“Vanished Lands” new telecom team, Update 18 — Waking nightmares

Heroic fantasy art
Fantasy heroes

Note: As I continue consolidating and migrating among my various blogs, some posts will be mirrored.

Fellow role-players, here is my update for Session 18 of the latest adventuring party in my “Vanished Landsheroic fantasy campaign setting. The teleconferencing team met on Sunday, 27 February 2011, and has been using Pathfinder, Skype, and an online dice roller.

In one ancient world, there was a region where strange majicks and demihuman races thrived. After “Holy Steel‘s” journey to the distant empire of Khemet, another motley group gathered in the northwestern “Vanished Lands” to explore a world full of perils and wonders….

>>Telecom party Player Character roster, as of spring 2011:

-“Kovar” [Beruk A.]-male Half-Orc/Saganim human Paladin of Mithras; raised as an orphan; contact of the Order of the Golden Lion; LGn, Lvl. 2

-“Davven ‘Digger’ Hollysharp” [Robert A.S.]-male Faldine Halfling archaeologist (Tallfellow Rogue) from a pipeweed farm in Tarken; contact of “Tunnel” [Stuart C.G.]; CGn, Age 45, Lvl. 2

-“Asish Chen Ti” [Byron V.O.]-male Tsucharim human archer (Mongol-style Ranger), escaped from service to Nannuattan (eastern Dark Elf) Wizard Arbalas; contact of “Sukhov” [Beruk A.] and owner of Akita dog Genghis and horse Onimusha; NGl, Age 20, Lvl. 2

-“Jovinda Halflight” [Sammy H.]-female Half-Elf (Grugach/Hifalendorin) Cleric of Mekkil, goddess of nature; owner of horse Wyth-Amoi, or “Wind Spirit”; NGl, Age 23, Lvl. 2

-“Kazuo Takenaga” [Taum D’A.]-male Nezumi (Rat-kin) Monk from the Zedu kingdom in the Therud Forest; LNg, Age 20, Lvl. 2

-“Favelhorn Riftbringer” [Dexter V.H./absent]-male Mountain Dwarf Summoner; CGn, Age 51, Lvl. 1

-“Gawain Keary” [Paul J./absent]-male Saganim human Illusionist (proto-Celtic Wizard) and contact of “Kimo” [Beruk A.]; NGc, Age 20, Lvl. 1

15 to 16 August 1229 B.C.E.:” After meeting in the Wisalef Forest, the travelers had encountered hostile Centaurs, followers of the mysterious Vappu Lahja. Returning northwest across the Plains of Sathendo, the group found an abandoned hamlet and stayed in a haunted inn.

The brave adventurers revisit the upstairs rooms at the “Mellow Mule” in the Hifalendorin (proto-Western European) human community of Alarn. Noting that one room contained a man hanged upside-down, scholar Digger speculates that the strange items in each chamber may have a symbolic meaning similar to the Tarot deck or Skaevingol (Norse) beliefs.

In the first guest room on the right, Kovar had seen a raven, which left behind a black feather. Digger and Jovinda theorize that it could be an omen or a sign for judgment and justice. Across the hall, all the furniture is suspended from the ceiling, possibly reflecting a reversed Tarot card (emphasizing negative connotations) or the Wheel of destiny.

The shards of a magical mirror in the second room on the right showed the Half-Orc Paladin eyes that were not his own. Asish searches for tracks, and Kazuo questions whether his companions are reading too much into the manifestations of unquiet spirits. Still, Digger and Jovinda note that mirrors can be portals or symbolize the Magician or soul.

The opposite room is covered in frost, suggesting a trap or Hell (as well as the recent presence of Undead). Gawain stays downstairs with “Sir Bonner of Runnymeade” [Jon W.B./Non-Player Character], who is recovering from being captured by two Korred.

In the third room on the right, the furniture had been thrust out the window, leaving a maw of dangerous and animated splinters. Across from it is a room where decay had rapidly advanced, which Halfling Rogue Digger says could represent the Fool or the Wheel card.

After determining that a circle scratched on the floor of the last room on the right isn’t broken, Asish cuts down the hanged man. Kovar carries the unfortunate victim, whom Sir Bonner positively identifies as the innkeeper. Jovinda casts Detect Magic, which shows that the man was levitated into place and that the horse in the room in the last room on the left was affected by Teleport and Eviscerate spells.

