Showing posts with label m-space. Show all posts
Showing posts with label m-space. Show all posts

Monday, June 21, 2021

Choosing a Flavor of Mythras....

 I've noticed a trend during my gaming hiatus....I'm back to browsing endlessly through Mythras and associated tomes, reading and scheming about what I might  do with them. BRP remains a core go-to when it comes to Call of Cthulhu gaming, but Mythras covers all the bases so well these days, that its justifiably entered the realm of "universal systems" which the likes of GURPS and a few others normally hold the ring on. I mean....look at this breakdown:

Want to do Science Fiction? Mythras Imperative gives you essential tools, M-Space and its expansions carry it through. 

Want to do time traveling or alternate realities? Check out Luther Arkwright, which aside from being a useful sourcebook on an interesting but obscure British graphic novel series is also a useful dimension-hopping sourcebook.

Want to do D&D but with a D100 mechanic? Classic Fantasy has you covered, providing more than enough emulation to incorporate classes and a ton of D&D tropes without otherwise altering the core Mythras experience.

Just interested in straight fantasy? Classic Mythras has all you need in its core book, but you can also dive deep into mytho-historical adventures in Britain, Rome, Constantinople and now Babylon. It is also trivially easy to pull any GURPS sourcebook as a reference tool for use with Mythras.

Pulp adventure? Monster Island is an excellent resource, and Mythras Imperative covers the bases nicely, although I think there is room for more here.

Post-Apocalypse? Rubble & Ruin and Seasons of the Dead collectively cover most any angle on the genre you could want. R&R covers a low key near future apocalypse with plenty of science-fiction weirdness (not Gamma World level, but you could definitely use this for a quasi realistic post-apoc future). Seasons of the Dead has everything from zombie plagues to terminator robot invasions fully covered, something I did not expect prior to getting the book.

Weird alt-reality dystopian retro-futurist Sci Fi? Odd Soot is one unique and dark flavor, and there's Worlds United for an entire other "Flash Gordon" style flavor. I have the former but not yet the latter.....I'm not much of a fan for retro-futurism unless it incorporates the benefit of hindsight, but concede I haven't picked up Worlds United yet so maybe there's stuff I don't know about.

If you want mythos stuff, and don't mind "Mythras adjacent" from the OGL we have Delta Green, and there are other similar mythos-based OGL products online as well (that I don't have so can't comment on). Delta Green is nonetheless the best modern interpretation of the Cthulhu Mythos out there, so well worth it.

Supers is covered too. 3rd edition Mythras Imperative contains enough rules to start, and a forthcoming tome from TDM will provide the rest.

I see some spots that need more bits to fill in, of course: a proper Pulp Adventures setting book would be nice, I imagine, for those who want to run some hardcore Indiana Jones type stuff. More SF content would be welcome; a Gear Sourcebook for Mythras and/or M-Space would be extremely welcome. We could also use some more focused genre books on Cyberpunk and maybe something aimed at modern day adventuring, or modern horror that is not typically mythos based.

The issue I face now is: how to narrow down the focus to what I should run next? I'm leaning hard toward something Rubble & Ruin on the one side, and of course Mythic Babylon on the fantasy side. I also have the Bronze Age Egypt campaign I've been working on, which would be easy to fit within the Mythras rules. After that....M-Space, Mythic Britain, and more all demand attention. Maybe I can plot out several 4-6 session long mini campaigns in different settings, and let the group decide which flavor they are most keen on pursuing.


Friday, June 18, 2021

Too Much Mythras Coolness: Mythic Babylon, Odd Soot, Rubble & Ruin, and M-Space Companion

Mythras is doing really well, almost a renaissance of really cool and useful new content to fill the void left by BRP's quiet return to being an engine for Runequest and Call of Cthulhu. Mythras has only grown increasingly versatile and accessible thanks to the condensed Mythras Imperative rules, various genres popping up powered by Mythras, and a wealth of third party publishers taking Mythras in interesting directions. Anyway....here are four books you as a Mythras fan should not be missing right now:

Mythic Babylon

This released today, and I am perusing the impressive PDF this afternoon but can already tell its going to be a book I must run. The Design Mechanism has been knocking historical sourcebooks with mythical elements out of the park, filling a void not properly covered anywhere else save by GURPS. I'll post more on this as I read in more depth, but wanted to get word out that the book is now live while I wait for my print copy. I also ordered a copy of Fioracitta from TDM, a book which a friend of mine grabbed and looks like a fascinating take on a fantasy alt-Italy.

