Showing posts with label star wars. Show all posts
Showing posts with label star wars. Show all posts

Saturday, December 1, 2012

Star Wars – the Brutality of Force Powers








We had a very rollicking session of Knights of The Old Republic this week, one that stood out mostly due to the very high amount of force powers being tossed around the battlefield.



Most of the display of force powers so far In the campaign has been the Jedi characters, most specifically the male Jedi whose powers have been chosen for maximum combat usefulness (the player of the female Jedi has chosen powers and abilities that she liked over any sort of power gaming), making him a terror to lesser villains. He crushes and slams his way across a battle area, aided and abetted by things like negate energy (stops energy attacks), deflect, and block to keep the personal damage total to a minimum.



I got the chance to do some force power use of my own in a game earlier this year when the party took on a lichy undead Sith Lord aboard a haunted space station, but in the game this week it got way more hairy.



The party is travelling with a young, red-haired NPC named Solomon, who has for some reason or another (some prophesies have been attributed to him) has garnered interest from the Sith who want to find out what he is about, and another arcane group with great resources that seem to want him dead.



So in the campaign so far the party has been tailed by a pair of young brother and sister Sith Students, and in this last game it was revealed that they are actually working for their mother who is a Sith Witch. The witch, her kids, and almost a dozen other Sith students (actually young Fallen Jedi being tested) travelling with them confronted and ended up attacking the party in a rundown factory area of Coruscant. The male Jedi of the group was in a speeder hidden nearby, so most of the party was deprived of his strong force powers in their fight with the larger group. This Jedi was attacked at his speeder by a small number of Sith students, but did not end up in combat as one of the Sith was a former Jedi who grew up with the PC Jedi at the Coruscant Temple, and she recognized him from going up around him and stayed her hand, telling her companions to back off as well.



As a matter of fact, the Witch leader and the rest didn’t really intend to kill them. Obviously they were trying to get Solomon to come with them so they can investigate him further, but also with Coruscant being basically the Jedi capitol, it would be unwise for them to slaughter people planetside, especially involving killing of Jedi. But what they did want to do was show Solomon their strength, impressing him by beating the shit out of the other characters. Which in this case ended up being the two strong fighers.



These two characters are a Wookiee outlaw, and a Mandalorion veteran from the recent wars (that lead up to the current Jedi Civil War). Normally they dominate a battlefield, but they were facing strong, mid-level Sith warriors (almost all former Jedi) and all with force powers in addition to lightsabers.



And now, with me finally being able to cut loose with multiple force users of my own, it was my turn to dominate these two often bullyish fighters. And let me tell you, these powers are bruuut-tal! With the Mandalorian in full armor flying around in a jet pack, he got hit by Force Grip (one of the more strong and somewhat broken force powers), and a couple of other powers including a thrown lightsaber that did damn good damage (that surprised him, though he is a Mandalorian War veteran who would have faced Jedi in combat in the past). Pretty close to taking him right out. As for the Wookiee, he got hit by force lightning that was not only damaging, but severely knocking down his condition track (you get minuses to everything when your condition goes down). With several lightsabers coming at him, powered by decent skill and Dark Rage power, things looked bad for the Wookiee as well.



But the Sith had made their point, and backed off. I was actually a bit torn at that point, and put it to a secret dice roll as to whether they might try to kill the party. The Sith Witch and her two children were not involving themselves in the fight, but the characters chose to throw some attacks their way. I felt it was kind of foolish, going for honor shots on the leaders instead of focusing on those attacking you. But that’s overconfident players for you. Lucky for the characters that they backed off anyway, as it probably would have been the end of them. It actually would have been kind of cool to end things in a TPK.



See, even though it’s fun and I love the KOTOR setting (initially sparked by the KOTOR XBOX game), I kind of need a break from it. We actually don’t play it as much; our first game was around a year and a half ago, and we’ve probably only done fifteen or so sessions of it since. As it’s getting higher level, the foes need more detail over the cannon fodder the PC’s have been wading through so far. I was using over a dozen force users on the battlefield, all with differing powers and abilities. I even went so far as to have to put numbered bits of paper under them to keep track of the individuals better. This is a lot of work for me. Not like D&D which I can basically phone-in and still have a fun session.



So I think some D&D is in order to run some more relaxing sessions. A new campaign. It’s been a couple of years or so now since I finished my Night Below campaign, and I think I have recovered enough from that to get on the Dungeon train again. So I think KOTOR goes on the backburner for awhile, and I’ll get on some good ol’ D&D as we get into a new year.

Wednesday, October 31, 2012

Disneyfication of Star Wars







Last night I showed up to run our continuing Knights of the Old Republic campaign (using Star Wars Saga Edition) at Andy’s place, and the big news of the day (right after the disaster on the East Coast) suddenly struck me as being very relevant to our session. Disney buying all things Star Wars from Fox meant that, more or less, we were playing a Disney game! The horror.

Not really. I don’t have a lot of emotional investment in Star Wars. I’m only running a Star Wars based game because I loved the KOTOR video game from a few years ago. That setting, created by fans who grew up on Star Wars, was far removed from the hubris of Sir George. A fresh take, filled with what was GOOD about Star Wars, set long before the whole Skywalker Mess™.

And now that more Star Wars films are confirmed, maybe we can get more like that. More GOOD SW films. Disney has not done wrong by Marvel Comics yet, and I was originally horrified by that takeover.

But so far that is all good. Films by good writers and directors, set perhaps in the era of Luke and Han’s children? Maybe even my precious Jedi Civil War setting for KOTOR? Really, we now know that the further George Lucas is away from Star Wars the better. This is probably going to be a good thing for Star Wars fans, even a moderate one like me.

