Showing posts with label GUMSHOE. Show all posts
Showing posts with label GUMSHOE. Show all posts

Sunday, September 24, 2017

The Six New RPGs Challenge - Ubiquity: Part 1


In 2015-16 I set out to learn RPG systems and games as a GM. During that span I learned and played D&D 5e, Shadow of the Demon Lord, Fate, Spirit of '77, Monster of the Week, Gumshoe, and the Cypher system (Numenera and The Strange). While none of those replaced Savage Worlds as my go-to system, I learned a lot. I took bits here and there. I believe it made me a better GM. I feel it made me appreciate Savage Worlds more. It gave me a different perspective on RPG design, especially adventure design.
This year, I felt like sitting back a bit and running Savage Worlds. Learning a new system is a major time investment. Writing picked up and I didn't want to lose any momentum. To be honest, I was also a bit snake bit by a few bad experiences with new systems. Those were mostly due to inexperience. I found comfort in going back to a system I know well.
I tried City of Mist back in spring. This noir/superhero (think Netflix's Daredevil) game is beautiful but since it turned out to be a mix of Fate and Powered by the Apocalypse, I can't say it was totally new. Again, I felt the discomfort and promptly retreated back to Savage Worlds.
Here I am. Fall started today and I started this personal challenge. Looking at my digital library, there are so many RPGs I bought over the years but never sat down to read or play them. I've been intrigued by them. Every time the thought crossed my mind to take the plunge, I'd get cold feet. Then last week, my buddy +Gary McCallum was on +The RPG Brewery to argue over systems. Gary being a Savage Worlds fanboy, and +JPierson71 in the opinion that there's the right tool for the right job. I think this was the deciding factor for me.
I decided that six new RPG/systems wasn't over committing myself. There were three main ones I knew I wanted to try. Cortex +, Ubiquity and AGE. I then turned to my circles and the Nerds-International community for suggestions. I received some good ones but I haven't decided on the remaining three yet. I'll start with those three and see where it goes.

Ubiquity

The main reason I chose Ubiquity is for Hollow Earth Expedition. While Savage Worlds has been branded a pulp system by some, it lacks in quality settings for it. Another reason is because it's become Paul "Wiggy" Williams' favorite system. When I first got into Savage Worlds, his name appeared in almost every book I read. He had just started Triple Ace Games and Hellfrost had been announced. While Hellfrost is still supported, he now writes for Ubiquity the most. I'm a big fan of his design and writing. I discovered Savage Worlds because my favorite designer at the time, Keith Baker, praised it in his blog about a decade ago. So who knows, right?
For part 1 I will introduce the system, particularly the setting Hollow Earth Expedition and talk about its first three chapters: Introduction, Character Creation and Rules.
Ubiquity is the system used for Hollow Earth Expedition published in 2006 by Exile Game Studio. It's also used for Space 1889, All for One: Regime Diabolique and Leagues of Adventure.
"The Ubiquity roleplaying game system is streamlined for fast, cinematic game play."
Wait! That's Savage Worlds! Hmmm. It also claims to eliminate unnecessary dice rolls such as when a character is performing a routine task. We'll get back to that last part later.

Chapter 1: Setting

This chapter is a 20 pages history lesson into the 1930's with a focus on 1936 where the action takes place. What makes HEX special isn't revealed at this point.

Chapter 2: Characters

Step One: Archetype

You pick an archetype that will serve as a guide during character creation. This isn't a class or anything like that. Being a 1930's pulp setting you get things like adventurer, celebrity, explorer, hunter, occultist, reporter and scientist.

Step Two: Motivation

This is your character's reason for adventuring. You can pick from a list or make up your own.

Step Three: Primary Attributes

You get 15 pts to distribute between Body, Dexterity, Strength, Charisma, Intelligence and Willpower. They must be between 1 and 5.

Step Four: Secondary Attributes

These attributes are derived from the primary attributes. Strength + Dexterity = Move, Intelligence + Willpower = Perception, Dexterity + Intelligence = Initiative, Body + Dexterity - Size (Human have 0) = Defense, Body + Willpower + Size = Health.

Step Five: Skills

You have 15 points to pick skills with. You can purchase up to 5 levels in a skill during character creation. For a half point you can choose a specialization as well. You are limited to one per skill at character creation, though. There are 30 skills. You can roll those untrained unless they are a specialized skill like Academics, Craft and Science. They are basically groups of skills. You must pick a discipline. For example, History for Academics, Mechanics for Craft, or Physics for Science. You can't have just Academics as a skill.

