lategaming staying up late, playing games

27Jul/100

Primer: One of the Best Sci-Fi Movies

Shane Carruth, writer and director of the lo-fi scifi flick Primer, has uploaded the entire film to Google Video so you can watch it for free.

The plot is quite complex - so pay attention and lay off the mind-altering substances, you won't need them. It's about time-travel. And it's tricky stuff.

26Jul/100

Sunday afternoons are punctuated with the sounds of war.

WH40K

Izaak had his Scout 3 training at Games Workshop yesterday and afterwards he decided that he was going to focus on building an army of Chaos Space Marines and that would be his tag in the future. This is not a worrying development at all.

24Jul/100

Reunited

Today I moved about 150 kgs of my gaming collection to my house from my parents house. Keen-eyed geeks will be able to easily identify some of the game books here and some of you will even be upset at my organisation of the collection which, at the moment, is very coarse and will be improved as more of the collection is moved here. There's easily another 150 kgs over there.

My bookshelf

You should be able to spot Traveller, Godlike, Star Trek, Blue Planet, Rolemaster, Middle Earth Roleplaying, Doctor Who, James Bond, Ars Magica, Call of Cthulhu maybe more.

I posted this pic on my Tech blog but when I think about it, it's just as appropriate here.

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20Jul/100

Hopalong Teddy

This isn't gaming related. But...

Our 7 month old puppy went to stay with The Pet Connection NI while we were on our summer holiday. Unfortunately some time in the second week his leg was broken. He had surgery to insert 2 pins to hold the leg together but he now walks with a pronounced limp which we hope will improve over time.

The Pet Connection NI deny liability.

We paid them a total of £292.50 up front to look after him for 16 nights. We have paid the Vets a total of £407.00 to date.

No form of compensation monetary or otherwise has been offered by The Pet Connection NI.

Threat of legal action prevents me from going into any more detail than these facts. I can say though that I personally will not be using The Pet Connection NI for dog boarding ever again.

The Tedster's Limp from Arlene Johnston on Vimeo.

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11Jul/100

Superheroes

In terms of special effects, I'd love to know how they do the superhero style special effects like in in Hancock

and more recently, an EMINEM video (forward to about 3 minutes):

and Push

I've not been posting much because I've not been gaming much. I need to do something about that for the latter half of 2010.

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6Jul/100

Bug Eyed Monsters

From Beyond the Beyond at Wired.

BEM

BEM

See More.

Filed under: Commentary, Cool No Comments
25Apr/100

The Aliens Are Coming

Stephen Hawking talks about how we should hide from aliens:

I imagine they might exist in massive ships, having used up all the resources from their home planet. Such advanced aliens would perhaps become nomads, looking to conquer and colonize whatever planets they can reach. ... If aliens ever visit us, I think the outcome would be much as when Christopher Columbus first landed in America, which didn't turn out very well for the Native Americans.

At least until we get our own massive ships after looting the Earth for goodies and go out on the prowl.

This is the plot for "The War of the Worlds" after all. Just the distances may be many orders of magnitude greater.

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24Apr/100

THE RAVEN

THE RAVEN is a short film, looking a little like a far future version of The 23rd Letter. This made it a lot of fun to watch and I'd love to see it made into a feature. I don't think it's necessarily going to win a prize for originality (especially seeing as we have Scanners, The Fury, Push out there) but it's nicely shot and the budget was miniscule.

Summary: Chris Black possesses a power that could lead to the destruction of the current regime, and they will stop at nothing to destroy him.
The chase is on as Chris runs for his life in this sci-fi thriller set in an alternate and futuristic Los Angeles.

Director : Ricardo de Montreuil
Producers: Ricardo de Montreuil & Eliz Eskeranli
Writers: Ricardo de Montreuil & Antonio Perez
Cinematographer: Andres Sanchez
Composer: Angelo Milli
Special Effects Supervisor: Aaron Burns
3D Modeling and Animation: Juan Somarriba and Francisco Concha
Visual Effects and Compositing: Ricardo de Montreuil
Editing: Ricardo de Montreuil
Color Correction: Santiago Padilla
Sound Design and Mixing: Martin Seltzer
Budget: $5k
Format: RED 1920x1080
Special thanks: Filmosonido, CO3 and Converse

You can find concept drawings, 3D models and production stills at THE RAVEN facebook site:

facebook.com/THERAVENFILM

Contact: info@theravenfilm.com

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20Apr/102

2010 has been shit for gaming so far

Not much gaming this year so far.