Friday, May 18, 2012

Runequest: Dragon’s Pass is so Passe



So far so good with my old school Dragon’s Pass Runequest campaign. I think the players are liking it, despite not everybody really investing a ton of interest in the setting (my fascination with Glorantha since childhood being my main reason for running this now) or the whole rune concepts. Only a couple of the characters have a god association at this point. I think that the main appeal so far is the down and dirty nature of the combat (one lucky hit can kill anybody) and it’s often visceral outcomes, and the fact that it is just such a different system than D&D. I’m glad it’s fun, although it is still a tad early to see if it will have the surprising wild popularity of my on-hiatus Star Wars KOTOR campaign. Of anything non-D&D I have done with this group, that seems to have had the most appeal to them, despite nobody in the group being overly fond of Star Wars. Even Big Ben has expressed interest in a SW campaign of his own (though sadly he seems to want to do it near the movie timeline).

Anyway, I’m jazzed to finally be doing some classic Glorantha, and I can foresee running it for several more sessions before needing to get back on that Star Wars track. One of the interesting things I’ve found online is how many people have played RQ for decades almost non-stop. To many of these people, the thought of somebody doing the “old setting” in Dragons Pass seems almost quaint. They are like old warriors “Ah, I remember Dragons Pass and Prax from the days of my youth. Sometimes I long for those humble and basic places.” You see, they have long since moved beyond the very basic locations of Dragons Pass or Prax. They have had campaigns where the braving of Duck Tower and Snake Pipe Hollow are distant memories. Their adventures have taken them to Griffon Mountain and beyond deep into the Lunar Empire, and off across the sea to other continents. You see, while Dragons Pass is sort of a Scotland/Finland amalgam, and Prax Mesopotamian in nature, other parts of Glorantha that are akin to Pirate genre, Medieval England, Africa, and Asia have long since awaited exploring, and these old RQ fanatics have explored them all. I get bits and pieces of info from my communications online about these great campaigns, but just not enough.

Will I run enough Runequest to let my players explore beyond the basic setting? Who knows. But I did nab a pdf of Griffon Mountain today. That’ll get saved on a flash drive in the hopes that in a year or two, we’ll still have enough Runequest interest to move beyond the humble hills of DP and the arid plains of Prax.

Friday, December 16, 2011

Sci Fi fashion goes full circle










If there is one truly weird fact I have learned from Science Fiction films and books is that fashion eventually comes full circle. That is to say, it gets to a certain point beyond military or blue collar worker jumpsuits into semi-space punk latex jumpsuits and astronaut armor, and then starts heading back to ancient garb. Tunics, togas, and robes. Cases in point: Logan’s Run, Star Wars, The Time Machine, original Star Trek, and the book version of the Dune Universe and others. Whatever it is, we eventually digress into the fashion of ancient Rome.

Somewhere in there is the turtleneck sweater phase of the future as well.

Thursday, December 15, 2011

One campaign wraps, some others begin

Well, last night we did what will be the last KOTOR session for awhile . After having done Night Below with 1st edition for two years (with little breaks for Metamorphosis Alpha and Champions) I was a little burnt out, so I knew from then on I would keep to 6 month campaigns of whatever I ran. We started KOTOR in July I think, so the holidays seem to be a good time to end it. I think we had between 12-14 sessions, and it has actually been pretty fun. For people who are only marginally into Star Wars, we got into it and everybody seemed to like their characters and there were some pretty good interactions.

I found the Star Wars Saga system a bit of a challenge in that there is very little wriggle room with the rules. If you house rule one thing, you risk messing up some other thing related to it. My first instinct as a GM is to houserule any little thing I don’t like. But in a way this was a good discipline exercise for me. I could focus less on rules I wanted to change and more on the actual gameplay.

So with a session of dicking around Coruscant, with three pretty good combat actions sequences, including Rokran and Lushia the Jedi getting to lightsaber duel two other Padawans under power suppressors in the Jedi Temple (with the block ability, these fights can take a long time with no force powers involved), we set things to rest and will do the second half of the campaign later next year. But for now…

Both Call of Cthulhu and Runequest are what I want to do next. Big Ben’s 1st edition games will help keep us a D&D group, but after all that Night Below it’s going to be awhile before I want to run extended D&D. Just for fun we are going to do some one-offs here and there with the now high level Night Below guys, but my focus will be CoC and RQ.

But which to start first? I had long, successful Cthulhu campaigns in the 80’s and 90’s (some of those 90’s runs were so much fun as to seem unreal). But I have also been itching to do some classic Glorantha again for almost 30 years. As for the players, some seem the most into Cthulhu, some seem to be very curious about RQ. Terry having been a big part of those 90’s Cthulhu games (her mobbed-up torch singers Lila survived two campaigns where most others died or went nuts) is inspiration to get going on that, and the fact is that with Dan Dan the Power Game man™ being back in South Africa seeing family for a couple of months, it’s a great time to do some subtle, low combat Cthulhu.

Anyway, with both games being based off Basic Role-Playing, I think I’ll interchange sessions; run both games at once. Maybe do Cthulhu when we only have 4 or less players, seeing as six is kind of a crowd in an investigator group, and RQ the rest of the time.

As my last Cthulhu game ended set around 1923, I think I’ll jump ahead a few years to 1927 or 28. Lots going on towards the end of the decade in America and beyond. I’m going to take the adventures from Times Square in New York, to New England (brief visits to Innsmouth and Arkham might be called for), and eventually to California, the setting of my previous campaign.

For Runequest, the big question is do I want to have characters start in the stormy hill country of Dragon’s Pass, or in the arid and sometimes barbaric land of Prax to the east. Actually that decision is my biggest struggle with it at the moment. What is the best way to introduce players to Runequest and Glorantha who have zero knowledge and experience about it? That is actually part of the excitement for me. Complete Glorantha noobs. Blank slates.

But anyway, here we go. New year, new genres, new campaigns.