Step Six: Talents and Resources

When you create your character you can choose between a Talent or Resource. 
Talents are called Merits, Feats or Edges in other games.
After reading these I get the impression that Talents aren't central to Ubiquity. They can give you an edge but they don't help define your character. 
The names are very similar to those in Savage Worlds. Most of them seem to give bonuses to skills (and allow you to start over the limit of 5 at character creation), some mitigates penalties, but only a few lets you accomplish things not normally allowed. What I like about the format is that for each you get the benefit of the talent but also how it works if you don't have it. For example, Captivate. As an attack action your character can attempt to entrance her opponents during combat. That's the benefit. Sounds cool, right? But what does that mean within the context of the game? So you read the Normal section of the talent's description. It reads: "Your character may only attempt to entrance her audience outside of combat." So you have a better idea of what you're getting and you learn how the game mechanics work at the same time.
What I don't like is that there isn't a whole lot of flavor in there.
Now the Resources.
You can have Allies, Artifacts, Contacts, Fame, Followers, Mentor, Rank, Refuge, Status or Wealth.
That's where the flavor comes in for me. Want a secret lab? Pick Refuge. Want everybody to like you? That's Fame. Want a robot familiar? Artifact.

Step Seven: Flaws

Other games call them limitations of hindrances. Same thing. I can't help but notice how similar they are to Savage Worlds. I tried not compare the two but each page I've turned so far...
Anyway, you MAY pick one Flaw during character creation. This is optional. This gets you one Style Point. We'll get to those soon.

Step Eight: Experience

Your character starts play with 15 experience points. There's a chart where you'll find the cost for what you want. You won't get much. A new Talent or Resource is 15 points. An Attribute increase is new attribute level x 5 points. Skill is x 2 points. A specialization is 3 points. So you get to tweak it a little bit but not much more.

Step Nine: Finishing Touches

That's where you tie everything together. You fill in the details, name your character, write a physical description, background and pick out your gear.

Step Ten: Style

You get one point if you took a Flaw. The Gamemaster may award additional Style Points for writing a character background, creating props or costumes (uuuhhh) or hosting the game.
What Style points are for is in the next chapter. Bare with me, folks!

At the end of this chapter you get an excellent selection of 12 sample characters. They have full color illustrations, character background and roleplaying guidelines. There are also available as a free download on their website.

Chapter 3: Rules

Dice Mechanics

This is a dice pool system. You grab a die for every rating in the appropriate Primary Attribute and/or relevant Skill. Charisma (3) + Diplomacy (2) gives you a dice pool of 5 dice to roll. Which dice do we use, Eric? Any dice with a equal number of even and odd numbers on them. That means no d3, d5, etc. Even is a success.
So you count successes. D6s are fine. You can mix and match die types or roll your favorite die type. It's up to you. There are even special Ubiquity dice you can use. They come in handy for large dice pools. They are d8, one type is like rolling one dice, another one is like rolling 2 dice and the last one is like rolling 3 dices. They have numbers from 0-3 on them. The number you roll equals the number of successes you rolled. Need to roll 6 dice, roll two "Ubiquity d3" and you're good to go.
Modifiers (equipment, circumstances, time, synergy or teamwork) will give you more or less dice in your pool.
You need to roll a number of successes equal or over the Difficulty number (1-6) or more than your opposition in the case of an opposed roll.
So remember earlier I mentioned that the system claims to eliminate unnecessary die rolls? Well this is where it gets a bit silly for me. In order to get things moving, you can take the average of a dice pool. Let's say you have a Survival pool of 6. Your average is 3. You automatically succeed at "mundane" tasks of difficulty 3 or under.
"As a result, you only roll dice in dramatic situations or when the chance of success is uncertain."
My problem with this is if the situation isn't dramatic to begin with why even bother with averages in the first place?
Hey you're driving on this paved road on a clear sunny day, it's difficulty 1. Okay, your Driving average is 3, you can do that no problem. No shit! Hey I guess this is a good rule if you're the type of GM to ask for dice rolls when the heroes are tying their shoes in the morning. So I keep reading. Maybe this is something for mooks or NPCs only. Nope, it's on the character sheet. 
Now, I can see the benefit of that when it comes to combat or for opposed rolls. Take the average of Defense instead of rolling for it. That's what Parry and Toughness are in Savage Worlds. Taking the average can also be used when you have large dice pools. Need to roll 14 dice? Take the average of 10 (5) and roll 4 dice. Bingo!
Lastly, there's degree of success. The more successes you roll over the opposition, the better the success. This is all left up to the GM's interpretation. This is pretty standard to any RPG I've played. But then again, some people believe you can only do that with a system with a $15 set of dice :P