But we did watch [•REC]2. Which scared the bejasus out of me just the same way [•REC] did. Except for the ending which I didn't like.

This week is going to be a dead loss as well so there's only hope for next week.

Filed under: Commentary 2 Comments
25Mar/100

Tax breaks for UK Video Games Companies

So yeah, talk to me if you need game ideas. I'm rarin' to go.

That's what LateGaming is - it's an idea factory.

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11Mar/100

Asshat Paladins blog

Matt Borselli has a quick writeup of his experience with Crucible Design, and more specifically The 23rd Letter, on his blog, AssHat Paladins.

I enjoyed chatting about it - getting involved in my own narcissism obviously - and it brought back a lot of memories.

Part two will be out in a week or so so subscribe to his blog if you want to catch it.

23Feb/100

Amazing content on Games and Reality

This is 28 minutes of chuckles and amazing insight on how everything we touch will become a game. Eventually.

Who is going to lead us?

Filed under: ARG, Cool No Comments
10Feb/101

ARG!

Not a post per se, but something to help me bookmark a link which may be interesting to others as well as me.

Content management and delivery tools for indie ARG producers:
Alternate reality games and other kinds of distributed story/play projects place heavy demands on their creators’ abilities to manage and deploy content. To meet these demands, many commercial ARG developers have built proprietary software packages that streamline and automate the process of managing and delivering content (for more on this [and much else -- including many useful resources for independents] see Christy Dena’s post, “Cross-Media Management Technologies”).
A few years ago, these kinds of systems were out of reach for most DIY designers and artists. This is no longer the case. Thanks to freely-available social media, mobile technology, and web publishing tools, ARG producers with shoestring budgets can now roll their own custom ARG management and delivery systems.

Because I still want to build one. When I get the time.

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4Feb/105

Dark Water Studios’ Dogfighter: Spring 2010

I don't normally go for PC games but I'm enthused by Dogfighter by Dark Water Studios, a Derry-based outfit who plan to release their game in Spring 2010.

I'd love an iPhone/iPad version of it.

Filed under: Cool 5 Comments
27Jan/100

DWAITAS: Episode 0

Our first character is Constable Bob Hawkins:

October 3rd 1889, Blackfriars.
Tonight has been slow. Apart from cuffing the ear of some pickpockets, Blackfriars has never been so quiet. It's like the night is expecting something to happen. You roust a prostitute and her John out of an alleyway and then you notice...a silver door.

The Silver Door

It's roughly hewn and seems unreal, superimposed on the dank reality of Victorian London. As you draw near you can tell it's cold, colder than the air on this smoggy London night, colder than the chill from the Thames.

You reach out, conscious of the chill emanating from the plain silver metal and the door opens, sliding almost imperceptibly into the brickwork. Darkness beckons beyond and one step later, you're inside.

tardisint_secondary

There's a low hum emanating from the very walls of the room itself.

Control Room Hum (MP3)

The door opposite you flashes and standing suddenly is a lithe figure in a form fitting uniform - it looks like a young woman with some sort of dark paint over her naked body! Scandalous! The figure is wearing some sort of ball on her head and wheels on her feet. Her hands seem to be replaced with spiky, nasty weapons. Your right hand drops to your nightstick and your left grasps your whistle.

You take a step back and blow on the whistle but your back hits the door, which had silently closed behind you.

Our second character is Zanna Hughes, a late 21st Century Murderball player:

It's the top of the innings and Caligary, top player in the Eastern League is bearing down on a lone player, unsupported by her team but holding the ball, a silvery and slipper globe with a suspension field. He readies his chainsword and primes his illegal taser upgrade. A flick of his wrist and the taser fires at the fleeing figure. Missed! He's got fourteen seconds before she's even in the score zone and they're about to enter the Maze. All sorts of bad things can happen in the Maze.

The walls of the Maze close in - a chicane-like tunnel with holes and loops from which an opponent can leap. Zanna ducks and weaves from tunnel to tunnel trying to stay ahead - one false move and she could wipe out on the slippery surface or receive a horrible injury from a chainsword slash. The ball feels light in her hand so she grips it tighter. A dark tunnel ahead and she speeds towards it and through... into a strange bronze control room...and it takes a real effort to not crash into the console in the middle. Coming out of the door opposite is a stocky man in a black coat - he reaches for a hefty stick and blows a whistle...