Monday, December 12, 2011

The Star Wars Universe is like a Toaster








In this recent post about the Star Wars city planet Coruscant, Chaz makes this comment:

“…On a further aside - what's with the technological stagnation in the star wars universe? My grandmother was born in 1916 and today she uses a kindle with ease! It always seemed weird to me that KOTOR tech was in line with Episode IV etc…”


It’s true that we still think more about the cool tech, and enduring “lived in” look of Star Wars than why this 25,000 year old galaxy-spanning civilization does not advance much in terms of the functionality of the equipment available. Over the thousands of year of the Republic, little changes outside of, perhaps, the architecture and style-design of weapons and gear. Pod Racers might be popular towards the end of the Galactic Republic, while Swoop Bikes are the choice for racing 4,000 years prior, but very little goes forward in the technology that drives and powers things. The biggest technological difference that comes to mind to me time and time again is that the protocol droids are far less mincing than their Empire era counterparts (but still a little light in the loafers) although that is sketchy research matter at best. Bottom line; if C3PO was proficient in over 6 million languages, odds are that was the same amount a Knights of The Old Republic droid would be proficient in.

Comlinks are the cell phones of the Star Wars Universe, and Datapads seem to be the Laptops/Netbooks of folks. You would think that just like the real world these things would change fastest and the most, but between the KOTOR period and the Trilogy period, the tech has not changed. In fact, in the classic Star Wars periods you do not see many Datapads at all, usually only in the hands of tech dudes on the Hoth base or whatever. But as little as 30 years prior in the Clone War era Anakin is seen goofing around with one on the couch. So did they just get too expensive in the Empire era? Was everybody just too busy shitting their pants to even think about such frivolous items?

In Dune, the universe had a pretty good excuse for keeping tech from advancing. They had bad prior experiences with robots, so they banned all computers any more advanced than an abacus. There’s yer technological retardation right there. Not even the Golden Path could overcome that fear.

But Star Wars has no such excuses. What’s the deal?

One could say that the galaxy and Republic is constantly being faced by devastating wars again and again, usually involving the Sith and the Jedi. This not only costs huge numbers in lives and sucks up resources, but puts many thriving planets, again and again over the millennia, into periods of urban decay and semi-post apocalypses. When this happens to major industrial areas, technological growth gets retarded. OK, but you soon have to hand-wave theories like this, because wars tend to bring forth greater and great technologies that eventually trickle down to the masses. That does not seem to be happening (outside of the occasional Death Star or Star Forge).

So could the very presence of Jedi as constant allies in the Republic over the millennia have something to do with technological retardation? Probably not, because after most Jedi are gone regular folk seem to fuck things up pretty good on the high tech front. Everybody heads for the hills when The Empire takes over, and most of their ships and vehicles don’t seem to be able to even get a paint job, much less an upgrade. Hey, when the highest tech items on Tatooine are either used to vaporate moisture or bullseye Womp Rats, you know you are in a universe in decline.

But I think my “Toaster Theory” is the most logical fit. You see, toasters have barely changed in almost 100 years. They must be the least changed technology in our real world. Sure, they have come in countless designs and styles on the shelves of Sears stores over the decades, but when the day is done they all still heat your toast and your Pop tarts by heating up metal coils. That’s it. Why? I think it must have something to do with functionality meets cost-benefit analysis meets the point of diminishing returns. Could we come up with better ways to toast our multi-grain grub-outs if we threw a lot of money at it? Sure. We could probably also set little laser beam blast traps to disintegrate the mice infesting the garage, only 2.1 million dollars per trap down at Rite-Aid! But will it kill mice better than a spring-loaded roll bar that breaks it’s neck for 3 bucks? Nope. Don’t need a better mouse trap. Come to think of it, in Star Wars they would probably have it be a low tech Rube Goldberg-like device with gears and poles and descending cages like the old board game.

So maybe in the Star Wars universe, blasters work as good as you need them too and still be able to afford them. How much faster does a starship need to go once it’s in hyperspace? Would it make that huge a difference to spend three times the money to get somewhere a day sooner? And when your police force numbers in the millions and your armed forces number in the billions, can you afford to give them all blasters that do double damage, and give them all hand held super-computers? Could you divert needed funds towards teleportation technology? Who would set-up all these resources? And could such advances actually ignite wars over them, fracturing the Republic even more than the endless beatings it takes over the thousands of years of it’s existence?

In all Star Wars eras computers not changing is the real head scratcher. They seem to be in the early to mid-80’s Earth level of tech millennia-in, millennia-out. So…there are no Steve Jobs types in the SW universe? Perhaps there are some planets in the universe with super-tech that has actually advanced beyond those you see in general population use in Darth Vader’s time or Darth Revan’s time. But what works and is cost-effective on a planetary scale probably is not on a galactic scale.

OK, obviously I have no answers, and the Toaster Theory™ only goes so far. But apparently The Republic after the Empire era sufferes for it’s lack of tech advancement and too much reliance on The Force when the Yuuzhan Vong invade the galaxy. With their own bizarre organic hi-tech weaponry and immunity to The Force, they are enough to make the sentients of the galaxy wish they had put more nose to the grindstone in the technology department, and less in ancient weapons and hokey religions.

Friday, December 2, 2011

Sith Lord Lich and the Three-Headed Apprentice







This weeks KOTOR session was an action-packed blast. The group has been trapped in a derelict, haunted space station along the Hyperspace routes. Some decades ago during the Sith War the Dark Lord known as Darth Sinaes and his apprentices took over a Republic ship repair station and committed mass murder and horrible atrocities there, to the point of the Dark Lords apprentices themselves being appalled and turning on the master. Although they managed to kill him, his evil lingered in his body and allowed him to be a Dark Side Lich. Sinaes used his unholy power to meld the apprentices into one single body (three faces and three sets of arms, but just one pair of legs and a torso) that could use three regular lightsabers and one double lightsaber simultaneously. Oh, the horror! Along with his three-in-one apprentice, zombified bodies of old victims, and some other monstrosities, Darth Sinaes has lurked in the station an occasionally used it to lure unwary spacefarers to their doom, to become part of his growing undead army. Also trapped on the station was the ghost of a Jedi victim, Amelia, who had come along years ago. Amelia had her spirit locked here because of all the corruption, but she came in handy as a warning to players. She was able to tell the party the history Sinaes and his corruption of the place.

I originally meant this to be more or less a space dungeon for the characters to crawl around in, and it was, but in the end I mostly focused on combat encounters. The party had fun in the previous game fighting zombie hordes and a couple mutated monsters, but in this session it was time to face Sinaes and his hideious apprentices. Good thing we had a full group that session.

