Sunday, October 31, 2010

Wow, My First Purchase In A While!

Unless I'm missing something, I just made my first RPG purchase since Gen Con.  That's a near-unprecedented drought for me!  After spending this last week toying around with it, I decided to get the softcover version of AntiPaladin Games' Mini Six.  For only $8 and including shipping, it seemed like a good bargain.  Plus, they're Indiana boys, so I need to support my in-state brethren.  It would be cool to see them come out with a Mini Six companion, or flesh out some of their cool settings into a similar 32 or 36-page work.  Either way, it's a good example of how a free or cheap pdf can drive a print purchase.

Monday, October 25, 2010

Yeah, MiniSix Is Pretty Awesome

Having put it aside some time back to concentrate on some other project, I returned to AntiPaladin Games' MiniSix today, and I have to say I love what they've done with it.  It's robust enough to add things back in from WEG's d6 without feeling like I've messed things up, but it looks very easy to get up and going almost immediately.  It's nice to have the heart of d6 without some of the accompanying clutter.  Nice work, guys!

d6 is one of those systems that a lot of played the pants off of when younger, but lost faith during the subsequent West End Games troubles. MiniSix makes me remember why I enjoyed d6 so much.

Thursday, October 21, 2010

A New Game, Take 2

Sorry I've been a little scarce as of late.  Between family, work, and writing, spare time has been at a premium. We should be getting settled, though, so expect more updates soon.

Our new Pathfinder game will have its second session tomorrow night.  We're in a northern city that's working on a goodly-sized war/incursion, so I'm hoping my Social Butterfly Bard (Archivist) will have a chance to chew the scenery a bit.  The first session was uneven; I always find the first few sessions after that are a good gauge for how the campaign is going to go.

And man, I find I really want this campaign to work.  I don't know if it's because we've had a string of interrupted or failed campaigns, or if I'm realizing more and more that my time to game grows ever scarcer, but I want a solid, good gaming experience.  And I'm finding it harder to shrug off the bad ones, for whatever reason.

We'll see where tomorrow night leads.  Hopefully somewhere good.

Thursday, October 7, 2010

StarCluster 3: Great Game, Great Bargain!

Here's a cool, special discount for sci-fi and space gamers, courtesy of our friends at Flying Mice LLC.

(EDIT: This should fix the link issue readers were having earlier. Sorry and thanks!).

Simply click on this link to get $2 off StarCluster 3, Flying Mice's most recent release.  For $10, it's an awesome bargain.  Nobody, but nobody, does sci-fi like Clash Bowley and company.  Here's a snippet from the product blurb:


Flying Mice's StarCluster game gets updated in a big way with the new third edition game.


* Play human, humanoid, alien, robotic, uplifted, or bioroid characters


* Create your own Company to pursue whatever aims interest you.


* Work with other player characters from the company to get the job done


* Use spaceships, planetary vehicles, personal armor, pods, and small craft


* Use morphing active plasteel equipment


* Create your own Cluster, Systems, and Worlds


* Create your own Aliens, Robots, Uplifts, and Bioroids


* Create your own Weapons, Spaceships and Vehicles


* Four different Task Resolution sub-systems


StarCluster 3 is a toolbox, filled to bursting with creative tools.


The New Cluster


In the game of StarCluster, you play civilians in the cluster, of any type, employed by a company which you construct to suit your own purposes. You can play Troupe style, with each player having more than one character, or standard single characters. Your company might be actors traveling in a showboat to backward colonies, or resource extractors stealing valuable hardwoods from a virgin planet, or merchanters trading from planet to planet, or insurance adjusters investigating a rash of spaceship accidents, or detectives unravelling bizarre crimes in a seedy city flushed with neon.


The League of Sastras, Vantors, Humans, and Tagris - or SaVaHuTa - And the Diasporan Community - or DC - are military-trading alliances, not nations. Their members are worlds, not people. Alien worlds can possibly be members, but the group or GM must decide how common this practice is. Humans came to the Cluster 500 years ago in slower than light ships, fleeting an unimaginable catastrophe in their home system. Now they are the dominant species in the Cluster.


Technology is very advanced in the Cluster. Active plasteel allows devices, vehicles, and even homes to change shape as required. Shrouds allow mental control over devices. Modifications, even radical ones, can be performed before or after birth. Soul Print locks open only to you, no matter what - or whose - shape you wear. Still, most humans in the Cluster are recognizably human. The weirder offshoots tend to drift to the fringes of society.


StarCluster gives you group-level tools, so you can create whatever you want to, and shape the setting and system to your own preferences. StarCluster 3 comes with four different resolution mechanic sub-systems - StarPerc roll-under percentage, StarKarma diceless, StarNova d6 pool add and roll-over, and StarRisk - where you can play it safe and get a mild success, or roll and chance failure to get a better result.

Monday, October 4, 2010

At Cross-Ends

We had our first session of our new Pathfinder campaign this weekend, and it was a bit of a mixed bag--then again, first sessions usually are, aren't they?

Our GM has done a nice really nice job of creating this sandbox world for us to play in, but we don't really have much chemistry and direction yet.  I think a huge part of that is reconciling playstyles, between the gimmicky types, the number-crunchers, and the "true believers", who want to roleplay the pants off the game.  All three can be take to extremes, of course.

It's always a tough thing, because first sessions often strike a tone for the rest of a campaign. You're trying to define your character to a group, while still tenuously navigating the system, the setting, and the group dynamic.  It's a delicate thing, easily shaken, easily interrupted, especially if you aren't all pulling together. 

So, we'll have to see where things go.  We have a good foundation, and a good potential.  It's up to us to make the most of it.