Stars Without Number Campaign I: Finale

Over the summer, I spent a fair bit of my time helping out with an annual online event, and this meant that pretty much everything else went on the backburner. I still ran sessions, but things like updating my blog became a fairly low priority! I had a backlog of session summaries for my Stars Without Number campaign to write since the last one, and I just didn’t have the time or memory to get them all in! Alas!

However – last week my SWN campaign actually came to its final conclusion! So I’ll do up a brief little bullet-point synopsis of the main events here, chaotic as they are:

  • The party lands on the planet Thorunn, where they investigate some Psionics shenanigans, get arrested (Blanche is released on bail and has a court date), and become higher-profile targets of the Ragni. Caitlin’s grandmother assists in their escape.
  • The party headed towards Teus, stopping for a few days at a nearby system to upgrade their spike drive. Here, they also ran into the rival party (Tizzy, Omen & co.) and placed a bug on their sip, to track their messages.
  • The party then headed to the planet Teus, to both collect the sample (at which point I made a deeply embarrassing accidental Homestuck reference) and do a job for Hermes, whose hacking prowess was requested in an anonymous email. The job involved the party delving underground into an ancient pre-tech ruin – Tizzy, from the rival party was there too, helping out his oppressed people.
  • The party decided they did not want to deal with whatever was going on down here, and left before the final chamber, leaving Tizzy to speak with the ancient cryogenically frozen pre-tech being who told him (and in turn, the Ragni) where the super-powerful planet-destroying weapon is. It is, in fact, the Spire itself. The party learns of this later, thanks to their information bug and strips Tizzy’s report. The Spire requires the Lion’s Lily (for some reason), and the Ragni are preparing to go get it.
  • The party quickly rush to Terra Purr’ma to collect the Lily before the Ragni do, collect some with the help of a friendly botanist, Nepeta (another unfortunate accidental Homestuck reference – which caused several ‘if I had a nickel’ memes to sprout up in the Discord) and manage to destroy much of the wild population and get the local government to enact protective sanctions on the rest. They’re warned of its potential misuse.
  • Blanche virtually attends her court date and gets off as not guilty.
  • Medicine Man also arrives on Terra Purr’ma, and tries to break into the botany lab, but is stopped by the players, who stabilise him, kick him in the balls, and then have local law enforcement take him away (they really don’t like killing people).
  • The party decide that it is not safe for Blanche’s family to stay here, and Blanche takes them to a nearby outpost (where she also remains – the player had to leave due to some scheduling changes).
  • Caitlin’s grandma as it turns out was kidnapped by the Ragni – Alan Ortovsky in particular, who uses her as a ransom for a large sum of money from the party. They quickly head back to their home planet, Ilnar, to rescue her.
  • The party tracks down Alan, takes out his bodyguards, rescues Grandma… and then lets him live, in exchange for information.
  • Turns out, Alan was actually in line to replace the now-dead leader of the Ragni, but since the party exposed his connections to the organisation, plans changed. There is a new leader- but who?
  • After some investigation (and by investigation, I mean mostly an attempted ritual with a doll of Blanche they made out of her leftover fur) the party figures out it is Rocky Brickman, Hermes’ old manager at work, who has also been promoted within the shell company he ‘works’ for. They also discover that the Spire as a WMD has been kept relatively secret, even within the organisation, and manage to interrupt a meeting, preventing the release of the knowledge of its power and secrets.
  • The party decides to anti-climactically poison his coffee (successfully), and get the fuck out of metaphorical Bel-Air. It was so underwhelming and perfect at the same time, I wouldn’t change it for the world.
  • Knowing that the Spire is relatively unknown, they decide to cut their losses, and head to the nearby Paradise World, where they build up their drug enterprise, retire rich and drink cocktails, and Hermes’s player sends us this video in chat:

There would, of course, be longer-term repercussions for the things they left behind, and there are a few extra details I left out of this summary, like the newly discovered lost system… but as I wanted to wrap up before the holidays…

That’s all, folks!

Stars Without Number Campaign 1: Session VI and VII

Skipped a week as two players were sick, and then I didn’t quite have time to finish my write-up for the last session, so you get two in one! Today’s session summary includes a lot of medical drugs, as usual. Continuing on from last time anyway, The group decided to pursue a few more trips into the ‘Spire’ dungeon in order to get enough sellable pre-tech artefacts to fund their ship…

Okay, so GM-talk time for a minute here – I didn’t map out this dungeon at all. No plans, just hell! Instead, I used a combination of ruin generators (room type, # of exits, etc.), thematic ideas I pasted on paper/modifying what I rolled to make sense for the situation, and encounter rolls for any incidents. The theme was going to be ancient pre-tech aliens, and water-based shenanigans (which ended up not being explored), and I had a few monstrous encounters rolled up.

The party once again immediately disregarded the ‘this route has been pre-plotted, and there’s a mysterious artefact at the end’ area I’d lifted from a campaign module, and forged a new path through the monolith. Heading back down to the hall of yellow pools explored last session (though I don’t know if I actually touched on that – ah well), the foursome chipped through the wall and found themselves in a slowly sloping downwards, slick hallway, culminating in some kind of trash chute waterslide (a waste receptacle of sorts) which they opted to not jump headfirst into (alas).

Being stuck at a dead-end, this meant there was no way to go but back, and after some humming and hawing about taking out the abominations from last session, the four of them entered another unknown area of the complex – this location filled with a thin layer of oily dust – it had been untouched for a long time. In the first room, dozens of tiny tunnels had been established, dug out by small six-legged rat-like creatures (which the party coaxed out of their holes with some sardines) destabilising some of the nearby exits. A momentary thought of keeping these rascals as pets crossed the group’s mind, but decided that perhaps putting an entire rat creature capable of digging through dungeon walls was best left wild and free.

After a bit of walking, the players found themselves in a hallway filled with delicately constructed decorative pillars, and a large set of double-doors which they managed to pry open after some effort. Inside was a cylindrical room filled with a gigantic, floating, glowing orb, radiating off immense amounts of heat (they fried a sardine on it to check if it was safe to touch – it was not). Tall, headless, alien statues lined the walls. Pillboi opted to touch one of them, peeking inside at a smaller, ice-cold glowing orb within the covered center of the statue (keeping the rest of the complex from overheatng) and nothing seemed to happen. Confused and awed by whatever this was, the group left to explore other rooms.

Down the hallway – faced with what appeared to be a giant washbasin, the group slipped down and lowered Blanche down the centre drain and pulled out a few discarded, accidentally-dropped pre-tech artefacts. Blanche could have headed further down the U-Bend of the drain, but decided not to push her luck with the unknown. The party began heading back to turn them in when they noticed additional footprints in the oily dust – in the shape and size of the statues from the other room. Hurriedly following the steps back, they found themselves face to face with the footprints ending at the very statue Pillboi had touched (he’d activated it by touch – it went off on protocol to inspect one of the other similar power-source rooms as there was a disturbance there – more on that in a moment). The party found themselves able to ‘charge’ the small devices they’d found by placing them in the proximity of the orb in the centre. Confused and impatient, Hermes threw caution to the wind and approached the statue – attempting to remove its central cooling orb. The statue, of course, activated a defence sequence and began grappling Hermes, lifting him up and pushing him towards the superhot power core in the centre. The party, panicking, managed to stall the beast as a single shot managed to pierce and burst the core – the statue itself crumbling into oily dust.

As none of the other statues seemed to activate (they’re still ‘asleep’), the group followed the footprints the other way, curious to see where the thing had gone, and found themselves in a near-identical power room – this one, however, was significantly dimmer, and many of the statues were either gone or just dust piles on the floor. Not wanting to remain here, the party took some notes and hurried back with their meagre prizes and drawn maps to sell them off to the Heritors.

They regrouped, and headed down into the Spire one last time, down another unknown path offshoot from the main vestibule, and found themselves in a half-submerged room, filled with the yellow liquid from earlier. After throwing a sardine into the water to test for acid, and cautiously plunging a hand in, the group decided they weren’t cut out for swimming and headed back into the vestibule down an alternate route. There, they met a young unnamed 18-year-old and their dog, Buddy, clearly inexperienced and brandishing a sword they didn’t know how to use, who told the party that they should “prove themselves” to be just as intelligent and powerful as they are and to please find a way to get rid of the ‘ghosts’ in the nearby passage. These ‘ghosts’ were actually brain-copied imitations of dead adventurers (their bodies could be found below) unbeknownst to the adventurers, but with some quick -thinking of her psionics, Caitlin managed to ‘grapple’ them in place while the distortions were shot away by the fellow party members. Not wanting to explore any further, and as the session was drawing to a close, the group headed back to get paid for their ruin maps – letting the young adventurer know that unfortunately they couldn’t figure it out, and “sometimes it’s best to take a break” and encouraged them to leave the complex as well.