The apprentice managed to put a lot of fear and damage into the party, before he was ultimately defeated by a combination of good rolls and the infamous Force Grip of Pauls Khil (tentacle faced humanoid) force user. During this battle Terry’s Cathar (cat lady) Jedi Lucia was taken down with a killing blast (not so deadly due to the use of her last force point) of force lighting, but the spirit of Amelia used the force to bond with Lucia and not just bring her back to full health, but increase her stats and abilities for the encounter, allowing her to jump right back into the fray.

The party was now able to put the screws to Darth Sinaes, who I had planned to have run away but I hesitated so he could gloat and get an attack in. Bad move, because they were all over him. After some fierce melee and force use, Darth Sinaes set off explosions in the hull of the station that immediately started explosive decompression and loss of life support. Even though Andy’s Mandalorian soldier had Mando armor with life support, the party on a whole only got a couple more licks in on the beat-up Sith Lord before they had to make it for the ship (in cinematic fashion barely escaping).

This was the most exciting session yet, and I really got a kick out of it (and the players seemed to as well). Although faced with the possibility of a powerful enemy escaping from them, they mixed it up with a real challenge for a change and came out with flying colors. And Terry’s Jedi Lucia gets a colorful addition to her bio – namely, the soul of another Jedi whom now sort of haunts her (in a non-evil way), but also gives her a little bonus to a couple of stats and hit points when she is in contact with her. This will make for some interesting role-play down the line, methinks. I think Terry may have been struggling with what exactly the personality of Lucia was, but now she for sure has an interesting angle to work from. I originally though Amelia might do this bonding thing with the male Jedi (I thought he would get the focus of damage and be the first knocked out of the fight), and also thought it would be funny if her spirit bonded with the Wookiee, but in the end I am glad Terry will be the one dealing with it. Her character seemed the least fleshed out.

Next week we play in Dan’s palace up in Bel Air above Mulholland Blvd, and the party will finally arrive at the Galactic Core and the planet Coruscant for more mayhem. Man, I think I have finally decided that I like this game! (the prequel movies, not so much).

Wednesday, November 30, 2011

City Planet









There is something very cool and awe inspiring about a city that spans an entire planet. The concept actually goes way back in Sci Fi literature, so George Lucas’ Coruscant was nothing new. He had actually planned to have Alderaan (a certain brother-loving Princess’ home world) be the setting for much of the action of the first Star Wars film, but budgetary constraints prevented what he envisioned. But he was finally able to include it in his prequel films. Unfortunaly, much of the time it is only visible through an apartment window as we listened to the cringe-worthy dialogue of Anakin and Padme. Outside those windows was bumper to bumper traffic of flying cars filled with yammering muppets (you would think it would be a simple matter to widen those traffic lanes, there being plenty of room in the sky) . We did get some good views of the planet surface during the opening minutes of Revenge of the Sith.

Anyway, tonight we do another session of KOTOR at Andys, and before the night is over the party should have escaped the space station haunted by a Sith Lord Lich and his minions, and be arriving at their next destination, Coruscant, the seat of the Galactic Republic.

On the day of many KOTOR game nights, I have sent little info-blurbs to the group about something in the Star Wars universe related to the nights adventure, so today I put together and sent the Coruscant stuff below. You’ll see that Coruscant has many features that make a city planet cool, especially one that has been such a city planet for over 30,000 years. There are miles and miles of true underground ruins, factor and industrial areas, and lower levels that cater to the lower rungs of society in contrast to the higher levels inhabited by high society (shades of Lang’s Metropolis).

Even though I only plan to have characters there for a couple of sessions, you could do an entire campaign set on this planet, and the only environment you would be missing is that of a wilderness. But with the underground areas being huge enough to have evolved their own ecosystems and unique creatures, I guess you could have that as well.





"Seen from orbit, it is a blaze of light and sparkling colors, reminding some spacers of corusca stones, after which this planet was named long ago."

"An incandescent organ of life, visibly vibrating with the pulses of billions."


Coruscant

Coruscant was a planet located in the Core Worlds. Its hyperspace coordinates were
(0,0,0) which in effect made it the center of the galaxy. The actual galactic center, was located in the Deep Core. As the center of the galaxy, Coruscant was generally agreed to be the most important planet through most of galactic history. It served as the capital for the Galactic Republic, Galactic Empire, New Republic, Yuuzhan Vong Empire, Galactic Alliance, and the New Galactic Empire. Coruscant also served at various times as the home of the Jedi Order and the Jedi Temple. Coruscant was not only the political center of the galaxy. Most of the hyperlanes at some point would travel through Coruscant making the planet one of the richest in the galaxy.

Geologically, the planet was composed of a molten core with a rocky mantle and a silicate rock crust. At its poles were huge ice caps that were popular spots for tourists. The entire surface of Coruscant was covered by sprawling kilometers-high ecumenopolis, and boasted a population of over a hundred billion to several trillion, depending on the era. Following the end of the Clone Wars, an official census noted 1 trillion official permanent residents. The statistics did not include transients, temporary workers, unregistered populace nor residents of orbital facilities. Because of these omissions, the "real" population of Coruscant was estimated to be three times the official amount.

Coruscanti skyscrapers dwarfed all the original natural features, including mountains, as well as floors of oceans which once covered a large portion of Coruscant's surface. Areas of Galactic City were broken up into levels, megablocks, blocks, and subblocks.[14] Coruscant itself was divided into quadrants, which were divided into zones.[7] Below the skyscrapers was Coruscant's undercity, where sunlight never reached. Artificial lighting illuminated these lower levels and advertisement holograms could be seen everywhere. There were numerous establishments for entertainment, catering to a myriad of alien species. The residents were collectively referred to as Twilighters.

Coruscant was once a world mostly covered in oceans.[15] However, all natural bodies of water were drained and stored in vast caverns beneath the city as a result of years of overpopulation. The only body of water visible was the artificial Western Sea, with many artificially-created islands floating on it, used by tourists on holidays.

