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General discussion » What RPG(s) are you playing/running/planning? » 6/20/2020 3:32 pm

gnombient
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I've been running a White Box D&D game for a while online.  Feeling pretty "meh" about D&D and am ready for a change of pace.  Now I'm prepping a Barbarians of the Void/'not-Traveller" game, and working on a reskin of G-Man's "Crimson Shoals" as a sci-fi adventure.  The PCs ship is damaged in jumpspace, comes out into normal space to find the pirate ship anchored to the "Stygian" ship in the process of salvage/plunder.  The dead king's ship is ancient, drifting, and has been affected by strange cosmic rays, which caused the ship's lower-tier AI to mutate/advance and the dead king to be revived.  In addition to dealing with the Stygian ship's challenges and the pirates, the PCs must race against the clock to salvage the parts they need to save their own bacon.  The giant octopus in the Stygian hold is now a "void kraken" inhabiting the dark between the stars.  Should be fun!

BoL Everywhen » EYES ONLY: espionage action with Everywhen » 9/17/2019 10:44 am

gnombient
Replies: 5

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Wow, thanks!  Your write-up is very helpful.  I really like the way you added the civilian career as part of their cover.  Let me digest all this and I'll post again soon.

BoL Everywhen » EYES ONLY: espionage action with Everywhen » 9/16/2019 3:42 pm

gnombient
Replies: 5

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The last espionage game I ran (a few years ago now) was a mishmash of BoL, Blades in the Dark, and Classic Traveller rules.  My current Everywhen "not-Traveller" game has taken an espionage twist, so I find myself again asking: "how can I hack Everywhen into the espionage RPG of my dreams?"

Thankfully, the answer is that it's already mostly-there.  In addition to the tweaking of careers/specializations, traits, etc., I find myself thinking about stuff like cover identities and asset networks.  Borrowing ideas from DoW, Night's Black Agents, and Blades in the Dark, I've been tinkering with this:

Prior to the start of each mission, each Agent gets a number of Mission Points which he/she immediately allocate among three areas: Cover, Network, and Logistics.  During the mission, MPs can be spent at appropriate times for specific effects.  At the end of the mission, unused MPs are discarded.

Cover: The depth and breadth of a character's operational cover/legend.  Spend 1 point to negate a Suspicion clock advancement (I.e. when you do or say something that endangers your cover)

Network: The informal web of contacts, informants, allies, etc. known to an Agent.  Spend 1 point to have a specific contact in the region/city where you're operating ("I worked with this guy years ago, I'll look him up")

Logistics: The intuition, care, and foresight with which the Agent prepared for the mission.  Spend 1 point to describe a preparation you made beforehand (which may require additional roleplaying to determine the effectiveness of said preparation) or piece of specialized spy equipment you happened to bring along. 

I don't know yet how many MPs should be assigned per character per mission. 

Any thoughts or suggestions?

(edited for formatting)

General discussion » What RPG(s) are you playing/running/planning? » 9/16/2019 3:22 pm

gnombient
Replies: 159

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Gruntfuttock wrote:

Apparently there are plans to update Dogs of W.A. R. as an Everywhen supplement, although there are a few ahead of it in the queue. However, just using the core EW book I ran a very successful 1960s spy game.

When you ran your 60s spy game, what did you use for careers/specializations?  The list from DoW?  I'm tinkering with specializations (among other things) for an Everywhen espionage game, curious to see what you did.  Did you come up with any other houserules for spy stuff?  Hmm, maybe we should just start another thread about this...
 

General discussion » What RPG(s) are you playing/running/planning? » 9/16/2019 11:08 am

gnombient
Replies: 159

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Recently started an Everywhen "not-Traveller" campaign for a couple friends online.  I foresee lots of detective work, espionage, and intrigue happening as this group of characters pursue their ends. 

General rules (Mythic) » First session of Mythic Edition feedback and questions » 7/09/2019 9:17 am

gnombient
Replies: 6

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Sounds like a great time, glad your group had fun with BoL!  Others have made good points regarding your questions, but here's my take:

1. Rabble Slayer: I'm actually not a huge fan of RS, and don't use Rabble very much in my games -- most "mooks" are Toughs, with only the lowest, most useless being Rabble.  That said, GF's advice is spot-on.

2. Beast Friend: I wouldn't allow it in situation like the one you described, where the enraged beast is already attacking -- pacifying it would require magic or alchemy.  However, if the animal is hostile and threatening (I.e., a standing and roaring bear), Beast Friend could be used to try to sway the animal from Hostile to Neutral.

3. Hero Points: No limit on the number used, except Luck of the Gods (per the rules) 

General rules (Mythic) » Prolonging campaign play » 7/03/2019 11:33 am

gnombient
Replies: 3

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roryb wrote:

Actually, if you measure up advancement options, it gets very costly to max out characters. Ability point increases are very expensive. Somewhere I read a blog post where some drew out the advancement options for a character and it spanned a tremendously long career.

Sounds like a fascinating post, any chance you could dig it up and post a link?

Personally, I think dropping AP’s into followers is one of the more underused and less discussed options that helps assert the genre.

More henchmen! More sidekicks!

Great point!

 

General rules (Mythic) » Drunkard Flaw w/ Carouser Boon » 6/25/2019 8:59 am

gnombient
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Agreed, it would be hard for the two not to negate each other.

Holding one's booze is only a small part of Carouser IMO, which is more about one's ability to schmooze and engage with others within the setting of a feast/party/etc.  James Bond can drink martinis and carouse at a lavish party, but keeps his wits (doesn't drink too much) and knows how to use both the festive setting and others' intoxication and/or gaiety to his advantage in gathering information.

Drunkard as a Flaw suggests that when the person drinks, they drink with the intention of getting hammered and not stopping until they get there.  Because of the resulting impairments to judgment and self-control, the drunkard is more likely to accidentally give away information (talking too loudly or to the wrong person), get in a fight, or end up in a situation that is compromising or from which it is difficult to extricate oneself ("Wait a minute, last night I agreed to do WHAT?!")

Lemurian links » Lemurian Chronicles (new background and adventures for BoL ) » 6/21/2019 9:03 am

gnombient
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roryb wrote:

Wasn’t planning on any more RPG books, but...

I think I make that plan at least once a year... https://cdn.boardhost.com/emoticons3/laughing.png
https://cdn.boardhost.com/emoticons3/silly.png

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