Showing posts with label Bigfella Games. Show all posts
Showing posts with label Bigfella Games. Show all posts

Tuesday, April 16, 2019

Helgacon 12 - Knights of the Star Condor: The Green Dome of the Reptozons

The third and final game I ran this year marks the launching point for a new project that I hope to bring to fruition as a campaign book on Bigfella Games later this year. 

The Star Condor campaign world has been slowly taking shape since I first ran it at Helgacon VI and then reprized it at Helgacon XI. It's a multi-layered game experience that draws inspiration from the science fantasy of the early 1980's, the golden age of movies on VHS and syndicated cartoon series that were earnestly following on in the wake of a certain trilogy of movies about wars being fought among the stars. You know the one I mean. While it utilizes the trappings of science fiction and space opera, at its heart it's high fantasy. 

The primary inspirations for the original game were the classic 1983 Parker Brothers game Shadowlord! and Delta's Outdoor Spoliation, combined with Knight Hawks rules for the spaceship fights and Labyrinth Lord for the person to person level stuff. In an effort to make the eventual product I hope to produce more my own thing, I'm moving away from some of those sources and adapting a lot of it to my own content, and I'm also drawing more from my good friend Delta's expertise, by making the game compatible with his excellent OED ruleset for OD&D.

I should pause here with a hearty thanks to Delta for all the advice and feedback he gave me in developing this adventure, as well as for the cycles yet to come as I mold this thing into shape. Usually when I'm putting together a game for Helgacon I'm hunched over my worktable laboring away without any guidance until I lay it on the table at the con. It was a rare treat to be able to collaborate with someone so knowledgeable and cool. So yeah! You're awesome, Delta! :D

On to the game itself, I had 3 awesome players. (I would have had 4, but unfortunately one of them had to stay home due to his kiddo being sick with the flu. Hope everybody's better now, Mr. G. :-\)
I also had a surfeit of characters, preparing 24 of them.


So everyone selected a primary and a secondary character to play. Starriors, Wayfinders, and Astromages map pretty closely to OED's triad of classes of Fighters, Theives, and Wizards. (Although Wayfinders are more akin to explorers and pioneers than rogues.) So we had a nicely balanced party. I'd also prepared handout booklets to introduce my players to the new races and technology I'd introduced.

Their mission was to land on an isolated ice planet to track down and capture one of the most notorious leaders of the Shadow Imperium, the black dracozon Count Gwyth. I gave them the following briefing materials: 
 

Due to the danger to their starships from the installation's orbital defense lazers, the plan was to put down over the horizon and approach the Green Dome using Planetary Excursion Transports. 

As their vehicles, the Badger and the Otter, bounded across the endless ice plains, their scanners picked up enemies approaching to intercept, a squad of Shadow tanks trundling across the frozen tundra. The Wayfinders at the controls of both transports kicked it to full throttle and the battle was joined. 


While the Shadow tanks had heavier armor and stronger weapons, the Alliance vehicles had speed and maneuverability on their side, as well as a powered shield that could soak up a fair bit of damage. They essentially ran rings around the tanks. 
At one point, the first Shadow tank that was crippled fired in frustration on one of its own side. This precipitated the crews of both tanks to pop their hatches and fight it out on top of the smoking hulks. It was revealed that the enemy armor was crewed by hordes of stunted, cold adapted White Reptozons. The Astromage Dimas took advantage of the confusion and launched from the Otter wearing a flight harness, flying over the squabbling tank crews and dropping a Fireball spell on them.
The survivors retreated into the still functioning tank, turned tail and fled. And it wasn't long after that the two hurtling Alliance transports had done enough damage to the other tanks' vital systems that two were disabled and one was quitting the field as fast as its gigantium treads could haul it. The Otter and the Badger double team pursued the last fleeing tank and enfiladed its turret with blasts from their pulse guns, rendering it harmless.
The final talley, as witnessed here on my tracking card for the bad guys, was a destroyed engine, a destroyed cockpit, two destroyed ravager cannons, and damage to the crew compartment and drive treads. The mission team rolled on.
Arriving at the Green Dome, they blasted their way inside the tank bunker, scattering the white reptozons who lurked among the junk and engine parts scattered about within. Using one of the tank boarding hatches as an entry point, they made their way deeper inside the structure. 