The players have some neat ideas about what the Spire is (a ship, a home…) – it’s actually a pre-tech planet destruction weapon – abandoned, and broken, and with folks removing parts, perhaps it will never quite work precisely the way it was meant. But it’s operational if the right folks figure it out. Or the wrong ones. I’m still torn on if I should conveniently have it activate during the player’s campaign/lifetime (and destroy Shan – that’s conveniently where it’s pointing), or if it’s one of those things better left alone. Time will tell, but it really brought them in on it. They loved the mysteries of it and I adore exploring the unknown. I do feel a bit bad that half of this was made up on the spot, but I think the emergent storytelling that came from it was pretty fun.


The following session begins with the group heading out of the system back to their home planet – Ilnar (which I have described as essentially cyberpunk Earth), and collecting a few supplies. Ilnar is more Pillboi-focused (as much of Blanche’s life is either work or Terra Purr’ma based), though I have a few ideas for Caitlin and Hermes to explore in the future as well. To that end – Pillboi received an email, from a genderfluid acquaintance named Patches, letting Pillboi know that there might be some ‘good info regarding Pillboi’s late mentor, the Professor’ to be had, but he ought to ask in person, as he didn’t want to leak it over the comms.

Landing on-planet, the group realised, however, that there was a bit of a problem: while the ship had been stripped of identifiers, Caitlin was wanted by the Ragni, Blanche had technically stolen the ship (though her employers weren’t off-planet), and Pillboi hadn’t been around to pay his local drug lord his fees. Hermes wasn’t in any sort of trouble, and so he opted to take Blanche with him to shop for disguises for the group. The two of them settled on three brightly coloured cat-kigurumi pajama sets, and poorly-printed glossy face masks for the humans, and a realistic human face mask, a la Mr. Clean, and a muscle-suit for Blanche. The perfect disguises.

Caitlin is horrified, and uncomfortably went out in her hot pink cat costume (but with added sunglasses). Pillboi opted to wear his as more of a… scarf accessory, and Blanche and Hermes went out loud and proud into ‘Pharmacy Street’ – the main off-colour hangout district for all kinds of cons, crooks, and dealers – Pillboi’s home. He wanted to pick up a few things, and meet Patches for that info that he had mentioned. Patches greeted him upon his arrival, and let him know that The Professor had potentially left behind a vestigial AI upload of his brain, and Pillboi may glean some information from his ‘copy’ regarding a new drug formula left behind by The Professor, that Pillboi can’t figure out.

Pillboi, planning on heading to his old lab anyway, brings the rest of the party with him to investigate. The lock is missing on arrival, and the entire place is a dishevelled mess of papers and appears to be torn apart. The Professor was never organised, but not this bad – someone else has been here. Rooting through the areas Pillboi knew about, he eventually finds a secret switch revealing a hidden room in the lab – containing a chair and what looks to be, upon Hermes’ inspection, a cobbled-together whole-brain emulator. They find a dataslab with what appears to be a mind on it – likely The Professor’s. The party disconnects the dataslab and the brain device, and loads it up onto a cart to take into the ship, and begins heading out of the lab…

The gentleman who unofficially runs Pharmacy Street calls himself ‘Medicine Man’. He’s basically a gang boss and Pillboi left Pharmacy Street not only because his mentor died, but also because Pillboi doesn’t want to deal with him. Medicine Man is, ironically, in service to the Ragni (but nobody knows about this), and as the party begins leaving, is seen strolling down the street, towards the group. Hurriedly rushing his companions inside, Pillboi uncomfortably confronts Medicine Man, who lets Pillboi know he has a debt to pay – two months ‘rent’ for the time he’s been away, and would like to invite him over for dinner tonight before Pillboi leaves permanently Sweating bullets- Pillboi agrees to dinner.

The group quickly return to the ship with The Professor’s mind upload (and machine to create copies – a nice way to backup themselves if they wanted to mess with it), and Pillboi and Blanche (as his plus one) go out to get ready for the dinner. Meanwhile, Caitlin and Hermes head over to Caitlin’s eviction-notice-filled apartment (which seems to have been broken into; nothing is missing, however) to collect some of the personal belongings she may have left behind from their drunken escape.

Pillboi and Blanche arrive at the drug lord’s ‘mansion’ and head inside past a few armed guards. Medicine Man knows about the Professor’s formula – and he wants to know what Pillboi knows. Pillboi refuses to admit to knowing any information, but the Medicine Man doesn’t believe him, and presses them to reveal info about the plant, the Lion’s Lily (we finally named it) that grows locally on the planet. Medicine Man forces Pillboi to agree to a deal – head to Terra Purr’ma, bring back the Lily, and he’ll let him go. One of Medicine Man’s cronies prepares to inject Pillboi with a tracking chip to ensure he doesn’t renege on the deal, and Blanche, not wanting this to happen, begins hacking up a hairball, which, of course (thanks to some very good rolls), is hacked directly into Medicine Man’s open throat, distracting the lackey to assist him with the Heimlich manoeuvre. Pillboi and Blanche make a run for it, dodging bullets left and right, and rush to the ship and have Blanche initiate a rush spike drill. A risky manoeuvre, but she pulls it off, and the four take off, heading into the nearby Thorunn system.

Hermes, while the crew was at dinner, set up The Professor’s mind copy so that it would be accessible through the ship’s computer. After debriefing each other on their escapades, the party booted it up, and Pillboi was face to face with a copy of his old mentor, from prior to his death in October of last year. The Professor (now integrated into their ship’s AI – fun!), is a little rattled and will need some time to organise his files, but lets Pillboi know about the extra ingredients for the special drug created via the formula – it involves a plant on Terra Purr’ma (which the party was already keen on looking for, the aforementioned Lion’s Lily), but also speciality ‘dust’ from Ias, in the Teus system. The stuff is near impossible to come by – the whole damn system it’s in is quarantined. It is freely traded on the world, and the planet’s denizens consider it ‘refuse’ from some genetic engineering project they’re up to, but bringing it elsewhere is usually an invitation to a long prison stay or worse. “Don’t do anything stupid carrying it, okay?” But if Pillboi can convert it with the plant matter, whatever gets made will be highly, highly valuable. Enough to set you for life. The party thinks about their next move and plans a course to pass through the system in a few jumps…

With that, the session draws to a close, the party with a more focused, linear goal in mind. We’ve moved away from the sandbox a little bit but these are all things the players’ requested to follow, so off we go! I’m really glad that we got to start digging into backstories more – Pillboi’s player said I played Medicine Man very well, and the whole group loved him (they’ve made a new enemy, hurrah) and, conveniently, the system they hopped to, Thorunn, contains a planet with a well-known Psionics academy on it, and Caitlin’s player has expressed interest in having Caitlin’s estranged grandmother be a tenured professor at the institute…

Stars Without Number Campaign 1: Session IV

No session last week, so the last session was two weeks ago (as one player was going to be absent, one was unwell, and I had an event I wanted to attend anyway), but we did run this Monday (I’m just a smidge late getting the summary up). Since I’m a little late in doing the write-up, this may be missing a few finer details but I think I’ve got most of it down. Content warnings for today: None! Uh, there’s a lot of dancing?

The group arrives on planet Halfdis (still in the same system), which consists primarily of poor refugees; listening in on the radio advising them of a cultural archaeological festival happening. They also hear about some recovered footage of ’employees’ being the prime suspects of the casino heists, and some blurry photographs are on the net (the party doesn’t actually look these up). Blanche (whose player is absent for this session) is exhausted from the long rushed flight and remains on the ship. The rest of the group (Pillboi, Hermes, and Caitlin) are quickly pushed in from the starport next to the festival location, and as they chatter about their plans, head into the festival area. They somehow don’t think to check the guest list for the missing woman, Corinne, despite being asked for their IDs on entry (oof) and when they arrive, look around for anyone who works for the Ragni (space mafia faction, if you recall, who supposedly kidnapped Corinne). They follow a few patrols, which I hastily decide are on a loop from the food area (hosted by Cat’s Cradle Courier company and where they have a mini docking area for the courier ships – one of which belongs to the group that raided the casino and working the festival is their current cover) and poke around.

