Thursday, 25 August 2016

A bit of promotion: Hail of Fire

Wanted to give a shoutout to a neat little WW2 game you can pick up at the Vault right now as a Pay What You Want: Hail of Fire

In addition to sounding like a good metal band name, it's a pretty clever little game aimed at using the same basing and figure scale as Flames of War for easy access.

The system reminds me a little bit of FUBAR but more detailed, particularly in the armour department and with some clever additions like a "hero point" pool you can use to influence things and a delayed casualty resolution that I like an awful lot.

Go check it out, swing the guy 2 dollars (he deserves it) and tell him I sent you :-)

FiveCore Retro Collection available!

FiveCore has come a long way (and will continue to do so).

As such, it is time to do some drastic I feel.

The original Five Men in Normandy, the ww2 skirmish campaign game that started the whole thing, and FiveCore 1st edition, the generic skirmish version, along with a collection of all the old supplements and expansion packs are now available in a single bundle pack.

This contains the following expansion packs:

The Tactical Primer.
Chaos and Circumstance.
Actions and Tasks.
The Skill Companion.
Heroes and Horrors.
Wolves in the Night.
Irregular Encounters.
Heavy Metal.
Riflemans Guide.

Along with both of the two core games.

Best of all? The entire thing is available as a “Pay What You Want” bundle.

Did I mention its a total of 199 pages of gaming goodness?

Nuts right?

I am confident that reading and playing these old versions will get you fired up to dive into the current versions of the rules (FiveCore 3rd edition, Company Command, Brigade Commander and Five Men at Kursk).

Do note these pdf’s are all provided in their original versions:
As such, some of the early ones look a little rough layout-wise and they are generally sparsely illustrated. On the upside, that makes them very print-friendly.

Available here

Sunday, 21 August 2016

Dungeon Scum. More info.

This won't touch on the combat mechanics, those are tweaked from Starport Scum but not substantially changed (that would defeat the point of using the same engine).

What sort of content do you get?

Character creation
You will be able to roll up random characters or just scribble some keywords and use that.

There are no character classes but your rolls will suggest a "role" for the character to fill.

I opted against classes to allow people to make their own heroes more readily.

An example of a hero I just rolled is:
Grew up in a nomadic tribe, where they stumbled upon a dark secret that thrust them into the world.
They found their true calling as a ranger and their defining passion is Justice.

I could roll on the trait tables in the book, but I decide to give them "ARCHER (+1D to missiles), TRACKING and STEALTH.

They also have a Personality Trait, which will be HONEST.

Voila, ready to play.

There's a total of 6 different types of magic, each with 10 spells.
The magic schools all work in different ways and have different requirements to use.

For example, sorcerers must concentrate, severely limiting movement and their spells are generally one-use per encounter.

Miracle workers on the other hand can call on 3 miracles per encounter and
can do so while running around and even when injured.

There's also "Quest" spells which are used in roleplay scenarios to do things like send messages, travel overland or summon a riding steed.

The Delve
If you want to use the random tables to set up a game, rather than run it as a conventional RPG, you use the Delve mechanics.

Set a number of encounters, typically 3. ROll that many times on the encounter table, which can result in battles, puzzles or traps.
These are designed to be solvable by pure dice rolls or item usage, but a Game master could substitute that for a puzzle the players will have to figure out.

When you've endured the required number, you will face off against the final encounter which concludes the Delve.

We do NOT roll up every single corridor as you map the dungeon, instead just focusing on the key moments of the delve, though again, you could roleplay it step by step if you liked.

Magic items
A lot of magic items are included as loot.
These are generally geared towards tabletop battles rather than roleplay scenarios, but there's a lot of clever bits (I think).

Fancy a sword that gets bonus dice against enemies that injured you?
A suit of armour that explodes when you die, taking them with you?
A cloak that prevents enemies from targeting you unless you are the closest one?

And a lot more.

PDF as usual, expecting about a hundred pages, but may be a bit more or a bit less.
The initial version won't have any artwork internal, for ease of printing, though I may revisit that down the road.

DungeonScum - The Delve

So for Dungeon Scum, rather than doing the "room by room" dungeon exploration (though you certainly could), we're focusing on key moments.

When you venture into a dungeon (what the rules call a "Delve") you'll have typically 3 key moments and then the final encounter.
Basically, we skip the wandering through empty corridors and safe rooms.

You could cook these up yourself or roll on the handy-dandy table in the book: Each encounter might be a battle with a group of minions (interchangeable grunt level baddies: Goblins, bandits, cave rats, whatever), a monster or a challenge which must be bypassed in some way.

They're set up so if you just wnat to roll dice and move on, you can or a GM could replace them with a full roleplaying encounter.

f.x. if you roll a Puzzle, you can just make a dice roll to pass it or the GM might actually invent a puzzle to solve, RPG style.

If a battle breaks out, we go to the miniatures and play it out.

Sunday, 14 August 2016

Starport Scum correction

Fixed a holdover rule in the PDF today, stating that Pinned characters can't fire.

The intent is that they CAN but with one die less.

Though I could see a good argument for letting them move (with the penalty) but not fire, so play it that way if it makes more sense.
Another option is to limit goons and bruisers from firing but letting aces and heroes do it with the penalty. Give that a shot.

Monday, 8 August 2016

Storyteller's Guide to Starport Scum

The Storyteller's Guide to Starport Scum is the first big expansion for the game, offering a host of new toys to play with.

Starport Scum rests on the middle ground between a wargame and a roleplaying game. 
This first supplement expands the latter part, adding new story-telling and story-generating mechanics to the game engine. 

Included are the following rules:
*The Information System, allowing players to ask questions and get (occasionally unpredictable) responses about the game world.

*Connections, allowing missions to be tied to past events.

*Revelations, a simple mechanic to add an unexpected plot twist.

*Social combat, if you want your arguments and verbal confrontations to be more dramatic.

*Fate dice, for more heroic games.

*The Story die, allowing players to make small alterations to an established scene.

*Compels, incentivizing players to have traits with mixed benefits or even flaws.

*Danger and Doom, a new table to handle getting into trouble. Great for traps.

*Factions, a character-driven system allowing corporations, cults and power mongers to mix it up with each other.