Digger observes that the slain steed could represent the Death or Tower card, but Jovinda notes that just as the Fey Korred spoke in riddles and metaphors, perhaps the rooms reflect an unnatural progression. The raven and reverse-gravity rooms could be warnings of a disruption in the natural order, says the Grugach Cleric of Mekkil, while the cold and mirror chambers might be a trap for the soul.

Jovinda says the rooms with decay and splinters could demonstrate a separation of the physical from the spiritual, echoing the ritual purification that Kazuo and Digger endured on their way to meeting — and being influenced by — Vappu Lahja. The priestess says the last rooms in the inn (with the horse and hanged man) could depict a final destruction of the body and soul. The group agrees that her interpretation makes sense.

Asish takes Kazuo to patrol the area around Alarn. They find the print of a huge bare foot, suggesting that Connacht and Maldrod weren’t lying about a giant passing through. The Ranger and Monk retrieve a runaway horse for Sir Bonner. Gawain and Kovar watch the “Mellow Mule” and the knight.

Jovinda finds that the innkeeper was exsanguinated elsewhere before he was hung, and she and Digger walk along the Aspar River looking for animals to talk to. A monstrous eel leaps out at them!

Tsucharim rider Asish’s arrows hits the slimy serpent, which falls short of swallowing Digger. Kovar throws a spear, and Kazuo charges, but his blows have little effect. Jovinda casts Calm Animal and Talk With Animals, persuading the hungry eel to swim north, away from human habitation.

Kazuo objects to the use of any mind-affecting spells but says he’ll respect Jovinda’s judgment. The Monk also disagrees with Kovar and others, who feel that the dangerous monster should have been slain.

Asish describes the tracks he found, which may have been left by a storm giant. Jovinda and Digger are surprised that the two Korred may have been literal in their description of what scared off the peasants after all.

Digger and Kazuo say that the storm, serpent, and giant, combined with the haunted inn and Korred, are more likely to be responsible for Alarn’s abandonment than the followers of Vappu Lahja. Kovar and Asish still don’t trust the woman and hope to find human farmers to verify what happened before riding on to the city of Nadwi….

I’m glad that most of you were able to participate in our return to the regular Sunday night time slot! Dexter and Paul, let us know when and if “Favelhorn” and “Gawain” will be able to rejoin us. A few of you have mentioned alternatives to Skype, Scriblink, and the online dice roller we’ve been using — feel free to post links to the Google Group message board.

Prospective gamer Rich L., who sat in on “VortexTeam 1 in this past Monday’s FATE 3e Starblazer Adventures space opera session, has also expressed interest in checking out the fantasy campaign. Since he lives near me, I may have him come over to check out the game at some point, if you’re amenable, but it’s not urgent.

In the meantime, while I continue to look at various retro-clones and rules-light systems such as Labyrinth Lord, please make sure that your character records are up to date. I don’t anticipate skipping any sessions in March, but let me know your own schedules. Take it easy, and happy gaming! -Gene

“Vortex” Team 2, Update 5b.10 — Space sleuths

Note: As I continue migrating and updating my various blogs for consolidation here, some posts will be mirrored. This is the first entry here about my face-to-face role-playing group.

Buster Crabbe
Classic "Flash Gordon"

Fellow role-players, here are my notes for Session 5b.10 of the “Vortexspace opera campaign. Team 2 met on 21 February 2011, and is using FATE 3e Starblazer Adventures/Mindjammer, Diaspora, and Limitless Horizons.

In one future, humanity has begun to colonize the Sol system, but ecological degradation and internecine conflicts persist. Open and official First Contact with Galactic societies, themselves at war, threaten Terra’s very survival. Can heroes rise to the challenges?

After encountering regional warlords, extraterrestrial probes, and things man was not meant to know around Karachi and Ghanki Station beneath the Arabian Sea, the adventurers stole spaceship components from a Lunar warehouse. The crew of the General Lee then towed medical supplies to Venusian colonies, where disaster again struck….