Meanwhile, a dimension away Caligary slams into a silver door which materialised in a tunnel. He dislocates his shoulder, cracks four ribs and loses the match.

and finally, our Time Lord, The Lords Marshal.

Awake. A comforting low hum (with an equally comforting clank) emanates from the floor of the room. Your cheek is wet, your tongue confirms it is the coppery tang of blood. Pain. A throbbing pain in your right temple is likely the source of the blood.

You're in a room walled by roundels, everything is a bronze colour. The room you're in is empty other than you and a doorway.

You hear a high pitched whistle from the doorway. You instinctively reach for the book. The book.

This will be followed by "Episode 1: The Thief of Never"

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22Jan/100

WatchTower New England – Episode 3

Robotic Rampage Stopped By Raw Recruits

by Rhonda McAvoy of The Boston Globe
March 18th, 2002

The Prudential Center was subject to a brutal attack this morning at around 8am. Three robotic figures burst out of one of the iconic "Duck Tour" tour buses to go on a deadly rampage through downtown commuters. The three were finally put down by new WatchTower recruits, most notably the terrifying destructive powers of Sapphire and Trace.

17 Bostonians were killed during the attack, and over 80 were injured before WatchTower's new "B" team arrived on the scene. While it's unclear what roles the team members play, the two women on the team both used their disintegration powers to great effect, taking care of all three robots in under a minute, and saving us from further death and destruction.

The origin of the robots is still unknown, although an anonymous source at the WatchTower lays the blame at the feet of the Downward Spiral group, known to have been terrorizing important religious sites on the east coast. While many a shopper may worship the almighty dollar at the Pru, it seems unlikely that an anti-Christian group would attack there.

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16Jan/100

TARDIS

The Doctor uses an "old" Type 40 TARDIS. IT travels in space and time. It's bigger on the inside than the outside. It has a broken Chameleon Circuit which means it's stuck in the form of a police box.

Doctor Who, like Star Trek, has it's own sort of technobabble.

From the Whoniverse

The bulk of a TARDIS is made up of Block-Transfer Mathematics. This form of Distributed Cluster Algebra was first developed by the people of the planet Logopolis. It is based on the idea that the essence of matter is structure and the essence of structure is mathematics. Using the hexadecimal notations of Block-Transfer it is possible to create Space-Time Events through pure calculation. An event or object can be described by thinking the correct Block-Transfer equations and it will instantly become reality.
...
These calculations are powered by raw Artron Energy. Block-Transfer Mathematics can only be computed with an organic brain because the mathematics alter the nature of reality. This would cause a traditional computer to malfunction. The original equations can however be recorded in traditional non-organic storage media such as bubble memory

When I was reading a lot about Doctor Who (around the time of the FASA RPG) it was made plain to me that the inside of a TARDIS is a completely different dimension to the outside of a TARDIS and that indeed, the outside of a TARDIS was nothing but a doorway to the TARDIS. Which is why it can materialise and dematerialise - it's just a mathematical construct. This also explains why a TARDIS is functionally indestructible and it's doors impenetrable.

So, the question remains, how far can you push a TARDIS?

How big can the inside be?

How many doors to the outside can there be?

This is all leading up to a game I'm prepping for Graham, Jim and Rory. They'll encounter a TARDIS which is planetary in size, with a million doors.

23Dec/092

Too much time, too little talent

Where I embarrass myself with Garageband and a Dr Who MID file.

Dr Who Remix

Filed under: Doctor Who 2 Comments
21Dec/090

DWAITAS

I've been reading a lot of Doctor Who stuff recently since receiving the Doctor Who: Adventures in Time and Space (DWAITAS) RPG. I haven't actually been reading the RPG though. I figure that the rules are secondary to the creation of compelling adventures.

I finished Tom Baker's "Robot" and "The Ark in Space" as well as the entire first series of the Doctor Who reboot (The Eccleston series). And I've been spending an indecent amount of time on the DWAITAS forums.

In the first episode of the Torchwood TV series, it's stated that Torchwood Four went missing some time ago. (It's a sly reference to Babylon 4, from the Babylon 5 TV series as it also 'disappeared'). My plan is to use the missing Torchwood Four team as the start of the adventure. Sure - they went missing - but it's where they went that is interesting.