Odd Soot

While investigating my plans for M-Space campaigning in the near future I noticed this oddity on Frostbyte's storefront and decided to take a leap even though it sounded like it might be part of one of my least favorite genres (retro SF in which the SF is rooted in the golden age of science fiction and ignores the benefits of hindsight). Instead, it turns out this is an amazingly weird and unique take on doing an alternate history science fiction setting in a 1920's universe, but it defies the stereotypes of this sort of genre completely in favor of something weird and new and extremely compelling. You need to read it to see that it is unique and worthy of being a cult classic.

Rubble & Ruin

I was a fan of the original BRP monograph for post-apocalyptic roleplaying even though it needed more depth of design, and was surprised to discover quite by accident that it's been revamped (with two modules as well) for Mythras as a stand alone system. Rubble & Ruin provides all the rules and more for rough post-apocalypse gaming in a package that looks like it's not wanting for any content. I'll also be writing on this one more soon.

M-Space Companion

M-Space, despite my gripes with the very basic equipment and weapons list in the core rulebook, is still by far the best SF adaptation of BRP I've found on the market. It's only gotten better thanks to the M-Space Companion, which adds in some much needed SF content, most notably rules for cybernetic augmentations (good rules!), rules on playing robots as characters (also good rules!) and an expanded culture/background system that adds some randomized elements to character backgrounds. Well worth the asking price to provide useful additional content to M-Space. 

Speaking of M-Space, if you did not know, a quality color edition of the rulebook is available on DrivethruRPG now here. Previously you had to order it from Europe at prohibitive cost, or get a cheap copy in black and white off Lulu. Get it now before the cost of color printing skyrockets for POD in July!


 

Thursday, June 17, 2021

Devil in the Details - When that one design choice overturns an otherwise fine system

Today is a post about griping about things, completely new to the internet, I assure you. You have been warned!

So I wonder how many have had this experience like me. Take a game, a game you might have a keen interest in. You read through it, design some characters, work out some scenario ideas.....you're learning the system. So far you see all the cool stuff and you become increasingly impressed. The creator of the game has a vision, and its one which aligns well with yours, meshes nicely. Indeed, it either supports your own ideas well, or provides ideas you had never considered but can definitely get behind.

Then....that thing happens. It's the thing that for some people they say, "Yeah I like this, but I wish the game did this thing differently," and then they start tweaking and house ruling. In some cases, anyway. I don't generally mean that, though.....first off being I don't like assuming I know enough about the rules to want to change them until I've actually run the game. Second issue being a rule might pose issues, but the idea in my head is that subtler, more disheartening moment when you discover that there's a design element in the game, something maybe a bit vague or undefined that you feel should be fleshed out, or an omission (or inclusion) that just feels out of place to you. 

Maybe the game suggests you should have a wild and wooly bestiary included and the game only has stats for four monsters or something. Maybe you expected the game, which deals with a serious look at ethics or morality in a genre setting to include some rules that support that and they're just...absent. Or maybe you expected the game about high tech capers to have more than a page or so on high tech things. That sort of "oh no" moment.....things you could only fix by, essentially, writing an entire new chapter or sourcebook for the game, or rewriting the game to remove a weird tonal inconsistency. Or drafting up new art to reflect the dark and serious nature of the grim setting, reflected through the eyes of an artist focused on cute anime styles. Stuff like that.

I've had that happen to me on occasion. I'll concede, a lot of what crops up here are SF related, which might say a great deal about my expectations for SF games. A few notable examples I can think of at the moment include....

M-Space Falls Flat on Weapons and Gear

I really dig M-Space and it's design intent, but I believe the author is on record as not being very "gadget focused," and it shows, unfortunately. When you get to the equipment section the barebones weapons and gear lists are the barest essentials for a good SF setting from my experience, and are oddly reliant on some Star Wars terminology with the serial numbers rubbed off a bit (seek out evidence of where else in SF the actual term "restraining bolt" is used, for example, outside of Star Wars). When you see the similarities in the gear it can't be unseen, and the minimalist list means the GM has some work cut out for him if he wants to have a range of gear across differing tech levels. M-Space also lacks tech levels, and oddly, while it does provide ship costs in design, its prefab ships do not tell you how much they cost. My players will want to know!