>>”VortexTeam 2 Player Characters, crew of the General Lee, as of spring 2011:

-“Gabriel” [Paul J.]-male North American Terran near-human with telepathy, underworld courier

-“Hector Chavez” [Beruk A.]-male Latin American Terran human, “burned” operative and communications expert

-“ARTHERR (Advanced Resonance Theoretical Heuristic Exploration and Research Robot)” [Greg D.C.]-Explorer in beta created by megacorporation Vimeco

-“Jasmine” [Sara F.] female Martian Felinoid (Synth, “Uplifted” tiger), former professional pit fighter

-“Dr. Richmond Garrett” [Dave S.C.]-male Southern American Terran human, space snake-oil salesman and social climber

18 to 21 August 2194 A.D./C.E. or 0 Galactic Era:” After visiting the Lucifer’s Hole mining operation on Venus, the General Lee‘s crew returned to Kardikea Station, where tens of thousands of workers had gathered for medical aid. A massive hull breach beneath Hephaestus Stadium killed numerous colonists, prompting investigations by various authorities.

Gabriel returns to the Gen. Lee after piloting rescue craft, and Hector monitors communications between the orbital city and the surface. ARTHERR reassures himself that as many victims as possible have been saved, but Jasmine is unhappy that the arthritis-like plague and stadium tragedy have affected lower-status people such as “Synths” (genetically engineered humanoids).

Dr. Richmond Garrett is summoned by Operator Ivanov to the central committee of the Venusian Finance Union. Chairman Orion Stefanov puts the newly appointed surgeon general in charge of the relief efforts and makes him liaison to the United Earth Authority (U.E.A.) quarantine and inquiry team.

ARTHERR readily agrees to coordinate distribution and synthesis of more medicine, and Gabriel, Hector, and Jasmine plan to help with the search for the cause of the structural failure. But first, they meet with the delegation from the U.E.A. amid tensions between Terrans and the Venusian regime.

Capt. Amelia Saviola, commander of the destroyer U.E.V. Sphinx, and “Capt. Doug McDonnel” [Erik B.L./Non-Player Character], of the crippled aid ship Parsifal, are escorted by a platoon of armored space marines. They warn the members of “MarSoupAiL” (Mars Soup Aid Lenders Ltd., “Richmond’s” shell company) to stay out of their way and to beware of Sefanov’s intentions.

Dr. Garrett, who wants to break the U.E.A. blockade, learns that his predecessor as surgeon general has been sent to the mines. Capt. McDonnell says that he’ll lead the search for causes of the stadium disaster from the inside of Kardikea Station while the “Gen. Lee” examines the wreckage from outside.

The Interstellar Patrol veteran also offers to continue helping ARTHERR to distribute medical treatment. Richmond admits that he gave Orion the idea of gathering the ill at the stadium, and Gabriel senses that Doug is a fellow telepath.

Sometime later, Gabriel stops by an apartment to deliver a teddy bear from Lucifer’s Hole to the young daughter of Kirun, an underworld contact who gave him a lead on faster-than-light (FTL) engines from the Ru’ulok (heavy-gravity reptilian aliens). The courier begins looking for FTL-capable ships in the area [see also Team 1 notes].

Jasmine moves supplies in the “Gen. Lee‘s” cargo bay so that Hector can evacuate the hold that carried hundreds of refugees and ARTHERR can sterilize it with a flamethrower. The robot also exchanges infection and inoculation data with Xi Laboratories and Morningstar Consortium doctors across the Venusian colonies.

Richmond finds that station security forces withdrew from Hephaestus Stadium shortly before the hull breach. The command came from one Sergei Malenkov, whom the snake-oil salesman electronically frames for collusion with Morningstar.

Gabriel pilots the Gen. Lee to examine the wreckage. He boldly follows Hector, ARTHERR, and Jasmine in extravehicular maneuvers, while Richmond conducts his computer research from his luxury cabin.

Hector scans the support beams and determines that they were deliberately weakened, but not by explosives. ARTHERR notices robot parts and retrieves them, while Jasmine helps move debris and corpses. Capt. McDonnell later reports that there are no signs of sabotage from within the stadium.

Four Vimeco battle droids emerge and attack the search party! ARTHERR recognizes their design and evades their blaster firing patterns, while Gabriel acrobatically maneuvers to twirl one away. Hector is hit and “gimped,” forcing Jasmine to pull his tether back toward the Gen. Lee.