With no other bodies of water available to feed and water its trillion inhabitants, Coruscant's architects, along with many others from around the galaxy, worked together to build a self-contained eco-system in the massive buildings set all over the planet. Polar cap stations also melted ice and distributed water throughout the planet-wide city through a complex series of pipes.

Galactic City was divided into quadrants, "several thousand" in number, with each quadrant further split into sectors.[7] Each sector was numbered on official maps, but sectors often had nicknames, such as Sah'c Town (sector H-46, named for a prominent family that owned a large portion of its land) and The Works, the largest of Coruscant's designated industrial zones. (Coruscant practiced zoning, which is the designation of specific areas of land for particular purposes, such as governmental and senatorial, financial (including banking zones), residential, commercial, industrial, and manufacturing. Manufacturing and industrial zones were typically the largest designated areas of the planet.) The Works was once one of the galaxy's major manufacturing areas, where spacecraft parts, droids, and building materials were heavily produced during centuries, but as construction and industry became more efficient and cheaper away from Coruscant, The Works fell into disrepair.

It gained a reputation as a hub of criminal activity and many locals stayed away from it. A similar, but more dangerous area, was the Factory District, which was once the industrial heart of Coruscant until it too lost out to competition from producers in other Core Worlds. By the time of the Great Jedi Purge it lay in ruins and was almost completely deserted of sentients, because of the feral droids that prowled its streets. It was located on the opposite side of the planet, and was much more dangerous than the Southern Underground, Invisible Sector, which were infamous in their own right.[12] Another area of Coruscant was CoCo Town (short for "collective commerce"). Many diverse species lived there and worked in manufacturing. A partially enclosed open-air plaza near the Senate building, the Column Commons, was so-called because it housed most of the HoloNet and news media corporations.

The planet produced trillions of tons of waste an hour. Though almost everything on the planet, from clothes to packaging and machinery, was recyclable, some waste was too dangerous to recycle. Such items included worn-out hyperdrive cores which were delivered to one of the planet's five thousand garbage pits, where they were put into canisters and fired into a tight orbit around Coruscant. Garbage ships would then collect them and transport them to nearby moons for storage. Some of the more dangerous materials were shot into the nearby sun for complete incineration. Garbage not exported or destroyed was mixed into a slurry of silicone oils and processed by garbage worms which chewed it into pellets while removing any remaining organics, plastic, or recoverable metals. They turned millions of tons of pellets into carbon dioxide, methane, and other gases. Another problem for a world like Coruscant was the unimaginable amount of carbon dioxide and heat energy that its trillion-being population generated each day. Thousands of carbon dioxide-reactive atmospheric dampeners were put into place in the upper atmosphere to prevent atmospheric degeneration. The first set of these planet-wide dampeners, developed by the Galactic Republic, was known as the Coruscant Atmospheric Reclamation Project.[18]
Near the planet's core were a number of massive power relay stations. The lowest levels were abandoned to mutants and scavengers, such as the cannibalistic, mythical Cthons. The foundations of many of the buildings, some of which weighed billions of tons, also extended deep into the planet's crust.

History
Pre-Republic

"The recorded history of Coruscant stretches back so far that it becomes indistinguishable from legend…"
―Pollux Hax

The very early history of Coruscant is a bit sketchy and is not well known. Coruscant was considered by many to be the Human homeworld; early in its history, it was referred to as Notron, the "cradle of human civilization". Its name was changed at an unspecified date. At a certain point, the Celestials could have removed Humans from Coruscant to populate Corellia and other human societies on different planets throughout the galaxy.

It is known that at some point in ancient history, the near-Human Taungs attempted to conquer the 13 baseline Human nations of the Battalions of Zhell. A volcano decimated the Zhell, the ash filling the skies for two years, so the Taungs adopted the name Dha Werda Verda (Warriors of Shadow) for themselves. The Human Zhell eventually recovered and drove the Taungs offworld.

One hundred millennia later, Coruscant was surveyed by the Columi, who dismissed the planet as a primitive disappointment, despite the already planet-spanning ecumenopolis of Galactic City. New buildings were built on the old. As a result, there was virtually no exposed land. In the forgotten underlevels of the city, there was darkness, pollution and crime. Higher up, there were government offices and penthouses owned by the elite. The lower fifty levels of the ecumenopolis is said to have last seen sunlight tens of thousands of millennia ago.

Coruscant was one of many worlds conquered by the Infinite Empire of the Rakata, who used Human slaves to build the Star Forge in 30,000 BBY. Under Rakatan domination, the Humans of Coruscant's colonization attempts were limited to sleeper ships, which ended up on Alderaan, in the Tion Cluster, Seoul 5, Kuat, Alsakan, Axum, Anaxes, Atrisia, Metellos, Corulag, and many other worlds. The Rakata were eventually decimated by a massive plague, leading to slave revolutions on Coruscant and other subjugated worlds.

Over the next two centuries, Coruscant was linked to other Core Worlds, including Corellia, Alderaan, New Plympto and Duro, by hyperspace cannons, via the Herglic Trade Empire. It was during this time that the Coruscant government peacefully absorbed the nearby Azure Imperium. During these pre-Republic years, the languages of Coruscant and its neighbors meshed to become Old Galactic Standard.

Galactic Republic
"That's the seat of Galactic government!'"

The Sacking of Coruscant in 3,653 BBY. In 25,053 BBY, when the Galactic Constitution was signed, the Corellians and Duros invented the hyperdrive proper, allowing Coruscant to become the capital of a democratic union: the Galactic Republic. 53 years later the planet became the galactic center, and remained the Republic's capital for 24,981 more years. Shortly after the formation of the Republic, the Perlemian Trade Route was mapped, linking Coruscant to Ossus and bringing the Jedi Knights into the Republic. Over the next millennium, the Corellian Run was mapped, linking Coruscant to Corellia and beyond. Blasters were also invented on Coruscant around this time, and the famous Galactic Museum was constructed in 12,000 BBY.