Kage Baker writes about The Company. A future organisation that recruits people in the past and gets them to steal and hide items of famous antiquity which are then sold. This has similarities to the Warheads who move between dimensions and time periods stealing technology and valuables for their employer, Mys-Tech. Another inspiration is Gatecrasher and the Technet who ventured to 14th Century Peru to steal a unique mathematical model of the universe carved from rock crystal which was fated to be destroyed in an earthquake.

Clause 374 of the Shadow Proclamation stated that "theft of an artefact of great cultural value legitimises the use of lethal force to ensure the artefact’s recovery".

So - where does Torchood Four fit in? The Torchwood team, obviously removed from Earth somehow, find themselves without resources, without money, without ammunition, on an alien world. They do what they can but in order to find their way back to Earth and also in order to survive, they have to resort to selling their services; services which include a pretty good knowledge of history and mythology.

So, the team, rag-tag, beaten but not down, missing a few but gaining a few, battles on to get passage back to Earth.

OK, this means the GM has to apply some hefty Deus Ex Machina to keep them from hijacking the first time-machine they come across and travelling back to 2 minutes after they left. This could be handled easily by having their time-transporters be similar to prisoner monitoring bracelets. They might be indestructable, they might be keyed together, they might be able to channel 'motivation' from their unseen masters. Hopefully, though, the players won't decide to just return home - they'll embrace the freedom and get to play through the concept of the galactic government of the Shadow Proclamation - if there's government, then there's trade. And some of these places might be good to start.

17Dec/090

The Doctor has arrived!

The new Dr Who RPG from Cubicle 7

The new Dr Who RPG from Cubicle 7

It arrived. And I've been preparing.

I'ved watched five episodes of Torchwood (the Children of Earth miniseries) as well as four episodes of Tom Baker's Doctor (Robot) and a few episodes of Tennant's Doctor (Silence in the Library, Stolen Earth). I've got plans to watch all of Eccleston's Doctor over the weekend. I'd avoided most of the Doctor Who new stuff - having been soured of the Doctor by successively Sylvester McCoy and Paul McGann and to be honest I'd never really warmed to David Tennant's portrayal - it just seemed a little madcap, a little too camp.

So, it's looking like Delta Green may be on hold for a while due to the holidays and some folks personal situations so I'm kinda keen to see what the fuss is all about.

I may have also ordered a copy of the Dr Who Technical Manual from Noble Knight Games. I already own a copy somewhere in the depths of my parents house - which, interestingly enough, I won when I was a kid from a competition which ran in the Daily Mail. It's the sort of fanboi hardback that every kid in the world should have. It even included things I'd never heard of - Movellans, CyberMats and other things from earlier in the many series that make up the canon. With over seven hundred episodes out there - it's a lot for anyone to take in and I'd previously only really watched part of Tom Baker, most of Peter Davidson and part of Colin Baker's runs on the role. But you can also view the contents of it right here:

The Doctor Who Technical Manual

Places to go for extra fun?

How about the Official Cubicle 7 Dr Who: Adventures in Time and Space online forum? There's already heaps of adventure seeds, character and kit writeups and discussions of campaigns that could be run.

Or maybe the Vortex Oracle for quick generation of Dr Who adventure seeds?

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10Dec/090

WatchTower New England – Episode 2

Sunday March 17, 2002 (St. Patrick's Day)

From the log of Karl Maclean, WTNE Controller

8am: New recruits have lasted 24 hours without injury or fatality. Void seems to have settled into a leadership role, and may make a decent long-term recruit should we choose to extend their contract. Seven seems somewhat unreliable and bears closer scrutiny - he's already made it into the media and seems to bask in attention. Kimono is more reliable but suffers from severe cultural disadvantages here in the US: this is somewhat counterbalanced by his immense powers. Trace is, as expected, insufferably young.

10am: Fifth recruit arrived today from Texas. While he looks good enough to eat, he's sadly lacking between the ears.

4pm: New team reports a lead on the whereabouts of the old team, due to a tip-off from The Chancer. A previously unknown exotic with dimensional powers trapped and abandoned them in another dimension, with seemingly no way of recovering. Kimono negotiated some kind of agreement with the guy, but it sounds like he was conned. I don't think Mr Canning will be happy, but then again, I doubt he'd be happy even if they brought back the old team safe and sound. I've e-mailed him.

7pm: Got word that we have a sixth exotic joining us tomorrow. No idea who she is or what her abilities are. Christ, it's like superhero kindergarten.

3am: Yes, Canning is not happy. Big fucking surprise. I'm drawing up permanent contracts just in case.