My GM's Map of the Green Dome
Making their way down the trench surrounding the dome, they used a spell disk with the Passwall spell to create an entry point, with large gouts of steam issuing forth as the tropical air inside met the freezing atmosphere of the ice planet.

Using that as a potential feint against any occupants of the dome, they headed toward the southeast orbital defense tower, where they repaired and suborned a malfunctioning battle droid unit they found on the first floor using a combination of a Wayfinder's knack for repairing devices and a Charm Machine spell cast by Gaius the artimus.
After they'd hacked the defense tower's computer systems and disabled the guns, they returned to the dome and made their way inward. As they crept through the dense jungle inside, buzzing with millions of insects and the unknown cries of other lifeforms, those among them with a bit more sensitivity to psychic impulses received a distress call from some unknown source:
Mystified and curious, they followed the call to a large ventilation duct in the forest floor near the central control tower. It was easy enough for them to open one of the panels and make their way inside. Once they had climbed down into the underground vent corridors, they found something extraordinary.

Tuesday, October 30, 2018

Happy Halloween!


Have a spooky one!



And while you're at it, there's still time to run a Creepy Crawl, so download the .pdf and terrorize your players until the wee hours of the night!


Stay sick, group!

Tuesday, September 25, 2018

Trick or Treat!

Now appearing in print, the Creepy Crawl!
Spiderwolf Approved!
Yes, now you too can own this handsome volume to terrify and tantalize your ghastly gaming group! Just in time for a little bit of Halloween havoc around your attic, basement, or crypt's gaming table. The spooky season is nearly upon us! Now is the time!

And while you're at it, check out my other literary offerings, always available in the sinister sidebar to your left.

Friday, September 7, 2018

The Creepy Crawl for One and All !


Announcing the latest in grisly game books from Bigfella Games!

As my regular revenant readers know, I've been spinning tales for the past several months about this spooky setting. Little did any-body suspect that all the while I've been working in my secret laboratory to stitch together this marvelous monstrosity for every-body to enjoy!

Halloween is only 54 days away, and if you and your group wanted to run something in an old school vein (both in terms of rules systems and/or horror theming), then consider folding this feature into your frightful festivities. Written for Labyrinth Lord, but easily adaptable to any rule set you prefer, this book features a sinister small scale sandbox setting containing 5 discreet adventure areas, three custom creepy classes, a mass of manglesome monsters, and more grave robbing than you can shake a shovel at. Bring some stakes, some wolfsbane, a mandrake root, and of course some candy!

Available for download as a .pdf here: The Creepy Crawl

Give it a week or so, a fortnight tops, and I'll be digging up a Print On Demand version too in the same bat location.

Happy haunting, you exquisite corpuses!

Saturday, July 14, 2018

The Texts Have Been Unearthed!


At long last, Book 1 of the Thousand Year Sandglass is now available in Print on Demand softcover paperback format at DriveThruRPG.com.

You can get it here!

Consider adding this handsome volume to your collection. Lavishly illustrated, full of adventure and intrigue, you can take it anywhere, from the burning sands of the desert to the shady galleries of the soukh to your next session around the gaming table with some pita chips and hummus.


I would be most honored and grateful if you did. Sim sim salabim!

Wednesday, June 13, 2018

The Thousand Year Sandglass now available on DriveThruRPG!


Behold!

 More than a thousand and one tales await in a brand new campaign guide from BigFella Games!  Inspired by the Arabian Nights, and written to be compatible with Labyrinth Lord, this is the first volume in a series of books bringing my long running campaign to the public.