Richmond slowly moves through the yacht’s passages in low gravity, as ARTHERR notes that the debris is interfering with his brethren robots’ communications. The assassin bots damage ARTHERR and Gabriel’s suit, but the “near-human” destroys one by swinging it into another. Hector tries to hack into the enemy systems, but is initially unsuccessful. Jasmine opens a hatch and looks for weapons.

The enemy robots’ aim is further spoiled by rubble, and ARTHERR uses small thrusters to close in. Gabriel pushes off of his opponent and smashes it, and Jasmine finds a fire extinguisher to fly with. Hector reprograms the penultimate droid to shoot at its ally, and Richmond saunters toward the cockpit.

ARTHERR fires his Taser while Gabriel distracts one foe. Jasmine uses wrestling moves to decapitate the remaining robot. Richmond gets to the “Gen. Lee‘s” command deck just as his companions finish gathering their evidence and come back aboard….

Paul, remember that you have some of my Pathfinder books, and let me know if you’re interested in any of the other D&D3/4e books that I’m selling! Beruk, I look forward to seeing you virtually at next Sunday’sVanished Landstelecom game, and Greg, don’t forget to post your serenade from the previous session.

Weather permitting, “Vortex” Team 1 will meet on Monday, Feb. 28, and prospective player Rich L. plans to sit in. Jason R./”Aughest-vor” will be absent, and we’ll be doing some troupe-style role-playing for certain scenes. I hope to see Team 2 on March 7! In the meantime, take it easy, -Gene

>>”VortexTeam 1 Player Characters, crew of the “Blackbird,” as of spring 2011:

-“Syzygy” [Brian W.]-Trinoid (trilateral amphibious alien) xenologist assigned to observe Terrans immediately after First Contact, with an organic laboratory and a pet cat named “Mr. Sniffles”

-“Tela” [Sara F.]-female Tharian (winged reptilian humanoid alien) refugee and mechanic, fond of humans

-“Chris McKee” [Josh C.]-male North American Terran human sniper working for Black Box Security Co., a shadowy eugenics organization

-“Lt. Kevin Reese” [Bruce K.]-male Terran cyborg human, burned-out officer and explorer in the Interplanetary Patrol

-“Aughest-vor” [Jason E.R.]-male human from the Lemuria orbital city, disgraced scion of a wealthy family and solar-sail regatta racer

Latest “Vanished Lands” telecom team, Update 17 — Haunted inn

The "Vanished Lands" heroic fantasy campaign setting
The "Vanished Lands"

Fellow role-players, here is my update for Session 17 of the latest adventuring party in my “Vanished Landsheroic fantasy campaign setting. The teleconferencing team met on Saturday, 19 February 2011, and has been using Pathfinder, Skype, and an online dice roller.

In one ancient world, there was a region where strange majicks and demihuman races thrived. After “Holy Steel‘s” journey to the distant empire of Khemet, another motley group gathered in the northwestern “Vanished Lands” to explore a world full of perils and wonders….

>>Telecom party Player Character roster, as of spring 2011:

-“Kovar” [Beruk A.]-male Half-Orc/Saganim human Paladin of Mithras; raised as an orphan; contact of the Order of the Golden Lion; LGn, Lvl. 2

-“Davven ‘Digger‘ Hollysharp” [Robert A.S.]-male Faldine Halfling archaeologist (Tallfellow Rogue) from a pipeweed farm in Tarken; contact of “Tunnel” [Stuart C.G.]; CGn, Age 45, Lvl. 2

-“Asish Chen Ti” [Byron V.O.]-male Tsucharim human archer (Mongol-style Ranger), escaped from service to Nannuattan (eastern Dark Elf) Wizard Arbalas; contact of “Sukhov” [Beruk A.] and owner of Akita dog Genghis and horse Onimusha; NGl, Age 20, Lvl. 2

-“Jovinda Halflight” [Sammy H.]-female Half-Elf (Grugach/Hifalendorin) Cleric of Mekkil, goddess of nature; owner of horse Wyth-Amoi, or “Wind Spirit”; NGl, Age 23, Lvl. 2

-“Kazuo Takenaga” [Taum D’A.]-male Nezumi (Rat-kin) Monk from the Zedu kingdom in the Therud Forest; LNg, Age 20, Lvl. 2

-“Favelhorn Riftbringer” [Dexter V.H./absent]-male Mountain Dwarf Summoner; CGn, Age 51, Lvl. 1

-“Gawain Keary” [Paul J./absent]-male Saganim human Illusionist (proto-Celtic Wizard) and contact of “Kimo” [Beruk A.]; NGc, Age 20, Lvl. 1

14 to 15 August 1229 B.C.E.:” The unlikely band of adventurers had tracked hostile Centaurs from the edge of the Wisalef Forest to a mysterious woman named Vappu Lahja. Returning northwest across the Plains of Sathendo, the party had found the Hifalendorin (proto-Western European) human hamlet of Alarn deserted, except for two mischievous Korred and their prisoner.