From the very beginning, Coruscant, as the Republic's capital, was the primary objective in several wars. The earliest among these was the Tionese War with the Honorable Union of Desevro and Tion in 24,000 BBY, in which Coruscant was bombarded with Tionese pressure bombs. Other early battles included the Alsakan Conflicts, the Duinuogwuin Contention, the Great Hyperspace War, the Third Great Schism, the Great Droid Revolution, and the Great Sith War. At the end of the Great Sith War in 3,996 BBY, the Senate Building was built to replace the old Senate Hall.

Following the devastation of Ossus, the Jedi Council took up residence in the Jedi Temple on Coruscant, to which many Jedi relics from Ossus were taken. The Temple was greatly expanded, including the building of the original Jedi Council Chamber. The Temple was repeatedly expanded including in 3,519 BBY, 2,519 BBY (when the Jedi Archives were built) and 1,019 BBY (when the Temple spires were finally fully rebuilt).

Sunday, November 13, 2011

Got a good group? Be grateful for what ya got


(pictured above: some gamer dudes trying to look cool and casual in the presence of a purty grrl)



My posting has been a little sporadic the last couple of months, feast and famine, due to being busy with work and other good life stuff. As it has been fun (mostly) having even a tiny voice in the online gaming community, the time I devote to game shit lately has actually been devoted more to actual gaming and less about droning on and on in a blog about the geeky side of my fairly non-geeky life. I have no aspirations to write games or adventures, fanzines, or to share charts and maps from my own games. And hell, there’s just too big a glut of all that anyway, just like gaming blogs. You either make that a big part of your life or you don’t. I don’t read more blogs, join more blogs, or seek to increase my following more because I just don’t have time to do it. Plus it is not as exciting to me as it was when I discovered there was an OSR around three years ago. Honeymoon period over, you know? And in recent months I’ve realized the truth of it; the actual gaming is far more important than talking about it or reading about it. Playing the game is always more fun than hearing about it.

It seems to me that so many blogging GM’s out there aren’t so into playing the game as they are writing about it. Getting more followers on their blogs (usually by joining each and every blog out there), having people read their game material, printing personal fanzines, or just plain having a voice in the OSR. If they get actual gaming going on, it seems just a thing to do so they can continue to do the ancillary things based on it with some amount of gravitas. But shit, if you have a group and it’s good, that should be the focus, right? But it is often not, it seems.

As we approach the holidays, a time when I am never sure how much time I am going to have on my hands to indulge in the secondary and tertiary life things, I wanted to take the opportunity to post about something I probably don’t do enough of; gratitude for the people I have the pleasure of being around a game table rolling dice with, bullshitting with, arguing with, and for the love of Mike getting actual quality gaming in with. This post is for the people at my sessions who put up with me and my wingding style, and keep coming year-in, year-out. This bud’s for you, bitches (who mostly don't even read this blog, so I feel safe calling them "bitches").


The more and more I look at the local gaming scene in So Cal, the more I realize how grateful I should be that I have a regular group that has been going strong for over three years now. And thanking God they are (fairly) normal people who happen to be gamers. But what I think really makes this group special is, despite a couple of “unique” personalities, is that not a one is what you would call a geek, dork, or spaz; At least in my moderately critical and judgmental eyes. Everyone is fairly interesting and fun without being extreme personalities. They are genuinely special without being wanna-be game designers, pretentious “artists,” or "retired" sex workers, edgy or otherwise.

I’m basically speaking of my own selfish joy here. I took around 8 years off from gaming (see my last post for an exception) because I didn’t have enough people around me to play during that time who would have been a right fit for a game group. I spent a bit of time in the 90’s recruiting gamers from non-believers that I knew who I thought would enjoy it. And they usually did. But it came to a point when I got older and didn’t have that kind of crowd around me, at least that lived locally. I’ve never been ashamed of gaming, but I certainly never told everybody I knew I was into it. As if. If I wanted to approach somebody to play in a game, I had to feel secure they would not just smile, look down, shake their head, and go back to talking about The X-Files or Seinfeld or whatever.

And I sure was not going to go hang around game shops or cons to try and sift through the flotsam and jetsom to find people I could stand being around the table for several hours with on a regular basis. I mean, if I did not have this group and was willing to do anything to get some gaming going, I’d have to go to more cons, gimmicky pay-to-play sessions held at stores and comic book shops, or monthly Orange County gamedays full of aging gamer dad’s trying to get their bored kids interested in the hobby they grew up loving by making them sit through sessions, mostly done by eager but strangely subdued DM’s, who run games that consist of reading aloud from the box text of old TSR modules or Pathfinder adventures in monotone voices (yeah, I visited and saw all that)– when they have D&D going on at all. And getting involved with private groups in the area is usually unsatisfactory and often verging on the disturbing.

So while other local groups come and go like the proverbial wind, or consistent groups made up of an open door “temporary players” situation seem to struggle to carry on from one week to the next, here I sit somehow blessed with a great group made up of four of us who have been there the entire three years, and three of us who are now on their (more or less) two year anniversary of play, well, what can I say? Sure, I bitched about some of the power/meta-gaming here and there (mostly because I was not used to being around it, these were mostly seasoned gamers compared to my 90's groups), but now we are used to each other and our particular peccadillo's. We know what we can get away with, and what we probably should not try to get away with unless you are Dan Dan The Power Game Man(tm). And it there is a certain security in the fact that we have to turn down at least one person a month who wants in the group because we are at maximum occupancy.

Do I deserve this good fortune, gamewise? I dunno. I’m basically a decent person who generally focuses his over emphasis on passion and outgoingness in good and positive directions, including into the games he devotes time to. Hey, anybody who has devoted a certain side section of their life since childhood to a hobby of pretend deserves a group like this, and it’s unfortunate not more get to experience that. I’m blessed, I tells ya! How long will it last?

So do you have a strong group you are glad to have? Or are you just happy sporadically playing out there in the gaming jungle?

Friday, August 5, 2011

Stars Wars - Less Lucas the Better

This post over at Grognardia reminded me how much better a lot of the expanded universe of novels, video games, and comics were than the "hands on" work of George Lucas himself. Much of the talent working on these other non-movie aspects of the SW universe were fans of the material, and it showed in loving ways more than The Man himself. They "got it" while the master had "lost it."