Style Points

"Style points are used to reward players for the kind of behavior that makes the game more fun for everyone involved."
Does this sound familiar, Savage Worlds players? They even suggest tracking those with poker chips...
I explained earlier how you can earn those points. HEX suggests awarding no more than 5 Style Points per session.
But what can you do with those Style Points, Eric?
Shut up! I'm sick and tired of your questions! Go buy the book and find out for yourself.
So you can spend these points on buying bonus dice, boosting talents, damage reduction or the GM may also allow you to spend them for other benefits such as altering a plot point or making seemingly random events turn out in your favor.
You can't share those points with other player characters but they may be spent on an Ally or Follower. If there's a Talent that allows you to share with other player characters, I missed it.
There's a default cost for each thing you want to do with a Style Point but you have the option to scale the cost up or down depending on the type of campaign you want to run: Legendary, High Adventure, Pulp Adventure, Low Adventure or Gritty Realism (meaning no Style Points - should be perfect for +Harrison Hunt and his crew). In addition, you can limit the sharing of Style Points with other characters.

Chance Dice. 

You "gamble" within the game. You can ask the GM for more dice. For each two bonus dice you receive, the difficulty rating of the task increases by one point. You may gain up to ten bonus dice in this manner, which also increases the difficulty rating by up to five points.
Feeling lucky, punk?

Experience

The GM may award between 1 and 5 Experience Points per game session. But why would you do that? Experience Points are for wimps!

This concludes the first three chapters and 119 pages of this 264 pages book. There are six more chapters plus a sample adventure.

Impressions

Ubiquity is a simple system that doesn't want to reinvent the wheel. So simple as to be a bit bland. I know a good setting and a fun group can make up for that. It just lacks the fun factor that Savage Worlds, Year Zero, or Cypher has. I'm only 3 chapters in.
Watch out for part 2.

Saturday, October 10, 2015

New Actual Play Online Stream


After ironing out a few details with +Daniel McLaughlin , a tech-savvy player of mine, and upgrading my Internet connection, I decided it was time to broadcast some of the games I run every month.

While we're really interested in exploiting the possibilities that TwitchTV offers we figured it'd be wise to start with Google Hangouts On Air!

+Jerrod Gunning and +David Scott have been doing it for a few years now. I feel these "Actual Play" Savage Worlds broadcasts can be helpful to people new to Savage Worlds and online gaming in general. They use both Roll20 and Fantasy Grounds for VTTs (Virtual Table Tops) with web-cams and mics. Their catalog of "Actual Play" sessions has over a hundred games and has been watched by thousands. I'm looking at adding more options to viewers basically. There aren't any other visible options I know of. That is a shame.

So here I am, ready to make a fool of myself for everybody to see. Awesome!

One of my groups have been playing a Beasts & Barbarians campaign for about a year now. We concluded the first season in September and thought it'd be appropriate to start season two with a broadcast.

The first episode of Beasts & Barbarians is scheduled for November, Friday the 13th at 10pm Eastern time and will be available on Youtube the next day. It will run for approximately two hours and every other Friday. As mentioned before, it will be on Google Hangouts on Air! and the event shared to my circles and the Savage Worlds G+ community. We'll be using Fantasy Grounds as our platform, webcams and mics.

Who's this guy?


Hi there! I'm Eric, aka mask_of_winter on the Fantasy Grounds Forums. I've been playing table top RPG in one form on another since the mid 80's. I started off with the Lonewolf books then moved on to a French adaptation of the German game Dark Eye as a child, As a teenager, our group played Warhammer FRP, Rolemaster, MERP, Vampire, two French RPGS: In Nomine Satanis/Magna Veritas and Bloodlust. This is when I started being the Game Master when I was 15 years olds with Warhammer. I've been the GM almost exclusively ever since.

I discovered Savage Worlds while following Keith Baker's blog at the time where Pinnacle Entertainment Group had just launch their new Explorer's Edition of Savage Worlds. I believe that was in the summer of 2009.

Earlier that year I had started using Fantasy Grounds to supplement my gaming needs. For the last few years I've been living this hobby exclusively online. I run two campaigns and many one-shots each month. During that span, I've met role-players from all over the world and I believe this has made me a better GM. I can't say whether I'm old school or indie in my approach to the game. I like to stick to what I know works for me while staying open-minded and receptive to new storytelling philosophies in order to keep it fresh and fun. I aim for everybody in the group to have fun and I like to think I deliver on most nights. Pacing is very important to me, and so is player input.

***

In the weeks leading up to the broadcast I intend to introduce the players (and their characters) of the group, provide a recap of our Beasts & Barbarians campaign season one and share a preview of what's to come in season two.