Not much happens here – they order some food (a recurring theme, I’ll have to make up some interesting local dishes for future planets), but they do spot a suspicious ‘familiar’ figure (Omen, the cat Blanche hit over the head at the casino, though the players don’t remember him) out wandering in the closed-off courier ship dock, but choose not to pursue; instead wandering over to the giant green spire in the centre of the city after being offered a few flyers by a passing Jade Spire Protector (who seek to leave the archaeological finds of the planet alone) insisting they take action against the Heritors (who want to remove the objects, study them, and display them to the public). The group does a cute little museum tour, but sees no sign of the Ragni. A tempting poster offer looking for ‘adventurers/excavators to brave the ruin’ almost lures them away from their target, but Caitlin’s resolve in finding Corinne is firm and they head back to the food stalls area.

At this point, I figure they need some action, so I immediately pull in the grand dance competition, of which preparations had begun while the party was away. The crowd had been given pointy green cone-hats showing off their planet spirit, and all of them were jumping up and down to reach the skies and swaying to the music. Corinne (the ‘missing’ woman), conveniently, is visible up by the stage, signing up for entry. The party, of course, decides that all three of them will enter the dance competition. I then proceed to do a fun minigame dance competition, which might have stretched on just a smidge too long – next time I’ll reduce it to two rounds each, where they score points based on the number of successes gained during their performance opposed to the other. Each dancer takes a turn and picks a level of difficulty – an easy move (roll a 6 or higher), a moderately difficult move (roll a 10 or higher), or an expert fanciful move (get a 12 or higher), and scores one, two, or three points respectively if they succeed. They score 0 points if they fail. Each 1 vs 1 has three rounds, so everyone got to pick three turns. I loved running this, honestly, I think I did a pretty good job with the announcer and the group got to narrate their successful and failed dance moves as they saw fit (they were only as foolish-looking as they wanted to be).

While Hermes and Pillboi were on stage, dancing up a storm, Catilin scuffled over to Corinne and made conversation. Caitlin heard of Corinne’s current career as a ‘World of Final Fantasy 342’ illicit gold-miner, but did not believe Corinne for a second that she was “just here on vacation”, and knew something was up. Pillboi, losing to Hermes in the second round, returned just as Corinne was called up on stage to face against Hermes, the undefeated winner so far. Midway through their dance battle, however, Corrine’s compad beeped, and she hastily left the stage mid-fight. Catilin was called up next, turned to Pillboi and said “you better not let that girl out of your sight”, and strutted on stage while Pillboi dashed after her.

Pillboi tried to get her attention, but Corinne blew him off, so he kept his distance and managed to follow her to the courier port, where the two hopped the fence and Corinne knocked on one of the starship’s doors. Sliding underneath the belly of the small ship, and listening in, Pillboi overheard Corinne being given a package (the stolen credit chips from the casino) and her instructions of not opening it, not telling anyone about it, or else it would result in her death. “And that’s not my threat, that’s my boss’s threat”, one of the crew (Omen) said. Pillboi stayed under the ship and listened in on their conversation a bit longer, learning that one of them was named Taz, before snapping a sneaky photo of the interior (the back of Omen’s head, and a straight-on photo of Taz, the ship’s engineer/programmer), before sneaking back to meet up with the group.

Meanwhile, the dance competition was culminating in one final match: Caitlin versus Hermes. Catilin got a huge lead as she’s a performer at heart, and was incredibly successful, so the only way for Hermes to tie with her was to complete an expert-level move…

…Except Hermes physically cannot roll more than an 11 based on his negative modifiers. Knowing this, Hermes’ player lets the table know that his character is going to attempt the splits, and, upon obviously failing, narrates how his character’s pants rip on stage, exposing his ass to the world. A glorious way to go out. Caitlin takes the (literal) crown – the reward being 500 credits and a giant eight-foot-tall golden cone-shaped hat, which she wears throughout the rest of the session.

Back to the actually-important-bit, the crew aren’t sure what to do next with this information. They decide to check Corinne’s dataslab which they brought with them, given by her sister) and check for any information on hotels or inns Corinne might have been staying. I accidentally fucked up the timing here, but the group didn’t notice, but anyway they did find out the location of her hotel. They hung around the festival for a bit, watched some jousting and wrestling competitions, and then made their plans to sneak into the hotel at night.

Since the group had the reservation listed on the dataslab, Caitlin posed as Corinne and got a spare key card from the front desk, and then headed up to Corinne’s room, where they confronted her regarding the situation. Corinne came clean (she’s not very smart socially, and easily coerced) to the group and they offered to help her. They told her to proceed as normal, and get on the outgoing flight as per her instructions, and they would meet her at the starport on Shan and, after dropping off the package, would help her and her sister find safety. They offered a touching video call with Sheila, and the two sisters reconciled their differences over the phone. The party then gave Corinne the new key to her hotel room (Corinne was very confused why they had a key to her hotel room) and bid her goodnight.

Then the three of them stood in the hallway, argued about how stupid that was, how they could lose her, and then knocked on the door again and told Corinne to actually just fly with them instead of going to the meeting place alone. Corinne, who had gone to bed, was sort of irritated and even more confused but agreed because it was pretty late, and the four of them decided to meet at their ship tomorrow morning.

The session was fun. It was the first time I had to do multiple “two NPCs are talking together because the PCs are listening in on their conversation” which I’ve maybe actually never done before. Talking to yourself is weird, in a way. That said, it worked surprisingly well, and my voices were distinct enough and the scene short enough (a few sentences) that it was good. I liked it. I kind of wish I had prepped less ‘interesting festival activities’ and one more ‘interesting plot hook’. I had a few, and they are going to return to deal with one next week, but I still felt like I was short (even though I prepped like ten different things). Maybe more little events? a food stall vendor needs help with something that just takes a few minutes? Who knows. My player said that he thought it was just the right amount of things to flesh out the world, however, so I’ll take his word on it for now.

More on that, though: in an effort to satisfy my players’ request of ‘we want more points of interest and faster pacing’ I felt like things were far more linear than I’d like? Any moment things got slow, I brought the action to them rather than letting them seek it (good, generally!). However, my party doesn’t currently like seeking their own adventure (RIP my sandbox), so it’s what they wanted. That said, the way I executed it was a bit out of regular form for me, felt a bit like ‘this is my story idea’ (even though it truly is not, they caused this) rather than the group’s and I don’t love it. Workshopping new strategies later, but I think I’m on the right track. I did appreciate the changes though – it can be a good exercise to go out of your regular GMing comfort zone. Still didn’t quite work but I’m slowly figuring out why. One of my players has always been a quieter ‘spectator’ type so I might see how he’s feeling about a more focused session on him later, but he did do a lot of things he wanted, so he was happy. The session overall was very fun, and a lot of information got given to the party which will coalesce into something cool probably. Next week I have to prep a dungeon, iron out those loose plot threads and pull ’em back into something interesting…

…So, next session they’ve decided they’re going to deal with Corinne’s package, head to Shan with her, and sort out a way for her and her sister to escape. They, for some reason, assumed the package contained a bomb? Anyway, it’s not a bomb. I’m not sure why they didn’t want to open the package but presumably, they will open it during the flight back? Afterwards, they actually want to head back to Halfdis to explore the Spire’s ruin. I’m looking forward to it, as I literally just ripped it from Numenera’s Jade Colossus, which I was going to run last year but the game didn’t end up coming to fruition, so a lot of the material I know! It’s going to be fun – I’ll have to do a bit of combat prep which I so far haven’t done for this game. Speaking of combat pep, Corinne was going to be killed by the Ragni as soon as she met to do the package drop-off (why would they risk any witnesses?), so I’m glad the party isn’t just skulking around after her, though they won’t have a lot of time since they’re waiting until morning to leave. I don’t think it makes sense for the Ragni to have guards stationed at Sheila’s home, so she will be fine so long as the group can beat them there if they escape with Corinne… But I am uncertain how it’s all going to go down. Time will tell.