Digger and Jovinda question hairy duo Connacht and Maldrod in the cellar of the “Mellow Mule” inn. The Korred claim that the Halfling and Hifalendorin peasants had been driven away by a surly giant who recently stomped through the area. He had been followed by a fearsome storm and a huge serpent in the Aspar River, further scattering the local inhabitants, according to the Fey.

In the inn’s common room, Asish and Kazuo talk with “Sir Bonner of Runnymeade” [Jon B./Non-Player Characer], whom the Korred had released from a Stone-Shaped cell. The tired knight explains that he had stayed in Alarn for some time while searching for a worthy quest.

Sir Bonner notes that some people had abandoned Alarn after the hamlet was visited by Centaurs and Satyrs, possibly followers of Vappu Lahja. He went on patrol into the surrounding wilderness, only to be ambushed by the devious Korred.

Kovar rides in to provide backup, leaving Gawain with the other steeds. The Half-Orc sharpens his weapons, strengthening Connacht and Maldrod’s desire to leave. Digger and Jovinda eventually allow the Korred to return to the Wisalef Forest, on the condition that they find or release other refugees and send them home.

The party reunites to compare notes. Digger thinks that the Korreds’ tall tale is nothing more, but Kazuo observes that they could be speaking in metaphor or riddles. Jovinda reminds her companions that the Fey don’t adhere to the same moral codes as humans do and that their sense of priorities is skewed by their long lives and chaotic nature.

Digger, Kazuo, and Gawain point out that the giant, storm, and serpent could have been illusions cast by mischievous Fey folk. Alarn is empty but otherwise undamaged. The wanderers agree to look for more tracks in the morning.

Archer Asish stokes a fire in the hearth and sets watches for the night. Kovar is still wary of Digger and Kazuo, whose judgment has been compromised since they underwent Centaur rituals and met Vappu Lajha. Nimble Kazuo and arcanist Gawain have an uneventful first watch.

During the second watch, armored Kovar leaves wary Digger in the common room to check upstairs. He climbs the creaky stairs and finds a long hallway with four doors on either side [cue spooky music]. In the first room on the right, the Paladin of Mithras, lord of oaths, sees undisturbed beddings and a crow sitting in the open window.

In the next guest room, Kovar finds a broken mirror on the floor. He looks at the shards and is surprised to see eyes that are not his own looking back! Quickly moving on, the brave holy warrior enters a room whose furniture seems to have been thrown out the window. As he examines the damaged sill, a splinter leaps out and penetrates his gauntlet!

At the last room on the right, Kovar is unable to open the door all the way because of a weight behind it, possibly a corpse. The wise Paladin returns to Davven, and they agree to tell the others later about the strange findings. Asish and Jovinda’s watch is quiet, and they let Sir Bonner rest.

Digger keeps track of the remaining provisions at breakfast the next morning. Kovar and Jovinda lead Asish, Digger, and Kazuo upstairs, while Gawain stays with Sir Bonner. The crow left a feather on the straw-stuffed mattress of the first room. Rogue Digger grabs a sheet, which Kovar uses to gather up the pieces of the enchanted mirror in the next chamber for later study.

On the left side, the first room’s furniture is all suspended from the ceiling! Digger tosses in a copper coin, which floats in midair. Everything in the second room is covered in ice, and Kovar upends the bed to reveal a frozen chamber pot.

The Paladin’s Detect Evil and the Cleric’s Detect Undead reveal that the building is definitely haunted, but the malicious intent or presence is diffuse. It gets stronger down the hallway, however. Ranger Asish readies weapons, and Monk Kazuo clenches his fists.

Jovinda uses her quarterstaff to test the damaged window where Kovar got the splinter. Like a maw, more toothy pieces of wood fly at the Grugach’s staff, forcing all to withdraw! The last room on the right does indeed contain a corpse — the unlucky innkeeper, hung upside down.