White Star Can Be Taken Seriously But Doesn't Want To 

I griped about this before at one point, and it was really when the Galaxy Edition came out that I realized that the White Star universe was defaulting to a setting with transformers, cosmic space squirrels, not-wookies, not-ewoks, off-brand jedi and off-brand sith and so on and so forth that the simplicity of the original core rules (which had nominal Star Wars-esque content that I could hand waive) suddenly overwhelmed my ability to use the expanded product with any sense of seriousness. Were I to write a game like White Star, I'd try really hard to corral the homage-style content to supplements and leave the core rules something with a broader scope in application.

Starfinder Uses Handwavium for Gear and Starship Economies

Also griped about, but ultimately a bugaboo that makes it hard to properly run campaigns for this otherwise fine D20 system, is its use of level scores for gear and a starship design system that completely divorces ship design and advancement from wealth. The core conceit of Starfinder is that mechanically both gear and ships are tied to PC level and over time you can get better gear (and boost your ship) as part of the leveling process rather than as part of the "in game story process" in which the players negotiate for the cash to buy things. In theory this shouldn't pose too much of a problem except that it does....and it does so because the way gear is done lampshades the entire process. Gear at level 20, as an example, isn't theoretically that different from gear at level 1. It's just....better. Much, much better. Trying to explain how build points for starships tie in to the galactic economy or why the corporations sell gear at increasingly staggered levels of complexity raises all sorts of uncomfortable questions about how the Starfinder universe is supposed to work, and as a result it does some very weird things to one's sense of verisimilitude. The problem of course is we as gamers know the real answer: mechanical balance demanded by the game system. But when the game mechanics cause weird and illogical interpretations of the implied game universe, it makes acceptance of that universe very difficult. More difficult, ironically, than believing in fantasy space elves with magic and laser guns.

Pulp Cthulhu Is Pulp at the Expense of Cthulhu

Yes, you can adopt the Pulp Cthulhu rules and have a rousing adventure in which you through derring do and sheer grit manage to blow away an elder thing while dynamiting his pet shoggoth.....but are you actually playing Call of Cthulhu then, or are you just using assets for a physics defying action game that is paying a slight nod to the source material it perverts? Maybe it depends on the interpretation, but I personally think that talents and all the associated drivel of the pulp rules can go hang out in someone else's games. On the plus side, it's all quietly constrained to the Pulp Cthulhu books and therefore easy to ignore.

Those Dark Places Likes to Talk About The Idea of What's In Those Dark Places But not..you know...What's Actually In Those Dark Places

Those Dark Places is essentially a game about the first twenty minutes of the movie Alien, and it stops right when they are about to find the eggs in the ship. It's an indie game (and as such a lot of the times you have to either be on board with the creator's vision or get off the bus), in which the smallest section of the book is the one which advises GMs on how to populate their games with vile xenomorphs and evil androids. Indeed, it really doesn't seem to want to do this at all, and stops short of....anything. So, yeah. It's really just an indie RPG for rolling up space workers and then thinking about how it would be cool if something interesting happened while they were working. To contrast: the excellent Mothership gives you one rulebook to roll up spacers, then showers you with several incredibly dense space adventure tomes that are increasingly insane and deadly space crawls. 

Okay then! Felt like a rant for fun. I think some of this is cropping up as I am taking time during my work-related exodus from gaming to realign my gaming focus and look for other oft neglected games on my shelves to see which ones might demand more attention and interest. Maybe next post I'll mention some of the games which surprised me with their efficacy in design and focus. 


Friday, November 24, 2017

Death Bat's Twenty Questions on Choosing the Right SF RPG for Your Game


Answering these twenty questions might help establish what SF game is right for you! I'm making suggestions based on games currently in print or easy to get. There are quite a few I like that are impossible to find anymore without combing ebay and old bookstores, so I will leave most of those off this list.

Q: I want a hard SF game which pays attention to real physics and near-future scientific probabilities.

A: You need GURPS Space 4th Edition, for sure. You can also pull this off with Traveller (MGT 2E) with a bit of work and the right source material. If you don't mind horror in the mix then also try Shadows Over Sol. 