Stars Without Number Campaign 1: Session III

I’ve been recently contemplating the problem of ‘keeping things serious’ in my sessions. I advertised this particular campaign as a more personal character-driven drama segment, and I want there to be space for more serious moments that aren’t interrupted by jokes and poor comedic timing. You certainly need a fair bit of that to relieve tension (it can’t be intense all the time!) but I feel I am definitely leaning a bit too far into jokes and comedy. So, last week, I set to work on strategies to sort of maintain a more serious mood. Of course, at the end of the session, all my players agreed that it was ‘too depressing’… so… I did accomplish my goal! But from here on out, I’ll be going back to more gonzo comedy, and deflating more tense moments, I guess!

I started with the communications message log from last time: Pelkan Wales’ scandal, the news report of the casino heist, another advertisement, as well as a ‘mysterious empty signal’ that our programmer PC, Hermes, could not decipher (if he had managed it, he would have been given star coordinates to a specific location). The party will start to receive more of these as time goes on, hopefully gleaning some more information as time goes on… I haven’t quite fleshed it all out yet, but there’s some cosmic space horror nonsense that they may get up to later on…

Back to the party, the group stopped off in the Eurymem system and headed to one of two habitable planets in the system, Shan, which is a large megacorporation and heavy industry planet. The players underwent an awkward ‘routine’ cargo search and interview by the IIN (Interstellar Interference Navy) regarding the heist, restocked some supplies, looked into upgrading their spike drive (on that note, I’ve opted to let go of the Geico insurance ad thing, as they’re planning on upgrading it right away). I actually wasn’t expecting them to not only go to this hex (which I had a few adventure hooks pre-keyed), but also go to Shan (which I completely forgot to key), so most of my prep came from the early iterations of my Sectors Without Number auto generator. Woof, this was a tight session. I managed to improvise an entire mystery scenario on the fly, with a young woman (Sheila) being thrown out of the space mafia (the Ragni)’s local corporate office, and wandering off in tears into a nearby alleyway. Caitlin, our Psychic, recognising the mafia’s insignia, offered assistance, and the crew decided to try and help her find her missing sister, Corinne. I honestly had no idea where I was going with this, but I wanted to start to look into the mafia business and also maybe lead into the casino heist a bit. So, Sheila’s poor situation was born: she Is (or was) a very wealthy engineer working for a prestigious company on the planet, but lost her job recently. In order to pay for their expensive house (the two sisters didn’t think of maybe, y’know, downsizing…), Corinne started working ‘odd, late-night jobs’, disappearing for hours at a time, is gone most of the day, had a closet full of sexy lingerie, and encrypted, coded lists of locations. The group decided that she had most likely been involved in prostitution.

Normally I say to avoid red herrings in mysteries, but in this case, not only was I improvising all of this and so it’s hard to ensure the mystery stays on track, but the clues all lead to a potential ‘funny’ reveal rather than actually be red herrings for the mystery – Corrinne is not a prostitute, and is in fact just… farming gold for an MMO and converting it into cryptocurrency by heading to internet cafes and individual account holder’s addresses for access to their VR pods. This should help deflate some of the ‘too depressing’ moments I built up in this session, and don’t conflate with the actual ‘Corinne really was kidnapped and is in a bad way’ – the gold farming isn’t making a lot of money, and her emails uncovered a strange meeting place a few hours out of town (containing a lot of documents for a secret project called ‘Spice’, and a man who works for a gambling software company named Alan Ortovsky – said gambling company being a front for the Ragnis), as well as a receipt for a one-way ticket to Halfdis – the refugee-filled planet next door. Corinne has been instructed that she will receive a lot of money for flying out to Halfdis, and then arranging a flight back – unknowingly smuggling some data chips back with her after meeting Omen, the catfolk from the previous session, and his crew who were responsible for the casino heist at the behest of the mafia. Of course, the Ragnis won’t actually let her live a normal life after this, and she’ll likely be disposed of once she returns to Shan. But the Ragnis needed someone who wouldn’t be suspected by the IIN traveling. Corrine wouldn’t be searched as she has no record of being at J’Ordain casino, and has been given a careful alibi for her reasoning on heading to Halfdis (which I, uh, still need to flesh out the details on). More on this particular incident next time…

As for other feedback I received: our sessions are so short – we can’t change the time, but the group does want to up the pace a fair bit. Even this summary article is incredibly short compared to previous ones. Most of my sessions are fairly meandering and I need to fix that. I’ll be spending the next week really ramping up on some prep for the next location (they’ve let me know where they’re planning on going) and making the casino heist scenario a lot more robust, and hopefully smash in enough content to finish off the casino sort of ‘questline’ here, and then spin back to the drug peddling. We’ll see how it goes. Overall, maybe a 5/10 session – I’m proud of being able to maintain a serious tone and improvise a mystery on the fly, but it wasn’t quite the angle I should actually be going for, so it’s time to do a bit of re-routing!

System Reviews: Wendy’s Feast of Legends

I moved across provinces back in 2017. My spouse and I spent a little over a year apart, before deciding that we would both stay here in Saskatchewan long-term after my second degree. We made a few good friends when we moved here – Ben and Eric, but as they were my friends ‘first’, I wanted to give my spouse some time to get to know them without me around, so they wouldn’t just be “‘Beef’s friends’, but ‘our friends’. So, the Fast Food Aventures Trio was born! They don’t actually call themselves that, but basically the three of them would get together every few months and try weird fast-food menu items – the “Meat Mountain” secret menu addition at Arby’s, the limited edition “Double-Down” at KFC, etc. My spouse rarely eats that sort of stuff, so it was always kind of a fun event to do.

About a month ago, I discovered that Wendy’s (yes, the fast-food chain) put out a free tabletop roleplaying game a few years ago called Feast of Legends as part of a marketing scheme. I knew I had to run it, though I obviously doubted its quality -first – my name is Beef, so the fact that the world map of the game was called “Beef’s Keep” was a blatant irony I sought desperately to exploit. And second – this actually kind of lines up with my spouse’s activities and it would be a nice opportunity to bridge our interests: I figured that while my spouse wasn’t normally into tabletop, he would acquiesce in favour of combining it with ordering food from Wendy’s with Ben and Eric. So, a few weeks later we set a date, and a new legendary journey begins…

I’d like to split this review into two parts: first, the actual game mechanics, and second, the adventure campaign module that comes written along with the system. I should note that Wendy’s actually removed the game from their website a while back, but you can still find it from various internet archive sources. First, mechanics-wise, Feast of Legends is surprisingly functional. It’s a D20 system, probably a bit of a hack of D&D, and all the stats and etc. make sense. The writing is great – the ‘roll 4d4 for your stats, just like our 4 for $4 deal’ and ‘if you eat these Wendy’s items in real life, you get a bonus’ are quite clever little additions. On that note, though – the character sheets aren’t very well designed, or perhaps the food item bonuses aren’t clear, but it reads as if you add your temporary bonus to your base stat, not the modifiers, and there’s no spot to the character sheet to put these bonuses, which means you have to manually adjust your base stats and modifiers and then remember to put all the numbers back at the end of the session? Huh. A bit of an oversight that would have just been helped by an extra box. Chargen is fast at least (literally just pick your ‘class’ and roll stats), but it also weirdly doesn’t have good rules surrounding how to handle initial equipment (you may want to plan ahead what is OK and what isn’t OK for the game) – but I mean, you’re playing a TTRPG put out by a fast-food chain: Who cares if they get the ultimate fried chicken armour and wield the 1d10 damage whisk?

Spellcasting is also not really discussed – technically it’s just “you can use these skills and they function as spells”, but it feels weirdly phrased and almost like magic is ‘absent’ from the game – despite pretty much every “Order” being ability/magic-focused. A player asked me how he cast spells and I had to pause and say “I don’t know. You just… do them…?”. Welp. There’s also some terminology that got missed in editing – the actual stat is called ‘Grace’, and there are references in the Orders to not being able to use ‘graceful’ weapons, but then weapons are categorised as ‘finesse’ weapons on the actual tables – most likely they changed the name from finesse to grace and then forgot about it. But, hey – this is a free TTRPG, clearly made by like four people (there’s a bit of interjected genuine very author commentary throughout about their playtests, which I enjoy) and I forgive the company for making a few missteps here.

Whoever got this past the editors at Wendy’s, you are a star.