Digger notes that his position is reminiscent of the Hanged Man card in the Tarot deck, as well as certain aspects of Skaevingol [Norse] beliefs. Barbari raider Asish recommends burning down the “Mellow Mule” as a precaution, but Jovinda observes that even though evil may have been gathering before Alarn was abandoned, destroying the inn won’t necessarily dispel it.

In the last room on the left, the group is horrified to see the remains of Sir Bonner’s horse strewn about like some unholy decoration. Jovinda suspects the Unseelie Court, or malevolent faerie folk, rather than followers of Vappu Lahja. This comes as small relief to Digger and Kazuo, as they agree to press on toward the city of Nadwi….

I hope that all of you enjoyed our latest game as much as I did! Dexter and Paul, let us know when and if you’ll be able to rejoin us — both “Favelhorn” and “Gawain” could be helpful as your party continues its adventures. Rob will be out next weekend.

Paul and Beruk, I look forward to seeing you and the rest of Team 2 for tonight’s FATE 3e Starblazer Adventures: “Vortexspace opera! Erik B.L. and family’s visit to the Boston area from New York went well this past weekend. Note that we’ll be moving back to Sundays as of the next “Vanished Lands” session, on 27 February 2011. Take it easy, -Gene

Holiday update 2007

December 2007
Holiday 2007

As I prepare to move my blog from MySpace and Yahoo, here’ s a look back at one of my first posts (note that some of the links may be broken):

Friends, I hope that your holidays have been happy thus far. Instead of sending out the usual annual update letter, I hope that people are reading this blog.

The week before Christmas was busy, even though Janice and I had finished most of our gift shopping. Working on two issues simultaneously to get most of this week off kept CW‘s copy desk humming. On Saturday, 22 December 2007, we went to the local dump and post office, and I got my car inspected (which went more quickly and was cheaper than the previous week’s repairs). 

We also had a Chinese-American buffet lunch at the Hunan New Taste, stopped by the Walpole Mall and the Big Y supermarket, and picked up my subscription at the New England Comics in Norwood, Massachusetts. 

On Sunday, we stayed in because of the latest snowfall and caught up on television. What are your favorite holiday specials? Mine include classics such as A Charlie Brown Christmas, Dr. Seuss’ How the Grinch Stole Christmas, and various versions of Dickens’ A Christmas Carol. Janice’s include A Garfield Christmas, Bill ‘n’ Opus: A Wish for Wings That Work, and Will Vinton’s Claymation Christmas.

Of course, numerous Rankin-Bass cartoons and stop-motion specials have marked the holiday for generations, including Rudolph the Red-Nosed Reindeer, The Little Drummer Boy, ‘Twas the Night Before Christmas, and The Year Without a Santa Claus. More recently, we have A Muppet Family Christmas and Emmet Otter’s Jug-Band Christmas, The Nightmare Before Christmas, Robbie the Reindeer, and Shrek the Halls

I also had a quip-filled City of Heroes (CoH) virtual session with David I.S. and company, and Janice baked in preparation for seeing her folks. We plan to have a relatively quiet New Year’s Eve, since we’ll both be working that day. 

We drove to Upstate New York on Monday, Dec. 24, first to Janice’s parents’ home. Like my parents, Marvin and Linda M. live atop a hill on five acres in the country. Unlike my family, they have numerous pets and a steep, icy driveway. Janice’s middle sister Shelly was already there with her husband Melvin W. and children Rebecca, Laura, and David

I checked out photographs of friends on teenager Becky’s Clie handheld device, played chess with tween Laura, and played pool with 9-year-old David and his father. Shelly told us about her missionary work in inner-city Utica, and after a tasty lasagne dinner, we drove down to Janice’s youngest sister’s home, where we were staying.

We joined Melinda and Gary L. and their children Amanda and Joshua for Christmas Eve. I helped keep the kids occupied while the other adults finished wrapping a pile of presents. Amanda demonstrated her recent violin lessons, and I talked with 6-year-old Josh about various superheroes. Their cat Chocolate kept us company as we slept.