Most of the games I run uses the Savage Worlds rules system but I've been known to run some Gumshoe, D&D 5e and Powered by the Apocalypse games from time to time. The Beasts & Barbarians will most certainly be a Savage Worlds game but some one-shots I run on the weekends may or may not be all Savage Worlds. That's why I don't think it would be fair to call all my On Air! Savage Worlds Actual Plays.

We hope you'll be watching!

Updates

Here you'll find links to the previews I've been posting since this blog.

Monday, September 28, 2015

Halloween Games and FG Con7

To celebrate Halloween this month I decided to run as many horror-themed games in October as possible.

It all starts with some Deadlands Reloaded Saturday October 3rd on Fantasy Grounds. It's free for everybody and there are still a few seats left.

It's also FG Con7 on October 16-18th and since we themed it Fright Night to celebrate Halloween I'll be running some more games there. I kick off the celebrations with some Savage Ghostbusters on Friday night followed by Beasts & Barbarians on Saturday. There are a few seats open for these also so come on in! Again, it's free (trying to kill the myth that you always have to pay money to play on Fantasy Grounds -- is it working? hehe). Check out the other events as well. There's some Pathfinder Society, Savage Worlds, D&D 5e, Call of Cthulhu, Trail of Cthulhu and more.

There is room for more games as well. I really want to run Chickens in the Mist and tie it in with ETU. I should probably run some Trail of Cthulhu as well but I only have the Murderer of Thomas Fell and Ritual Pursuits ready.

I also plan on purchasing the Savage Tales of Horror this week and if I can find a tale short enough to accommodate a three or four hours time slot I'll probably run some of that as well.

And of course, with the new season of The Walking Dead starting this month I should probably dig out my War of the Dead game.

What are you running or playing this Halloween?

Sunday, September 13, 2015

Top 5 campaigns I'd like to run next

Besides all the one-shot games I run over the weekend and for online RPG conventions I run two campaigns. 

Every other Tuesday morning we play the Savage World of Solomon Kane. This started over the summer and after five sessions we just passed the introduction to the Path of Kane plot point campaign. I've been using mostly my own tales and we're having fun with the episode/comic book format where every story is one game session or two long at the most.

On Friday evenings it's Beasts & Barbarians. What started out as a series of one-shots a year ago has become a very steady campaign driven by character story arcs. The players are comfortable with their characters, the group has gelled well and our games are filled with laughter and cheers. We've just completed what I call season one so we're on a hiatus until the beginning of November where we'll play season two set in Jalizar, city of thieves, flower of the north. The group is mostly comprised of Heroic rank characters and, despite running Savage Worlds for many years, I've rarely had to challenge groups above Seasoned. This should be interesting.

But as you know, a GM's heart is often one step ahead when it comes to planning or at least day-dreaming a campaign and I'm no different.

Here are the campaigns I'd like to run in the near future in no particular order.

1. The Dracula Dossier: Super spies vs Dracula for Night's Black Agents. A giant sandbox, collaborative campaign with gorgeous handouts that looks totally epic. This would be very challenging for me. I would need to prepare for this like I've never prepared before. As a GM always willing to improve, I'd love to be part of this.

2. Apocalypse World: I've wanted to run a successful post-apocalyptic campaign for a while. The prep sessions using Fate Core were a very interesting and engaging experience but the actual play didn't go so well mainly because of everybody inexperience with the Fate engine. I'm still contemplating sticking to Savage Worlds and using material from Deadlands Hell on Earth Reloaded, Broken Earth and World of the Dead but since I really want to try out a Powered by the Apocalypse game, the one that started it all sound like something my Beasts & Barbarians group would rock to no end because we thrive on bouncing ideas off of each other.

3. Achtung! Cthulhu: The Mythos, Nazis, Indiana Jones, World War II, 'nuff said!

4. Primeval Thule: I don't even have the D&D 5e books from the Kickstarter yet. I have very little experience with 5e but I like the system as far as class-based systems go. The Forgotten Realms don't inspire me at all. Every time I hear elven ranger, dwarven cleric or wizard I throw up in my mouth a little bit. Primeval Thule on the other hand is a sword & sorcery setting of Conan vs Cthulhu. It feels fresh and exciting to me. And if you can't tell yet, I love sword & sorcery and horror genre campaigns. This seems like a good match for me.

5. Savage Barsoom: Like I said, I love the sword & sorcery tropes, this just takes them to Mars. Space 1889 looks great but I'm not really into the whole Victorian thing, I loved Princess of Mars, it really moved me and I think this could be a very engaging campaign. With the Mars books from Adamant Entertainment, ship rules from 50 Fathoms and Pirates of the Spanish Main, the Science Fiction Companion and a bit of elbow grease I think I could get this airship up an flying.

What do you think? If you could play in my next campaign, which one would you prefer and why? If you've played in one or more of those already, what was it like?