Contains a world hex map and gazetteer, four new classes, extensive random tables for generating adventures in the fabled city of Kalabad, a fearsome array of new monsters, as well as extensive material on various types of jinni, and 8 fully mapped and keyed adventure scenarios. And much more besides.

I would be honored if you gave it a look, and thrilled if you would be inclined to purchase it!

https://www.drivethrurpg.com/product/244365/The-Thousand-Year-Sandglass--Book-1

Available now in digital format. The Print on Demand version is in the works and should be appearing soon. Watch this space for more!

Like a jinni from an antique lamp, the magic can be yours to command!

Saturday, May 19, 2018

A Thousand And One Tales Yet To Be Told

So over the past month I've been working on the first of a series of books about my Thousand Year Sandglass campaign. It's progressing nicely, and I just recently got the written part of it mostly roughed out.

The base rule set is Labyrinth Lord. It's got four new classes, sections about monsters and treasure, a whole chapter dedicated to randomly generating adventure and intrigue in the grand old city of Kalabad, and eight fully mapped and keyed scenarios of varying sizes for a teller of tales to drop into their own game.

It's essentially a toolkit for building an Arabian Nights themed sandbox, and following books will provide more features and scenarios to expand on this unique world. 

Now I've just got the interior illustrations, the cover, a few more textual extras, and a whole big heap of proofreading and editing to do.

So this post is mostly a progress report and a little bit of a waving the flag to get folks interested. It also makes it harder for me to procrastinate if I announce it publicly, so if you hear the faint sound of a whip cracking fear not, that's me on either end of it.

Were I to put on my fortune teller's turban and make a prediction, I would say it'll drop sometime in June. July at the latest.

So watch this space, O gentle readers, and try not to get any sand in your eyes.

Wednesday, July 26, 2017

Sometimes it takes time to get your produce to market.

Anty Bella haulin' a load of her sweet agave nectar. Takes time but tastes mighty fine.
I'm proud to announce that Mutant Bastards is finally arrived in an artifact format that'll survive The Big One if you run outta power cells. Go to DriveThruRPG and git yerself a softcover paperback, hot off the presses. Come n' get it!

http://www.drivethrurpg.com/product/214078/Mutant-Bastards--Adventures-in-the-New-West

You ain't had so much fun since you tried some of Miz Bella's special stock and didn't go blind!

My brand new mutant baby with its proud pappy & grand pappy. Evolution in action!
 Thank you kindly!

Tuesday, June 13, 2017

MUTANT BASTARDS!

Well Tarnation!

 Them fast movin' freaks was all runnin' to get their copy of the newest retro-mutant RPG to hit the ol' information superhighway like an armadillo hittin' the underside of a truckbot. (Of course, that pack o' landsharks hot on their tails might have had something to do with it too...)

Mutant Bastards - Adventures in the New West
Goin' on about twenty years ago me and my compadres cooked up one of the earliest retro-clones, cobbled together from 2nd. Edition Gamma World and 2nd. Edition D&D with a glaze of Sergio Leone inspired Western style action laid on thick as Intensity Level 18 barbecue sauce over a hunk o' slow roasted giant iguana meat.

As a parting gift to that gaming group when life began to send us our separate ways, I created a custom rule book based on our home-brewed campaign, lavishly illustrated and packed from cover to cover with all the details you'd need to run your own adventures in the wild and wooley wastelands of the New West.

The original Mutant Bastards book, circa 1998.
And now, two decades on I've cracked open the vault, dusted off the text, cooked up a mess of fresh artwork, and whipped it into a complete RPG book for everyone to enjoy.

Check it out here at DriveThruRPG.com:

http://www.drivethrurpg.com/product/214078/Mutant-Bastards--Adventures-in-the-New-West

It's available as a downloadable .pdf right now, and in the very near future it will be available as a print on demand softcover.

And further on down the line, look for expansion books, as the mutant mayhem makes its way toward the New South, the New North, and the New East.

Please spread the word and come on by and give it a look see. I'd be most grateful.

Yippy kay yay!