That said, the adventure module is objectively terrible. I was going to just run it with minimal prep (this is a ‘just for fun’ game, after all), but reading it I was immediately struck with wasted time, ‘let your players explore aimlessly until they see the fountain’, dead ends, and, worst of all, a lot of ‘they have to answer all four riddles correctly in a row or else the doors close for two hours and the party just kind of has to sit there until they reopen so they can try again even though the time punishment has no effect on the narrative’. That last one isn’t an exaggeration – it’s literally in the book:

Incredible.

I went ahead and went through every page and crossed out all unnecessary portions, and probably ended up with like a 2-3 session campaign that would have been significantly better than the multi-year-long adventure module in terms of actually having people play through it. The campaign itself, even, has a magical item at the end of the first area that instantly max-levels every character. So there’s no reason to keep playing for…. months after that. Just take them right to the boss for a final hoorah! Anyway. Maybe I’ll post my cut-up remix later if anybody actually wants to read it (I doubt it, but you never know). I would appreciate being able to showcase my edits in some fashion though, because, hilariously, the actual game barely happened: everyone ate their meals and then we played for 45 minutes, with one single combat, before the players had to leave. All my effort into learning and reading and running a Wendy’s TTRPG… wasted. The party literally ran into a mysterious guy, he told them to defeat the evils in the French Fry Forest, went over and fought two kobold-analogous enemies, and then went back, job done, saved the kingdom, hooray!

Overall I give it a solid 6/10 game system. Maybe 7/10 for the humour.

Stars Without Number Campaign 1: Session II

Another week, another night in Las Vegas – err, I mean, the J’Ordain Casino… If any of my players are reading this, stop here, as I do kind of get into some potential future tangents in the post below, so spoilers abound! Don’t ruin it for yourself, okay? Other warnings for the general public include mentions of prostitution, drugs, and gambling.

Anyway, now that our group has gotten their feet wet, the game has opened up to full sandbox play! From here on out, I’m along for the ride, and am mostly just improvising based on hex keys and loose mini adventure ideas. I ran a few iterations of Sectors Without Number, added in the places the group had visited in areas they made sense, and then created a cute little mouseover hex map in Foundry. To finish it off, I did some drawing up of the three main factions – we have the Space Mafia (I need a better name), the Interstellar Influence Navy (the galaxy-wide ‘space police’), both of whom will remain on the hexes they’ve been placed on until interacted with, and the courier company that Blanche and Hermes used to work with (I’ll randomise their potential encounter location every session). There are also the space whales, which move around the hex map as the players do (I roll for them), and are mostly there just for fun. Rare that they actually manage to make it to a system – rarer still that the party will interact with them. But just knowing they exist fills me with joy, so I don’t mind if the two groups never meet.

I don’t own the rights to any of these little token images, so forgive me.

The session started with some housekeeping (they decided to name their ship the Joint Enterprise), picking their next destination (I didn’t even need to list off the other potential hexes, the players just really, really wanted to get shitfaced and gamble at the casino station), and then the weekly audio transmission log. These audio transmission logs will contain news bulletins, direct messages, etc., and happen every spike drive drill the group takes (so, first thing every session, roughly). Depending on who is staffing the communications area, they’ll also have access to their personal emails from their dataslabs/compads. Caitlin was manning the comms station today, and listened to two direct messages from Basil (“Hi. i’m going surgery few days. thanks support.” and “p.s. guys rescue is ok, paying for”) as well as a few ‘spam’ messages: from Geico insurance regarding their spike drive, some lottery winnings that the group definitely didn’t enter, and a reminder on student loans payments that Caitlin opted to skip through.

Funny thing, the Geico insurance notice is actually legitimate. In two more jumps, and after two more warning notices, their tier 1 spike drive will fail. If the group actually listens to the message, they’ll find out that they can get it swapped out for free, or a potential upgrade for 50% off. The group has enough money to pay for a replacement outright, so even if they continue to ignore the warning, they’ll survive – but it will put an awful dent in their funds. They may even potentially upgrade their drive before then, totally unaware of the discount offer… On the other hand, taking up the replacement offer comes with other problems: if you recall, the group swapped the ship’s identification in order to go off the radar, and is currently not recognisable by the courier company. But if the group takes up the insurance offer, the courier company it originally belonged to will get pinged, alerting them to perhaps something fishy going on – beyond just a potentially dead pilot and blasted ship!

But we’ll burn that bridge when we get to it. After spending several days in metaspace, the crew arrives at the J’Ordain Casino, a buzzing space station locale of drinks, drugs, and sexual freedom. There are flight crews spelling out dazzling advertisements, laser beams, thick clouds of cigarette smoke flooding the halls, and a race course around the station for ships to make use of (more on that later). Prep-wise, I pulled a few gambling card-games-turned-dice-games from the internet and kept them on hand (blackjack and poker) and drafted up a little 3d6 slot machine mechanic in a few minutes so the group could do any of those if they liked. Pillboi and Blanche opted to play a few rounds of Poker – Blanche losing terribly and borrowing credits from Pillboi, who was trying to sell drugs on the sly to the rest of the tables. At the end of it all, the two headed off to the bar and came out 100 credits richer each (though how much of Blanche’s money was actually Pillboi’s is up for debate). Caitlin wanted to schmooze up some rich folk, and went straight to the bar area – grabbing the business card of a big beautiful drug-smoking woman named Clarice, who has been spearheading a longtime industrial project a few systems out creating a gigantic solar array. Caitlin convinced her to exchange contact information and gained a new potential big client for their future drug enterprise once they get their hands on the psychoactive plant in Terra Purr’ma. Caitlin also offered her body for sale, and spent a few hours with the woman (but unfortunately ended up breaking even after needing to pay for Clarice’s drycleaning due to a wine-spilling incident). Hermes, meanwhile, scoped out the place for some money-making opportunities… he had worked on the slot machines before, and knew how they worked, but preferred to try counting cards at the blackjack table (I improvised how that worked and I’m not sure I loved how I ran it, so I’ll probably revisit the idea later). The staff got suspicious after a while but not enough to want to do anything about it, and he slunk off to the bar after a while to meet Caitlin and the rest.

With the four of them enjoying some drinks alone in Clarice’s private booth (she left to take a call), an announcement played over the casino’s intercom system: the betting counter was now open for bets on the next ship race starting in a few hours. This race is interesting- the casino is hosting a few well-renowned ‘Formula 68’ racing pilots for the week, and one particular pilot, Pelkan Wales, is an almost guaranteed win (the house is expecting to pay out a fair amount of cash on this, but it’s worth it for the advertising and sponsorship money).

The four hatch a plan – they immediately want to rig the race, and manage to grab some pit uniforms for Hermes and Blanche to head down and mess with the ships. They don’t think they can make it so one person wins, but they do think that they can spread out their bets and just prevent Wales from winning. The first uniform they drugged a nearby employee and stole his outfit. For Blanche, they tried to grab a very sketchy, nervous catfolk’s uniform the same way but failed in trying to knock him out with a frying pan, and he slunk off (strangely, not alerting security of the incident…), but ended up just sneaking into the staff lockers to grab a set. The two of them (mostly) get away without suspicion while doing this, and thanks to some incredible rolls down at the shipyard, get to not only call attention to some much-needed repairs on one of the “worst drivers in the circuit” (Gioli Brusso)’s ship, but also sabotage Pelkan’s in such a way that he struggles to handle it. The race is on – Pelkan falls behind, and (I did roll for this), the worst driver in the circuit (thanks in part to the repairs on his ship), pulls ahead for the win with 13:1 odds, netting the party a 23000 credit profit on their bets (they spread them out across the other drivers). The group quickly decides to cut and run, just in case, and take off in their ship, ending the session.

Overall, the session was fine- a bit of a slow pace today, but most folks were tired and I honestly had a lot of fun regardless! I loved the characters I came up with (the racers, the pit staff, Clarice – all improvised but all have clear motivations and backgrounds). Though, I am never sure how actually-playing-gambling-games-with-dice feels during a session, but everyone seemed to like these ones fine so I think it worked out. I do think I ought to flesh out the factions a lot more by next session – I got away with it this time as they haven’t been interacted with yet, but I’ll need to get a clear grasp on their galactic game plan to help shepherd the players into potential meaningful antagonists and allies. I also fear that I’m not going to be able to obey the “law of conservation of NPCs”, so I’ll need to keep careful track of the names this session and figure out how I can incorporate them later.

