodes could be, or to go more into the darker Evil series style, Sigil and Shadow by Osprey is a reworking of a D00 lite Special Ops and Bare Bones Fantasy mash-up. It is very real and quite dark, but has less overt monster fighting than most games of it’s type concentrating more on the psychological effects of impending doom.

Also of note, but I have not played it, is Unknown Armies. This is dark stuff, so more on the “Evil” series mould than Supernatural.

Street level super hero like Batman, Daredevil, The Watchmen or Spiderman.

Something old but still valid is Super World (available as a pdf), good enough to help launch George R R Martin’s career (google it, quite a story), or something newer in Mythras Destined or you could simply use the BRP core book at a pinch with bits of Magic World, Super World and other Chaosium classics included.

High or cosmic level supers are really out of the realm of most D100 games, but can be done (with less math than Champions and the like). For me that is irrelevant as I only like street level anyway where D100 games excel.

Maybe mesh these with M-Space for a Guardians of the Galaxy style game.

Near future or alternate future/now, like Electric State.

Mythras Imperative and M-Space handle this very well. BRP could also, with a lighter feel maybe, but the harder feel of M-Space would sit best, dropping in select bits from supporting books.

Zombie or all the other apocalypse scenarios.

Seasons of the Dead for Mythras is custom made gritty, dark and flexible, and “disaster” agnostic. Like all Mythras based systems it is also a handy resource (a DCeased style game with Destined?).

The Dark Tower or Shadow of the Torturer Books and even Fallout.

I have always wanted to do a far future lost Earth game, drawing on all of the elements of future science, post nuclear mutations and alien weirdness these books and games inspire. An old monograph from BRP Future Earth is actually an uncredited clone of the Torturer books and this is also one of the sweet spots for a generic system like BRP to thrive in.

You can literally pluck an idea, monster, character from any system and drop it in, tweak it to suit and go.

Play style is already in the hard and unforgiving space, “exotic” abilities etc. covered by even the core BRP book’s spells, super powers, psionics and mutations and almost any genre book can contribute.

Apocthulhu series are a “life after the collapse of humanity” series, which could be a good start as could Luther Arkright in a failed dimension!

An outlier here is Dark Astral, a laughably thin tome compared to the monster Zweihander it is supporting, but a very cool feel (reminds me of Nemesis from my old 2000AD comics and the Wolfe books).

A bad futre, the near future or a far distant one.

Space Opera like Star Wars, Buck Rogers etc.

Frontire Space from DWD is a traditional sci-fi game, complete with alien races, lasers etc. It is open ended, flexible, quite complete and light enough to avoid getting too bogged down in tech or moral conundrums. With some resources, it is capable of handling most light sci-fi genres.

M-Space can also handle this with some clear Star Wars hints, but FS is pulpier and lighter.

Hard sci-fi, alternative future, weird science.

M-Space from Clarence Redd is a loose Traveller clone in Mythras Imperative clothing, with a very live system and constant support. It has support books with a more Star Trek, Blade Runner or true science feel and works with or without traditional conceits.

I could see anything from a John Carter, Fallen Skies, 2001 A Space Odyssey, Stainless Steel Rat, Alien or even a Gravity style game.

I cannot have these books at hand without being drawn into “what if” games like the Leviathan or the Ancillary series. Just browsing the 1980’s style sci-Scandi art evokes ideas.

Alien, Predator and Starship Troopers otherwise known as “Bug Hunt” sci-fi, although “bugs hunt us” is probably closer.

Mothership is the…..mothership I guess of this style of desperate, hopeless “space is big, dark and bad things live there-more successfully than you” games and a paragon of succinct and cool design, but New Horizons (pdf) also deserves mention for it’s 1000 odd free pages of more traditional Cthulhu-ish futuristic goodness (badness?).

M-Space can do this style perfectly well also, so I have bought the Deluxe Mothership system and Hull Breach 01 and the feel and I will drop the best ideas (stress mechanic) into an M-Space game. Apparently the scenario books and community are consistently amazing.

Other stuff of note.

The Comae Engine deserves it’s own spot as a pick up and play generic system, especially if used with Trey, the accompanying solo option.

How about solo games?

Zweihander has a solo module, D100 Dungeon is a solo game engine and Trey allows for solo play with most systems. Because D100 games tend towards the gritty and can be frighteningly swingy, “write your own adventure diary” style games work well.

A system idea I have been pondering is “blind” play, where characters are not fielded with actual numerical stats, just a character sheet of a description, their weaknesses and strengths outlined and the result of their prioritising of their growth path (they apply the d10’s, the GM rolls them in secret and tells them how they went in vague terms.

This works well in D100 games because the range is deep and squishy enough to disguise the actual value for a while and the systems can come down to bean counting, this defuses that. Also, the 2d10 with flips idea can be used by the GM to hide the difficulty and therefore the roll likelihood.

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D100 games cannot capture the feel of every other RPG styles and mechanics out there, but I hope you get a feel for the flexibility and consistency of the mechanics and their many uses. The big thing for me is in a triditional sense (or non-traditional if you choose), they just get out of the way and let the game be what it needs.

If wanted, D100 can accomodate with room to absorb most ideas, if not the scaffolding holds firm without.

I am not ne for TTRPG mechanics that control play or force a style within that play. The mechanics are only ever the enabler of a communication based game. A good example of this is Mothership, a game that allows for player driven story telling with enough mechanical structure to “get stuff done” and add rewards and penalties, but little more.

From an older gamer’s perspective, tricks to force immersion into game play are not wanted or needed, indeed I find them restrictive and limiting.

You only need processes to determine if your goals and your (characters) efforts to reach them are rewarded or what any setbacks cost you. In other words, I do not feel the need for the game to rail road me or hold my hand, just enable my imagination.