Q: I want a toolkit system that lets me build the unique SF vision I want.

A: You need Star Hero, GURPS Space, or the Savage Worlds Sci Fi Toolkit. You could also pull this off with Basic Roleplaying with a bit more work (it's got all the rules, just no specific "SF setting toolkit" book supplement).

Q: I want Science Fiction with Horror.

A: You need Cold & Dark (Aliens meets Event Horizon and Dead Space), or Shadows over Sol, which manages non-mythosesque horror. If you don't mind Cthulhu in the mix, you will want to look at Void Core or it's Traveller version, Cthonian Stars. Call of Cthulhu also has sourcebooks on horror in space, such as Jupiter Rising. 

Q: I want transhumanist science fiction.

A: You need GURPS Transhuman Space, or Eclipse Phase, or Exilium for sure. You can also accomplish transhumanism with certain FATE Core Products or just a bit of creative effort.

Q: I want evocative space opera SF with a retro seventies vibe.

A: Classic Traveller is still in print at several locations, in different editions. You might also like Strange Stars, which comes in both OSR and FATE flavors. You should also look at the reprinted Star Frontiers and the newer FrontierSpace. Also, White Star and Stars Without Number. There's always the latest edition of Star Wars RPG, but for the closest to that seventies vibe look for the soon to be reprinted special edition of West End Game's original D6 System Star Wars RPG. FInally, check out Retrostar, the definitive game of 70's sci fi.

Q: I want lots of space fantasy in my games.

A: Depending on your interpretation of space fantasy, Star Wars RPG may fit the bill. Then there's Starfinder, which is about as "you got your D&D in my SF RPG" as you can get. Space: 1889 does this with a Victorian Steampunk flair, too. Several setting published for FATE Core are definitively space fantasy as well. Shadowrun fits this genre, but without the space part.

Q: I want soft SF and lots of it. I want blasters and FTL drives that don't require lots of pseudo-scientific explanations, or if they provide such it's all just flavor.

A: Then the Star Wars RPG or Star Trek Adventures RPG is definitely for you. Traveller does this, and so does White Star. Stars Without Number fits this bill to a tee. Making these universes is easy enough in Star Hero, and GURPS Space can do it too, if you ignore all the complex math in the book for realistic ships. I think River of Stars would fit well here, too. Hyperlanes is  D&D 5E hack that does this well.

Q: I want a game that takes the singularity and the threat of ASI seriously.

A: If you want this then the closest you're gonna find right now is Eclipse Phase and Exilium. I don't know of any other game out there right now that treats this subject with the seriousness singularity apocalypticists like Elon Musk have bestowed on it.

Q: I want Cyberpunk in my game. Either pure Cyberpunk or just fully supported cyberware.

A: Traveller MGT 2E has augmentations. GURPS and Hero System both provide the tools to build the stuff. Cyberpunk 2020 and it's 3rd edition sequel that we don't talk about are 100% about this. Shadowrun does this, but with elves. Savage Worlds SF Companion provides tools for this sort of setting, but also have Interface 2.0 which is a full Cyberpunk setting (also available for other systems, I believe, including FATE). Most of the good old days Cyberpunk is currently out of print or hard to find, unfortunately.

Q: I want to create a game that feels like Flash Gordon.

A: You want White Star or Strange Stars, and after that think about Star Hero, too. GURPS could do it, if you use lots of the cinematic rules options. I imagine you could derive this sort of setting from Starfinder or Hyperlanes, too. Retrostar would also work.

Q: I really like Guardians of the Galaxy, and want a game that supports that sort of universe.

A: Get Mutants & Masterminds with the Universe Sourcebook expansion, or Hero System's Champions lineup for their universe. If you just want simple rules and the feel of superheroes in space but not the baggage, maybe try a hybrid of the Guardians RPG from Night Owl Workshop and White Star. Hyperlanes also purports to be inspired by the movies, but lacks the sort of powers you'd need without blending in core 5E magic.

Q: I want Military SF, and lots of it.

A: Traveller is your baby then. GURPS Space can do this too on the more complicated end, and for simpler you should think about Colonial Troopers RPG (Night Owl Workshop) with a Starship Troopers vibe, or Star Wars Age of Rebellion RPG with a hard focus on the war aspect of the Star Wars universe. 