So, what’s on the menu for next week? Well, Wales was suspected of driving under the influence due to the poor handling of his ship during the race – the next audio transmission logs will contain a few news stories about his ongoing DUI investigation and scandal (he actually was under the influence of both drugs and alcohol from the casino). This doesn’t directly impact the party, per see, but I think it may open up some opportunities for their drug dealing operation in yet-unknown ways. I’ll leave it to them to think about it. Also, that sketchy catfolk who didn’t alert security of the woman who literally tried to knock him out with a frying pan (and then played it off as a joke)? Well… who knows what happened with that, but during the chaos of the surprise win upset, the casino happened to be robbed, and over ten million credits are missing from their internal digital banking system. There’s a bounty out for those that have any information regarding the incident…

Stars Without Number Campaign 1: Session I

I’ve spent the last several weeks getting my Stars Without Number campaign going and yesterday was our first session after player vetting, interviews, a practice one-shot, and character creation/premise set up. This first part will be a bit long as there are character introductions and whatnot. I plan on mixing a bit of narrative play with my processes as a games master, and just writing the session summaries as I find the most fun to write, rather than to meet any kind of entertainment goal. The campaign is anticipated to last around 10-20 sessions at most, though we’ll see how well it lends itself to a natural end. Additionally, as a forewarning, I will be abandoning a fair bit of SWN’s default lore in favour of a more sci-fi kitchen sink space-opera tale, but some parts of it are kept to keep things coherent and to have a solid foundation to go off of. I also do not claim any of the following tales or designs are a reflection of how anything would actually function in the real world scientifically or physically, though I do try to keep it consistent and fair and how I would think things would work out logically. But I’m not here to do extensive science homework – I’m here to just tell people where to aim their sick laser pistols. My sincerest apologies in advance to the hardcore science fiction nerds, the physicists, and the chemists in the world.

With that out of the way, let’s get on with the show! Warnings for today: suffocation, drugs, alcohol, and human death & suffering ahead. The backstories are still pretty loose to start, but our cast consists of:

Blanche (23, she/her), the former “Cat’s Cradle” courier company driver. Pilot. Uplifted actual cat. Ran off with her company’s free merchant and cargo, and decided a life of smuggling drugs will get more money for her poor family back home. Also, kind of doesn’t want to go to jail after stealing the ship. Currently presumed dead by her former employer.

Hermes Hurtwell (18, he/him), our child prodigy software engineer (worked for Cat’s Cradle) turned space hacker. graduated young and entered the workforce too early – he quit his company in absolute rage and figures he can make better use of his skills on the black market. Not on good terms with his former employer.

Caitlin Wynter (23, she/her), a psychic goth theatre kid – took out a student loan through some sort of space mafia-type business and now they’re after her head. Not on good terms with said space mafia.

“Pillboi” (late 20s, he/him), resident ‘medical professional’. Sells drugs. Has a sick neon mohawk. Dips into his own supply, and would like to use the party’s free merchant courier ship to fund his new entrepreneurial operation of drug growing and smuggling. The rest of the crew seems to be on board. Has past connections with space mafia.

Let’s set the stage: it’s New Year’s Eve, December 31st 3199, and these four future entrepreneurs are having a party to ring in the new century. It’s Hermes’ 18th birthday, he quit his job that morning, and he’s getting shitfaced at the bar complaining up a storm about how piss poor the processes were. Caitlin, enthused by his goth depressing demeanour and having lost her theatre friends in the massive crowds of people, hits him up to share a few drinks, as a nearby courier, Blanche, attempts to find the owner of a package (unsuccessfully). Exhausted from her shift, she joins the two of them in complaining about their career situations. The three of them have a progressively more and more depressing conversation about the state of the economy, where an enterprising Pillboi steps in to offer them a little something to cheer them up. After a bit of back and forth, the four of them continue their bar crawl late into the night and eventually come to a brilliant heavily intoxicated decision: the three of them will take Blanche’s work ship and join Pillboi on his drug selling business and become the “highest” self-employed entrepreneurs in the galaxy. There are rumours of a plant on Blanche’s home planet, Terra Purr’ma, that has interesting properties when ingested by humans (as opposed to the native uplifted cat folk). Taking a few doses of a substance only brought out for ‘special occasions provided by Pillboi, the four of them black out.

…They wake up in a random part of space a few days later – clearly having gotten up to some sort of business, and only vaguely recalling their plans to become “self-employed”. but they’ve gone too far now – Blanche won’t be able to keep her job after running off with the ship, Hermes and Catilin have nowhere else to go, and Pillboi is excited at their future prospects. They spend almost two weeks getting the remaining cargo illegally sold off, and scrape the id from the courier ship, upgrading it to something a little more befitting of budding space adventurers with the money earned. They have a hefty 25 000 credits leftover to kickstart their pharmaceuticals business and decide to start getting a laboratory set up.

A lot of the above scenes were roleplayed out for fun, and to get folks’ feet wet in figuring out their characters, but had been decided ahead of time during character creation by the entire group as the premise-buy in (they said the concept of ‘The Hanover: In Space’ was hilarious) as to how their adventure started. I did not plan on running for a group of drug-smuggling bastards, but I appreciated the energy and I’m down for it. Please note that I, along with many of my players, haven’t done anything more than drink a few shots in my life, so a lot of the drug nonsense is truly nonsense. We plan on handling addiction fairly tastefully but a lot of it will be played for laughs as far as the party is concerned (not so much for my NPCs). It’s a group of ragtag idiots in a very harsh, very real and unforgiving world. So, from here, I set them down on a nearby planet, Kalmar, to acquire some materials to set up their lab, and gave them a bit of a primer for the locale:

Kalmar, is a planet in which breathable oxygen is at a premium. The dominant gas is sulfuric; if there was water on the surface, it’s evaporated due to the greenhouse effects reflective sulfur clouds would cause, and most of it is imported heavily from off-planet. Anyone venturing out into the sandy wastes needs a hefty oxygen supply. Settlements are either pod-like or underground where it’s cooler and water may still be available – however, they need to be fairly resistant to damage against the tunnelling, massive worms that occupy most of the surface of the planet. The largest settlement on the planet is also the oldest and has seen a long period of wear and repair, at this point looking as though it is barely held together with scraps.

The planet itself is rich in valuable minerals as well as a unique resource – calvinite, which is used to create speciality ship jump drives, among other things (such as purification for certain pharmaceuticals…), and day labourers are paid well for the dangerous conditions. Kalmar itself did not have a native sapient population but has been since colonised by a wide variety of intelligent life forms from across the galaxy. Most of the labourers on the planet are the ‘Futzes’, whose unique bodies can quickly adapt to extreme temperature changes and require very little water; and as such, do not require expensive habitation equipment to venture outside of settlements (though they still need a mobile oxygen source to breathe, and protection from the toxic gas). That said, as oxygen is rationed, a large number of the population has suffered severe health problems, which has put most of the settlers in extreme medical debt.

The mines, as the players arrive, are closed as of yesterday – the giant sandworms have unfortunately started their mating season much, much earlier than expected and the main major mine had to do an emergency shut down. Most of the valuable minerals have been pulled, and due to the perceived upcoming shortage, none of the calvinite that the players are after are for sale. However, a young Futz named Basil is ready to offer the players exclusive ‘back-alley’ access to the mines. It’ll be dangerous, with the worms about, and they’ll have to pay him for equipment and oxygen supplies (he’s trying to fund his brain surgery after an accident), but they can go in. A lot of the material is already mined, they just have to hope that they’re lucky enough to find cases of it left behind by the fleeing miners.

As a GM, I looked into a number of ways to handle this mission – I could put a fair amount of prep into it as thanks to our agreed-upon premise and time skip, I could start them in media res at Basil’s ‘shop’ preparing to go in, rather than risk them faffing about with other decisions, so we could kick things off with a bang before the sandbox opened up, and get them in a situation with clear goals. I decided to go with a miniature hexcrawl – it would allow them to learn the process of the hexcrawl, how I roll per hex at a smaller and faster pace, which will help them when we move to the larger hex-based space map when travelling to various planets (I’m going with the Planetville trope, here, for this campaign), and it gives a good look into the more nuanced approach to attrition and resource-management required in OSR systems. I think as new players (3/4 have only ever really played D&D5e) it’s a good way to showcase the style of play a fair bit. It’s also, technically, my first time using a crawl-styled structure and I wanted a space where I too could really grok the mechanics before moving to a larger space where things might have a different scale, and larger stakes.

a reference sketch of the miniature hexcrawl I sent them on. I like tracking things on paper.