Case in point. Several years there was a Clone Wars cartoon (not the odd looking one they have now - talk about "uncanny valley") miniseries that really got it right. Bad ass Anakin and Obi in mountain-shattering combat with Sith agents. Clone Troopers having their own piece where a group of them find themselves in a sort of Black Hawk Down situation where they show more skill and action than any of the movie clone warriors did. And best of all, they gave us a frightening and powerful General Grievous. Not the wheezing, slouched cyborg clown with the bad Dracula voice. Take a look at this clip if you haven't seen it, then tell me which version of Grevious is cooler.




Wednesday, July 20, 2011

A KOTOR cast of characters







IMHO, interesting and varied characters add greatly to the gaming experience no matter what game you play. Star Wars, or more specifically Knights of The Old Republic, is no exception (just go easy on the “Muppet” races). Here are the characters that are in my current campaign. Not a goddamn Muppet in sight (unless you count the Wookie. But he’s kind of an evil Wookie).

Garvin (Paul): is a Khil (bald and having many tentacles hanging from his face that sound like chimes when he talks). Garvin is of the Noble class, and his wealth talent has him raking in the cash (something like 5000 creds each level he gains). He is also a Force User. I started him out as a college acquaintance of my major, regularly appearing NPC.

Kruk (Andy): is a Feeorin (big and strong guys with dreadlocks like The Predator). Kruk is a Mandalorian from the recent wars, although he hasn’t admitted such to the other players. He is a Soldier class that Andy is meticulously choosing combat skills for, making him a run n’ gun type commando fighter. Fairly anti-social to others outside the immediate group, he has his item shopping and other errands done by other characters because he doesn’t trust himself not to put the hurt on some shoppie who talks to him wrong. I had thought Andy was going to run this guy as less of an asshole Mandalorian for some reason, but he has proven to be fairly cold blooded, killing a foe who had surrendered and was prone on the ground. I expect more brutal violence from this character in the future. BTW, this was the type of character I was hoping for in the campaign; something aiming it more at hard Sci Fi than just another dopey Star Wars storyline.

Totha (Little Ben): is a Bothan Scoundrel (goat dudes) and general agent for the Bothan Spynet. He travels around looking for interesting tidbits to report to the ‘net. Is an excellent shot and so far seems not to miss what he aims for. A Bothan spy is kind of handy for the GM; he is constantly feeing info to his superiors, and gaining info from them in return. Macguffins can be easily inserted in the game this way.

Rookieen (Dan): is a Wookie soldier, but is no “nice guy” like Chewbacca. So far the rumor is that Rookieen has worked as a slaver capturing his own kind. Yep, a Wookie traitor (Wookies are a slave race during this time period). Rookieen is a typical Dan “The Power Game Man” character; arrogant, anti-social, and prone to violence. With Kruk the Mandalorian and this evil Wookie around, I expect to throw lots of combat the groups way. Combat is hella fun in this system. Not a ton of room for abstraction, which is a nice break from AD&D old school.

Rokran (Big Ben): is a 20-year old Zabrak (Darth Maul’s race) Jedi from Coruscant. Like Andy, Ben is leaning towards well-studied optimization, become powerful fairly quickly through his (somewhat broken) Jedi powers .

Lucia (Terry): a 15 year old Cathar (cat people) Jedi, who was sent to the Dantooine Enclave as a child after the brutal attacks and atrocities of the Mandalorians several years ago. Sort of a Jedi bumpkin compared to the metropolitan Rokran, Terry has not had much of an eye towards optimization of abilities, but is just picking stuff that appeals to her for the characters (she seems to be leaning towards lightsaber combat specialist). As Lucia is Cathar, it will be interesting to see how she feels about Kruk when/if his Mandalorian background is revealed.
Note that all the characters that were created are non-humans. That set up an interesting dynamic right off that bat. Even in this time period humans are dominant.

The Jedi characters had special reason for being around where I started this first game, but all the rest just ended up, for one reason or another, at the Muunilist space port. The Muuns are the banking clan, as shown in the Star Wars prequels. I had no idea if they existed in the KOTOR period, but decided that they would have some galactic banking, loan, and law services set up even though the Intergalactic Banking Clan status of the planet was thousands of years away.

I had Kruk and Rookieen just being mercs who were slumming it at space port waiting for a job or whatever, and the Bothan also just hanging around sniffing for interesting happenings to report to his superiors. Garvin the Khil had a computer tech gig at one of the Muun universities, where he met and became friends with a student, Solomon (my regular NPC for this part of the campaign).

Solomon is an NPC and sort of the catalyst of the main adventure. He appears to be a good looking young human male (more or less) with blood red hair and sort of “mood ring” eyes. Solomon is a student of Ancient Galactic History and Languages, and he would bring all the characters together by offering them bodyguard jobs to protect him as he went to potentially dangerous places to look for clues to the historical stuff he is interested in (old ruins and ancient caves in wildernesses).

I expected the characters to be on Muun for one full game tops, but there ended up being so many fun things I could do with these PC’s before they hit the spaceways, we actually spent 3 games doing things there. The characters have fought andrenal junkies (adrenals are stat-boosting drugs very common in the KOTOR video game that inspired me to do this campaign), brawled in the cantina, gambled, had a gun battle with well-armed and violent poachers out in the mudflat outback, and got mixed up with a conflict between gang members with The Exchange (galactic Mafia), and thugs in the employ of The Hutts who were encroaching on Exchange territory. I’ve had the opportunity to use a Darkside Maurader (force sensitive soldiers with no force training who channel the force through battlefield rage) in a couple of fights. One fight had the Maurader crash a stolen truck into the spaceport ground shuttle some characters were on, and engaging them in a brutal gunfight on the street in the blocked traffic.

The two Jedi were around just by happenstance because they were on some kind of Jedi errand to the planet. The Cathar catgirl Jedi is young, and when she got involved in drinking and gambling at the cantina with the other PC’s, she indulged like any teenager would. It will be interesting to see if she continues that behavior. I have to give her plenty more opportunities to party it up in the future to see if she bites. Partying hardy is the path to the dark side!