On Christmas morning, unwrapping continued, as the Manwillers and Wrights reconvened at the Lewis home, which has the most open space. Among other things, we got DVDs and an electric snow shovel. We had a ham luncheon, followed by Laura and 8-year-old Amanda playing with animal toys and David and Joshua playing with action figures and videogames. Becky is old enough to participate in most adult conversations.

Thanks to Gary’s PlayStation 2 and Xbox, I played an off-road racing videogame with Melvin, as well as Justice League Heroes with Josh. Although I don’t have the money or time to add console systems to my crowded tabletop (pen-and-paper, dice-and-pizza) role-playing, teleconferencing, and CoH PC gaming schedule, it was nice to try them out once in a while. Josh also demonstrated Spider-Man and Star Wars Lego II for us. (Lego Batman and Indiana Jones games are coming!) 

I telephoned my family in Virginia, but I still missed being with my parents, brother Peter, sister-in-law Kelly, and nieces Ava and Lili. I hope to see them sometime in spring of 2008. But first, we’ll be at Dexter V.H.’s latest wedding in New York City in just over a week!

We returned to the Boston area on Wednesday afternoon after taking out the Lewises and Janice’s mother to lunch at Applebee’s. On Thursday, I caught up on e-mail and prepared for various games, including last night’s D&D3.5 “Vanished Lands: Holy Steel” teleconferencing team and tomorrow’s D&D3.5 “Vanished Lands: the Broken Chains” holiday makeup fantasy session. I’ve got to work today. 

Of course, no year’s end blog post would be complete without a set of “best of” lists. IGN.com has a pretty good rundown of movies, genre television, and comics, but here’s my abbreviated version for 2007:

Favorite movies: Children of Men, Pan’s Labyrinth, and Ratatouille

Favorite SFTV shows: Avatar: the Last Airbender, Doctor Who, and Pushing Daisies (Fellow blogger Ken G. has also noted the untimely demise of the underrated time-travel drama Journeyman, but at least Pushing Daisies and Reaper got picked up.)

Favorite comic books: Captain America, Detective Comics, and The Spirit

Favorite musical singles (and videos):Gone Gone Gone” (Robert Plant and Alison Kraus), “Rehab” (Amy Winehouse), “Umbrella” (Rihanna)

Favorite RPG releases: D20 Mutants & Masterminds 2nd Ed.: Ultimate Power, A Practical Guide to Monsters (Dungeons & Dragons 3.5/4e), D20 Star Wars: Saga Edition

What were your faves? I look forward to blogging about such entertainment and more in the coming year, and may it bring good health and prosperity for all!

10 August 2010: “Vortex” decisions

The Milky Way galaxy
The Milky Way galaxy

Fellow role-players, here are some notes from the Boston-area group’s “Vortex” planning session of Monday, 9 August 2010, which I hosted at my second duplex in Needham Heights, Massachusetts.

>>Favorite science fiction and expectations

I’ve already posted about influences on my homebrew space opera setting, including the novels of Isaac Asimov, movies such as The Fifth Element, television shows including the original Battlestar Galactica, and games like Star Frontiers. I asked everyone about their favorites and found interest in traditional pulp fiction.

Paul J. cited Star Trek: the Next Generation and Deep Space Nine (“DS9”), the anime Outlaw Star and Cowboy Bebop, and Joss Whedon’s space Western Firefly/Serenity (which other people liked). Beruk A. added the British TV shows Red Dwarf and Doctor Who, which mix humor and surrealism.

Greg D.C. mentioned Edgar Rice Burroughs‘ Mars/Barsoom books and the exploratory thrills of early 20th-century planetary romances. Sarah F. named the 1990s SeaQuest DSV, Lexx, and Farscape, which featured ship-based adventures and exotic environments. Josh C. added the interplanetary diplomacy and wars of Babylon 5 and DS9. Brian W. reached further back to the 1970s for Space 1999 and classic Doctor Who, which had shaky production values but strong characters and plots, not unlike the original 1960s Star Trek.

We only touched upon cyberpunk such as Blade Runner, transhumanist speculation such as David Brin’s Uplift stories, and retro steampunk like the works of Jules Verne. We missed Dave C. last night — what’s your favorite science fiction?

>>Initial Player Character concepts

Brian described his Trinoid, a trilateral amphibious alien xenobiologist and anthropologist sent to the Sol system around the time of open and official First Contact between Terrans and galactic societies. (See my earlier post regarding nonhumans.) The strange (to human eyes) being plans to observe and conserve Earth’s lifeforms.