I started with 60 hexes (later adjusted to I think 62 just to allow for some spacing issues on my VTT, Foundry) and then started decorating. Basil would send the players through one exit (bottom centre), and mention that while there are two other exits (on the left and right sides) that could be used in the case of emergencies, this was the only exit that he could guarantee would be unguarded, so no one would run the risk of being arrested for trespassing (and potentially theft). I wanted multiple exits because one of the main mechanics I decided on was for every hex moved, there would be a 10%+ increase of a sandworm tunnelling in and collapsing the tunnel behind them (so they wouldn’t be able to move back to the previous hex). Somewhat inspired by the ‘churn’ mechanics of The Expanse RPG, (and out of a back-and-forth discussion with other GMs), I basically tallied up the percentage change and rolled a d10, resetting the total chance to 0% after a worm was triggered. Each hex required 1 unit of oxygen per player to navigate (Basil sold each unit at 50 credits apiece), and they could expend an additional unit to dig through caved-in sections, do a more thorough exploration of the hex, etc. I scattered a number of hexes where 1d4 units of calvinite could be found, as well as three 1d4x2 caches of extra oxygen throughout. The players had two carts that each held 30 units of material (either oxygen or calvinite). I made it two carts as I wanted to give them the option to split up and cover more ground if they wanted (which they did opt to do). There were eight encounter hexes which I rolled on a table for, and minecarts that went one way, taking them through the caves faster, but the players wouldn’t know where they would end up and would need to ensure they had enough oxygen to get back from wherever the carts had taken them (somewhat inspired by Snakes & Ladders).

The players opted to purchase the full 3000 credits worth of 60 units of oxygen, confident they could make the money back with the acquisition of enough calvinite, and split into teams of two – giving them 15 hexes of movement each, barring any complications. The groups also had access to suits that, if the players ran out of oxygen, would inject a chemical into their bodies that would save their lives and allow them to subsist for a time without (but at the cost of severe lung and brain damage). I wanted to include these because, as helpfully pointed out by a fellow GM, “is it really fun if the players all suffocate to death alone in caves during the first session”? Probably not, so best to have some ’emergency contraceptive’ in the case of an accidental TPK. Back to the narrative:

Pillboi and Hermes trudged cautiously through the caverns – there wasn’t much to see in this area of the recently-abandoned mineshafts, but they had two nerve-wracking run-ins with tunnelling cave worms, and opted to adjust their route to proceed more carefully. Pillboi heard whispers in a room up ahead – and found two other rival ‘entrepreneurs’ scouring the caves in discount suits (presumably also sold by Basil) in search of calvinite. Knives out, and pistols drawn, the two pairs nervously faced off in a stalement, neither interested in risking their lives over some rocks. Hermes and Pillboi decided to imitate security guards, checking the caves for straggling miners, and convinced the two men to give up their stolen goods in exchange for additional oxygen to assist in their swift exit from the caves. With the agreement in place, and tensions lowering, the two groups split off in opposite directions – only for Hermes and Pillboi to find themselves stuck at a large crevasse, their only change of passage being to backtrack and dig through the previously collapsed tunnels in order to make their way back. Arriving at the entrance with just three units of calvinite, and barely two units of oxygen to spare, the two waited patiently for their other half of the party to arrive.

While this was happening, Blanche and Caitlin were heading in the opposite direction. Immediately upon splitting with Pillboi and Hermes, the two found themselves in a room filled with shallow puddles of water. Testing for acid, they safely trudged through the harmless brackish ponds, but not without causing a fair amount of noise to echo through the tunnels… Not wanting to risk the unwanted attention of the sandworms, or worse things, the two opted to ride the rail carts deeper into the mines. This proved fruitful, as they found several caches of supplies, including some mining equipment and spare oxygen tanks, and three units of calvinite. Making their way back towards the exit, the two heard the wheezing, rasping breath of a slowly suffocating unknown. The two looked at each other, and looked at their supply… they were too deep in the mines, and couldn’t afford to provide any oxygen or assistance to the dying one. Blanche and Caitlin hurriedly avoided the person in trouble, and snuck off into the dark, the desperate breathing ceasing quietly behind them. Not completely heartless, however, the two found another twitching, desperate soul that had used their emergency injection to stall their death, and loaded them onto the cart, sacrificing some of their cargo space. The two managed to meet up with Pillboi and Hermes at last, narrowly escaping one final collapsing cavern behind them, the worms tunnelling away, leaving the mine inaccessible from this entrance…

We called it there – a good 2.5-hour-long session. The person in need of medical aid was handed over to Basil to escort to a nearby medical facility, their goods brought to their ship and borrowed carts returned. XP was given out, and character advancements are to be processed over the upcoming week prior to the next session.

There are a few things I’d change: I would probably telegraph the ‘churn’ mechanics a bit more – no harm done, but I think it would have ramped up the suspense/stakes a fair bit. I think the number of encounters could have been increased on the board – there were a few too many empty hexes (but the length of the session overall was also quite well-paced, so I’m not sure about this one). I went back and forth between each group to give each of them equal screentime, though at one point a player had to grab a salad and it threw the balance a little off-kilter when continuing to play around it, I think it all worked out in the end. I would definitely do a 2 hexes-per group alternation in the future. One hex is a bit too short, especially if nothing is there, but more than two hexes mean things can drag on (especially if one side runs into a lot of encounters). I do want to keep timekeeping consistent between the groups as each one can affect the whole map with cave-ins. Overall, the numbers seemed fair, and other than potentially tweaking the value of everything depending on the campaign being run, I think it overall came out great! My players (one of whom is a GM himself) thought it was an excellent structure to run the session’s goals in. One other thing that was a bit unprecedented was the group wanted to keep the oxygen tanks and suits for ‘future missions’ – which I suppose I now ought to plan on including! I think I’ll probably run something similar underwater in a future session, and see if I can improve on the design a bit…

Actually, why don’t I like D&D5e?

Somewhat related to the last post, Leaving D&D5e, I should probably specify why I don’t like the system. I hadn’t actually grokked the reality of my feelings until earlier this morning, where I managed to write something in a conversation that I think was incredibly thoughtful and truly struck a chord as to answering why I don’t like the system, beyond a simple “it doesn’t do what I want out of a game” or “the rules are broken”, and even reflects on why I don’t like FATE Core, my problems with my home system of Numenera, and why my review of Ryuutama was so lukewarm!

Someone asked, a bit tongue-in-cheek, while we were discussing alternative systems, well “which [system] is the objective best”? The answer, of course, is that there is no such thing, and my friend replied as such – “there’s no objectively best system because they all answer different questions”. Therefore, then… The problems with systems come in when they fail to answer the questions they say they want to answer. This is where you get gripes with D&D5e, Shadowrun, etc. – most of my disliked systems are not disliked for their mechanics specifically, but because the mechanics and goals of the system seem to have failed to connect. Ryuutama had a weird amount of lethality to it for something that was thematically Ghilbi-esque, Numenera‘s combat and initiative system makes no sense for the logic-based rulings over rules guidelines, and FATE Core (review incoming)’s problem is that none of the mechanics actually work together to create something cohesive that answers goals. You hear time and time again from people who have played Shadowrun that they “love Shadowrun, hate the system” because the mechanics are just not conducive to the theme.

Recently I played Scum & Villainy, a “FitD” system that probably could merit its own review post, but I’ll just bust a quick one out here: I loved it. It did exactly what it was meant to do and the mechanics and the gameplay went perfectly hand in hand with the theme of the game we were playing (‘idiot assholes do shady jobs in space’). But I actually do not often care for PbtA-built systems, which is where FitD was born out of – but I liked this because it worked well. I love Numenera and nearly loathe Cypher because the system caters to Numenera‘s settings and goals and disconnecting the cyphers from that setting makes Cypher, well, not as impactful. It doesn’t feel good as a universal system.

What questions is D&D5e trying to answer? What are the goals of the system? One could say that it is in the name, ‘Dungeons’ and ‘Dragons’, but plenty of other bloggers have gone into the problems of the game no longer teaching people how to play or run dungeons, and how the mechanics of attrition seem to be fading away in favour of more narrative approaches. I think in order to become a better system in future iterations, the designers really need to lean into that more and change the rules to accomplish the goals that the designers actually want to achieve. But, they probably won’t, because D&D5e makes a lot of money as is… and that is why I think people should get away from 5e, not because it’s just, completely bad, or wrong, but because it doesn’t do what it’s supposed to be doing, and you have so many options that actually do a) what “D&D” is supposed to be and/or b) what you want to do in a game.