Q: I want an evocative rule set and universe to explore that is unique, or close to it.

A: I suggest Coriolis from Modiphius, which is as evocative as you can get and is described as "Arabian Nights in Space." Fragged Empire, too, with the caveat that I had a hard time getting in to the rules for that one but loved the setting. Also, Exilium, which is D6 System powered and a beautiful setting of transhumanist ascended being forced to live among the biologicals again for heinous crimes.

Q: What about Post Apocalypse?

A: Then Mutant Epoch, Mutant Future, Mutant: Year Zero and GURPS Wastelands series have you covered. Post-Apocalyptic Hero for Hero System is also a very fun book to own. There's also a spin-off post-apoc game for Stars Without Number called Other Dust that lets you play on post-apoc worlds in the SWN universe. There is a 4th edition of Morrow Project floating around, too.

Q: I want a game that is really well illustrated and helps inspire me as a result.

A: Coriolis is beautiful. The old Alternity RPG from WotC is out of print but was a hallmark in good graphic design. Starfinder is indisputably pretty. Cold & Dark is evocative for its setting (hell, any Modiphius book, such as Star Trek, is amazing). Traveller MGT 2E is actually very well illustrated, such that every piece of equipment in the Central Supply Catalog has a full color illustration (it's utilitarian, but looks good). 

Q: I want a game that evokes old school (OSR) sensibilities.

A: Then you can choose from White Star and Stars Without Number. Strange Stars provides a sourcebook conversion for use with SWN. Colonial Troopers RPG also fits the bill.  Or just find a copy of Classic Traveller.

Q: I want a game that gives me the best and easiest range of toolkit options as a GM to make games quickly and efficiently, no muss and no fuss.

A: Then you really just need Traveller (MGT 2E), but I'll suggest that FrontierSpace is designed to do this as well, and quite well. Mutant: Year Zero is designed to provide lots of out-of-the book utilities for the harried GM (if you don't mind post-apoc). White Star's Deluxe edition is a shoe-in for this as well. Of all of these, the one I like the most because it is both a quick toolkit and also gives you the most flexibility in universe design is Savage World SciFi Toolkit. The only problem it has is an issue of granularity.....Savage Worlds doesn't need as much fine detail for what it does as, say, Traveller.

Q: I don't mind the crunch; I'll take a complicated toolkit system, too.

A: Then enjoy GURPS Space or Star Hero, they've got it in spades! 

Q: Of all these games which one do you think would keep me covered for the next decade of gaming, or longer?

A: Traveller is proven to do this for a lot of people. I'd venture to say FrontierSpace manages to be robust enough for lengthy multi-year gameplay right off the bat. GURPS Space and Star Hero are both capable of indefinite campaigning with no shortage of future potential. Savage Worlds, too.

Q: I want a BRP driven SF game.

A: Mythras has good SF potential, as demonstrated in The Mythras Imperative and a couple modules, but like BRP it suffers from a lack of direct sourcebook support. Two 3PP have put out D100-based SF games: River of Heaven is a setting-specific book but pretty well designed. M-Space is more generic (slightly) but also lacks a lof of crunchy tech detail that most SF games need. BRP itself has some now harder to find monographs with SF themes, and while you can technically build SF from the gold core rules it has no direct sourcebook support. Call of Cthulhu has three sourebooks I know of with SF content in them that can help world-build a mythos future.

Bonus Question! (Because I just asked this one to myself):

Q: I want SF which evokes the kind of aesthetic set by video games like Halo, Destiny and Gears of War; military, but with an emphasis on the powered armor guys.

A: Right now, the idea is that games which support elaborate armor details and also lots of illustrations are what help here. The systems that do this best currently are Traveller MGT 2E, Savage Worlds SF Toolkit (lots of armor details, not as many illustrations, but I've actually used it for this kind of campaign a lot), Mutants & Masterminds 3E (the power armor archetype, but thematically maybe not ideal for this genre), and of course GURPS and Hero System if you're willing to do a lot of work (I'm not, not anymore). Starfinder gets a nod because it has tons of armor, with mod options, but the armor level method is kind of strange and YMMV on how you like it. Plus, you can't do hard SF with it without cutting out like 60% of the game.




If you don't see a favorite mentioned....odds are I don't know about it, or have never owned and read it...sorry!