Josh had two human proposals: an honorable sniper that’s a hybrid between an Army Ranger and a knight Templar, and a martial artist/freedom fighter similar to early Capoeira practitioners. I noted that he’d have to specify the soldier’s code of honor and organization, which he described as one that would defend humanity and seek its place in the stars. The rebel could be a colonist struggling against control of Mars or other places by Earth-based corporate or governmental authorities.

Sara designed a Tharian, an alien with wings (like a Star Frontiers Yazirian) and reptilian skin, similar to a gargoyle. Although the Tharians aren’t technologically advanced, her character’s home village was destroyed by interstellar pirates (possibly Ru’ulok). She stowed aboard the invading vessel and was subsequently found and trained as a mechanic with some larcenous skills.

Greg described “A.R.T.H.E.R.R.,” an artificial intelligence/robot probe designed by human mining conglomerate Vimeco about a century ago (in “game time”). After the megacorporation realized that it didn’t need robots to gather information from harsh environments but that it instead wanted to control access to information, the robot worked odd jobs but retained its desire and ability to explore.

Beruk created a former government operative with communications and piloting expertise. Perhaps he saw something related to First Contact on the frontier that he shouldn’t have, or maybe he made the wrong enemies (a la Outland). He’s trying to keep a low profile but find out more.

Paul, who had to leave early, talked about a Scoundrel or Jack of all trades who is actually a near-human psychic. He uses telepathy to help him persuade people to cooperate. Overall, the gamers agreed on an exploratory theme for the campaign, so the new party will probably get access to a ship sooner rather than later. Military, diplomatic, and trade missions will still be possible, but they won’t be the group’s shared focus. I’ll try to provide a mix of environments and challenges.

>>Rules systems

With help from Josh, Sara used BASH! Sci-Fi Edition for her Tharian, and she liked the relatively simple point-buy method of character building. The d6 multiplier was a turnoff to Paul and Greg, and the group agreed that since Basic Action Super Heroes was the least supported and the least familiar to everyone, the representative of rules-light and retro-clone games should be set aside.

Beruk and Josh noted that D6 Space (similar to West End Games’ old Star Wars RPG and Marvel Superheroes) and Mecha & Manga and Tomorrow Knights for D20 Mutants & Masterminds (about to have its third edition in combination with DC Adventures) were fairly simple, but the others were more interested in other games. We’ve looked at numerous science fiction systems over the past several months.

Brian and Josh used Steve Jackson Games’ Generic Universal Role-Playing System. Unfortunately, even the combination of GURPS 4e Lite and Space was complicated for character creation, especially for Brian’s Trinoid. While it might be good for “simulationist,” lethal games, GURPS also failed to get any strong support.

Beruk and Sara (and Dave, who was absent) had looked at Star Wars: Saga Edition. They noted that it was compatible with numerous other D20 science fiction games, used the familiar species/class/level system, and supported aliens and robots. However, reservations about the Force and Jedi as imbalancing and concerns about D20/Open Game License rules proliferation put Saga in second place of the games we considered.

Brian easily created his Trinoid with Fantastic Adventures in Tabletop Entertainment, or FATE 3e. Greg and Paul eagerly looked at Brian’s hardcopy of the FATE-based Dresden Files RPG, which Josh ended up borrowing (in addition to my Pathfinder Campaign Setting). Ultimately, Brian, Paul, Greg, and Josh voted for FATE, which is the rules set we’ll be using for “Vortex!”

We’ll be using a few science fiction references for FATE. Diaspora has an online System Reference Document, brief and straightforward rules descriptions, and a “hard SF” edge. Starblazer Adventures lists numerous aspects, stunts, and pulpy tropes, but it isn’t as well organized. Mindjammer supports transhuman elements such as psionics.

In addition, we’ll be using the dice-rolling mechanic from the Icons superhero game (2d6-7), Starblazer Adventures’ “gritty” starting level (15 points for skills), and phased acquisition of aspects as part of group character/party design. Brian and I will try to post more information in the coming weeks.

Beruk, as you requested, here are some links about conversions from some space operas to FATE:

I look forward to talking with all of you about your characters’ species, occupations, motivations, and FATE 3e writeups soon! -Gene