Old School D&D & Looking For Group

Okay, I couldn’t come up with a good title for this, so that’s what you get.

A bit of context; recently (late last November), a campaign I’d been in for the last three years finally broke down to communication issues. I left, mourned, and thought about what I was going to do next.

I’d never actually done the whole ‘Looking for Group’ thing before with internet strangers – my real-life Monday campaign had me initially invited to by a coworker, and the games I began running online, I initially pulled players from friends, close-knit club groups, and friends of those friends. I’ve played with ‘strangers’ online – but all those times it was finding them by accident through mutual communities like Discord. There was never a truly anonymous recruitment process. I’ve never really been through the whole ‘application & interviews’ ring as a player.

So I’ve been hitting up a few ads and throwing myself out there to mixed success – a couple interviews here, a few non-responses there, and I think I’ve found a couple personable potential spaces where something really nice and new will start. Perhaps I’ll even get to play Burning Wheel. But I’m not here to talk about those. I’m here to talk about this:

He re-worded this every other day or so.

First thing’s first: I like Old School Essentials. OSR games are my jam. But I have so many questions – first, how old is this guy? He must have shared a urinal with Gygax himself. The “This is real D&D” is a Schrodinger’s problem: is this guy an old elitist or is he just offering a very specific experience (one I’d love to have)? My spouse says I should play with people in my age bracket. He’s probably right. But this could be a unique opportunity! Against my better judgement, knowing I can leave at any time, and not wanting to make assumptions of a person I’d never met, I decided to message him. The internet is all anonymous, after all. I sent him a bit of a long-winded request, asking to chat, maybe he could give some more information? He says nothing and responds with a Discord invite:

T U E.

Sweat beads on my brow as I click join. I steel myself. This is the proverbial lion’s den. No session 0. No expectations. No vetting, no interviews. Why does he trust me? Who am I? Where am I? Time will tell.

I wait a while, expecting a greeting, but none came. Before introducing myself, I decide to scroll up and see what the chat is like. There’s only one channel – the default Discord’s ‘#general’ and all I see are confirmations of time, regretfully missing a session or two, a few ‘Happy Holidays’ over the last Winter, and weekly Zoom invitations.

So, this DM is bringing people into a Discord, inviting them to his hosted Foundry game, and then sending Zoom invitations for voice and video. Why Zoom? Discord and Foundry both have integrated video and voice calling. Who is this man, really?

I’ll soon find out. The very next day I’m set to join in the session with another new player. There is no information given other than the time. I show up slightly embarrassed on being a bit late (had a call to attend) and roll my character as per his instructions. It’s actually kind of incredible – he talks about how he doesn’t use the fancy Foundry system designed for and instead had made his own system entirely from scratch. I respect it. Things feel both smooth and rustic at the same time. We don’t introduce ourselves over voice (perhaps because of my ten-minute lateness) and we immediately start playing the game.

There was a chuckle when I rolled my stats. This Fighter won’t last long.

It was…. fantastic?

I won’t get too into the details of the session, it was very standard fare. You begin in a tavern. Puzzles. A crypt. Arguments on ten-foot poles. We put on a cursed ring. A wizard, a thief, a fighter. But that’s exactly why it was so fantastic; I truly felt transported back into 1980s-90s Dungeons & Dragons. Despite the technology running it for us over the internet, the lack of physical character sheets… everything about the game really felt like how I’d seen it and described it being played back in the day. I felt as though I was actually fulfilling a sense of nostalgia (though I had been far too young to have played back then). There was definitely a sort of magic to it. I wouldn’t compare it to any other game – I probably don’t recommend this to anyone looking for something that isn’t “D&D in the late 90s like how I played as a wee lad”. But the charm of it and the transparency of the DM in what we did (he was “adversarial”, but he was also a good teacher, walking us through traps) overall felt good. He was a great DM – and weirdly, one of the best voice actors I’ve ever heard in my life.

I’ve been envious of the old GMs and DMs. Folks with decades of experience under their belt – going through the systems over the years and watching the hobby evolving. They got to be there for the original tropes, they’re able to build off of that. I’m remarkably green to the whole thing despite my enthusiasm. Being there made me kind of feel like I was able to have some of that. While I’m still cautious (he’s old, I’m young and queer – we certainly didn’t give our pronouns) – I have a lot to learn from this guy.

I’m going back next week.

Vetting Players & SWN Interview Sessions

My ‘interview’ one shot to recruit some new players for my upcoming Stars Without Number (‘SWN’) campaign went live last night. I enjoy reviewing my sessions after as it allows me to keep track of notes as well as areas where I can improve, so this is more of a personal exercise than a public one, but hopefully, there’s something in it people could find value in.

After a year of running tabletops, I’ve really started refining my vetting process. Not everyone works well at every table (even I would be a terrible fit for plenty of games out there) and being picky and thorough with who you play with is important. Along with private text-based ‘interviews’ (read: me just asking them questions about tabletop I find important), I like to actually play with folks once or twice in single-session games to get a read on how they’d be long-term. Additionally – if you find that you don’t gel with someone at the table, the idea that not being able to play games with someone isn’t reflective of your relationship outside the game is a pretty darn healthy attitude to have. After a handful of horror stories and my desire to maximise fun and minimise the amount of work I have to do, I feel that while my vetting process is a little lengthy it’s always worth it in the end for formal campaigns.

This was my second time running this particular scenario, ‘Free Rain’ by Dominic Moore, (while I made several amendments and additions to make the transitions and plot a bit easier, I do recommend the module!) and so the prep was smooth as butter. Honestly, with the amount of work I put into it and having run it with my playtest group previously, I had all the info I needed and more to get into the game.

As for mistakes: I kind of regret being lax on the character sheets – I let folks come as they were and created them at the table, but it’s faster if I can punch them into Foundry ahead of time. All was fine because one person was going to be an hour late (talked in advance, all kosher) so I had that hour to do character creation with everyone else, but it still slowed a little when I got to make their one PC. In a campaign, doing character creation together is important (maybe I’ll touch on this later, though it’s been done before) but for one-shots, I find that getting characters done slightly ahead of time is just always better (unless you know the system front to back). You can still do connections as a group, but having the stats nicely done up makes things easier.

Since we started late I had to cut the session a smidge short, but I just had to narrate what would have been the last like 20 minutes in 30 seconds, so no fun lost or anything. The pacing was very good on my part in terms of how long the one-shot was supposed to be (~3 hours, we had about 2.5 hours of actual play-time), though I might have let the introduction roleplay drag on a bit too long (but folks were having fun and I don’t want to curb engagement this early).

Also pointed out by one player, I should have explained my house rule side initiative better – I sort of glossed over it and skipped its tactical benefits. I do wish I was more familiar with my system’s toolkit as a whole too – I’m still somewhat new to SWN’s ruleset and I’ll need to work on it. The narrative/improv one-shot prep was there but I definitely ought to brush up on the game rules so I never have to even think about glancing at the book or making stuff up on the fly. That said – things went… great! Probably in the top 10 sessions I’ve run. I slowed a little during the combat section (but it was also the very tail end of the night) though that ties back into knowing my toolkit and having more headspace to focus on the narrative.

As for players – I had THREE quiet background players and TWO brighter louder players. I mostly was interviewing the two spotlight players and one of the quiet players, so the focus was on them instead of the two players I had already. This meant my existing two quiet players that I already vetted sort of fell by the wayside. I’d definitely pay a little more care to them in a formal campaign but I can see where the dynamics would go in a full group, and it’ll take some talking out to make sure everyone has equal screentime (or, equitable screentime). I also didn’t love running for five people – it’s a fair amount of extra handling, and with my preferred higher rate of conversation-based roleplay, the more time every individual has to talk during the session the better. It definitely confirmed that when I pick my final players I ought to go with four, not five.

All in all, an 8/10 session, and I have a lot of good information for moving forward with the campaign proper! For future entries in my campaign diary series, I will probably do proper session summary notes with little jokes and storylines, as well as future scenario ideas. My players ought to probably not read those, though! ;]