Next: The players are on a space flight that crashes and nobody could possibly survive it. Do they? Stay tuned.

Tuesday, March 1, 2011

Radio Rivendell





I’ve always loved having music going for my games. Whether it’s some soundtracks or just the classical music station on, I think it adds to the atmosphere and mood and can be very inspirational. And as we all know, gaming is one half mental masturbation and one half inspiration (or some compound mixture thereabouts). The few games I’ve sat down as a player in where the DM was against having at least some soft music on where generally sucky. Nothing worse than a quiet room and a boring, uninspiring Game Master.

The ambiance of the infamous Star Wars group I ran a few games for the other year was dominated by yapping, barking (and smelly) mutts and was seriously lacking in much needed music. The host(“ess”) would not even let me at least put on the soundtrack to my beloved Knights of the Old Republic video game to try and get the juices flowing (although I am sure she would have loved to have had the horrible prequels on TV in the background).

It may not be possible in every gaming situation to have good music going, but for our regular sessions at Andy’s house we have always appreciated some background mood. I used some video game soundtracks and other stuff, but that was a little limited. And Andy horned-in on the music with some much hyped computer set lists to play (which sometimes included some inappropriate stuff like Butthole Surfers). But we have really settled on Radio Rivendell going on his computer for our ambient sounds.

Radio Rivendell is an internet radio station created in Sweden and devoted to tunes for gaming. Streaming live 24/7, they play a great variety of orchestral, Irish music, neofolk, dark ambient, and video game soundtrack tracks (and hopefully in the future some tunes from me and the boys in the Bruno Band; we’re going to send in some samples that might make good tavern tunes). The music goes great with fantasy gaming, but I can see it working for my upcoming Knights of the Old Republic games pretty handily.

The first night we tried it was during some heavy underworld evil city combat, and the music playing was dark and dramatic and could not be more appropriate. Sure, it doesn’t always match the action, but it is always good.

Check it out and get a little music going to enhance your games.

Tuesday, November 2, 2010

Thinkin’ about campaigns for 2011

November always seems to be the time I start to look towards what will pan out for the game group in the coming year.

I’ve been doing pretty much the same 1st edition campaign for over two years now. So, with maybe three or four games left for my AD&D Night Below campaign (actually, the first few months of gaming in this group had nothing to do with the NB, I hadn’t originally planned for the party to end up in that grinder of a setting) I have to start thinking of what to do next.

A part of me wants to get right into a new D&D campaign. It has now literally been years since I ran for a group of low level characters, and it would be fun to start something fresh after all this time steering the destinies of higher level PC’s. But really, I love running other games besides D&D, and I want to have an opportunity to do more of that without it just being an alternate. So what I will do is take a break from running D&D for the first few months of 2011 (with the exception perhaps of the occasional White Box game) and do something entirely different.

Big Ben has been running his AD&D elf-centric game here and there, but I think for the first couple months of the year we’ll play a bit more of that, plus Terry has expressed interest in revisiting her old 2nd edition game world so we will maybe be doing a bit of that as well. So D&D, which Andy and I basically started the group to play, will be well represented without me actually running it. But run something regularly I will, but what?

As much as I love Call of Cthulhu, I’m still not sure this is the right group for it. Role playing abounds with these guys, but lots of combat also seems to be a big preference. That just don’t happen in CoC. I have done a few street level Champions games with Terry, Andy, and Paul, but I’m not sure that doing that or full blown superheroes will fit the bill for what I want from the group right now (I find Hero System, like all crunchy systems, to be best for small groups).

Basically, I have recently that I would do a space game of some sort for next year’s early months. But what would these guys like? Star Wars? Dune? Aliens/Firefly/Traveller type settings? Anyway, I posted those choices on our Yahoo Groups page, and out of the five who voted so far, Star Wars is the clear favorite. So I think I will do a short SW campaign. This is good for a couple of reasons:

One, I really have a bad attitude about Star Wars. All the Muppets and the childish, unfunny humor. The three prequels that put a bullet in the franchise for me. Sure, I find them watchable on TV here and there, but have zero desire to live in that universe or to know any of the people in it. What, you ask yourself “This is a good reason?” Well, as much as I think much about the films are lame, I love the Knights of The Old Republic setting with a passion, based mostly on my experience with the XBOX game of that same name. 4,000 years before the hubris of George Lucas. And less Muppets because less Outer Rim planets have been discovered. Lots of epic things happening too, like the end of the brutal Madalorian War, and the beginning of the Jedi Civil War. Jedi and Sith are all over the place, and Lightsabers more plentiful than empty beer cans on the floor of a Culver City bus. No stupid “Rule of Two.” Really, there are a million reasons why it is a great Sci Fi setting despite the silly films.

And reason two, well, I had a pretty shitty experience with running this game last year for a group of middle-aged Star Wars freaks who treated me like an employee and stuck around when I left to discuss my game performance at the end of the day (yeah, I know, much more to that tale but I have pretty much moved on from just another negative experience in a fairly overall shitty year). What, you ask yourself “This is a good reason?” Well, yeah. I like my regular group, and I put a lot of work, time, effort, and a certain amount of money (I owned no Star Wars books when I accepted the “assignment”) into the few games I ran for that Hollywood group. I think we can have a lot of fun with it, and light Sci Fi is something I can practically phone in like my D&D games.

So Knights of the Old Republic it is, for the first three or four months of the year, anyway. Besides the KOTOR games, I will of course throw out that odd OD&D White box dungeon crawl as an alternate, as well as some bits of Champions when the group is lacking players on a game night. I’ll alternate my games with whoever does some of their D&D. I’ll let Big Ben and Terry slug it out for those slots.

I just gotta finish up the year, and finish up this damn Night Below campaign. Fun, but jeez, it’s starting to feel like I’ve been walking uphill with this setting over my shoulder forever. Gotta wrap it up (and kill some characters if at all possible). Stay tuned for details on that (finally back to AD&D next week).