9Nov/091

WatchTower New England Episode 1

WatchTower secretly recruits new members

by Rhonda McAvoy of The Boston Globe
March 17th, 2002

Unknown WatchTower Operative floats over Old Ship Church

Unknown WatchTower Operative floats over Old Ship Church

Three new WatchTower operatives were spotted yesterday in and around the greater metro area. While no information has been forthcoming from the New England franchise, the identity of one of the new recruits has been confirmed as Vanja Mestrovic, also known as Void. Void's intimidating black and featureless body was seen in Stoughton yesterday morning and in Hingham yesterday afternoon. He was accompanied by two old men of Asian decent, and all were wearing WatchTower clothing.

"Void's a good guy," says Jimmy Cortez, who worked with him at Devon Energy, an oil company. "It takes a while to get used to him having eight eyes, but he's got a heart of gold." Whether that's true remains to be seen. Katherine Simmons, manager at Ikea in Stoughton, told us that he was very intimidating. "He walked in here, butt naked, with his two crazy friends and I gotta tell ya, I was scared." Simmons wasn't able to tell us anything about why the trio visited her store, as the investigation is still ongoing.

The sightings in Hingham were centered around the Old Ship Church. One of Void's companions, who identified himself to local tourists as "Seven" levitated up over the church to survey the roof. The third man, wearing a thick Japanese kimono bearing the WatchTower logo, is still to be identified. The minister of the church, Rev. Kenneth H. Read-Brown stated that the WatchTower was there as a precautionary measure, given the recent spate of anti-church exotic crime on the East Coast being perpetrated by the so-called Downward Spiral group.

Does this mean that WTNE has decided to hire more operatives? While it has long been the opinion of this reporter that six is too few, why choose now to recruit? And why the secrecy? As of yet, no-one at WatchTower New England or HQ in San Francisco has been willing to comment on this development.

Filed under: GM, WatchTower 1 Comment
5Nov/092

SixSimple: for use with CONTROL

I do like narrative systems.

Character Generation
You create a character description consisting of up to 10 facts (maybe related to Quirks, Drive, Flaws) and underline 5 of them. These 5 things are your most descriptive traits which may be objects, skills, contacts, background items and can, in theory, be called into play at any time. If the timing seems inappropriate, the Narrator may require the sacrifice of a Story Point or a card of a significant value from the hand. This really only needs to be one paragraph.

Choose one more to be your Drive - the most fundamental ambition for your character. This is commonly related to the reason why the character is not content to stay home and sow crops or catch fish.

Choose one flaw. This can be physical, mental, spiritual or emotional. It may be how the character perceives the world or how the world perceives the character.

This character sheets is nicknamed a "Charagraph" mainly because Paracter sounds silly.

Traits : "Turi is a shell diver like all of her family. She is tall, thin and wiry and like most in the region is dark, with coppery-brown hair. She lives with her three brothers and her father - an arrangement which has made her tomboyish and she's a capable wrestler as a result. She carries a steel knife and a diving shell which allowed her to stay underwater for nearly 10 minutes. She has collected a small fortune in pearls and semi-precious stones from her diving exploits. She never knew her but her father claims her mother was a woman of influence from one of the big inland cities. Her family are somewhat devout to the Old One and still have a small shrine to her in their basement.
Drive : She is Driven by her desire to gain wealth and travel to see if she still has family in the cities.
Flaw : Due to an overdive when she was younger which caused her eardrums to burst, Turi is 40% deaf

Idea for card based play:
(You may want to look at the rules for IllusionDev) Everything has a opposition value. You have a hand of 5 cards by default. When you play one and win the conflict, you pick up one. Every task has a single resolution - one card draw blind against the pack. If you lose the conflict you do not pick up.

Optional Rules: Normal conflicts are just a comparison of the numbers, such as Jack versus a 4 in the example here.

The Face card rule would be that if you play a face card and win, you get to choose the outcome. So if Turi had played her 8 here, it would have been a normal win. If she plays the Jack and wins, she can give a narrative of the outcome!

The Hand or Trait rule says that you can increase or decrease your active hand by two by decreasing or increasing the number of traits you have. So, you can have seven underlined traits if you choose to only have a hand of three available to you. Or a hand of seven and only three underlines traits. Essentially hand + traits should equal 10.

Example: Turi has five cards in her hand: 8H, JC, 3D, 7D, 2S. She is fighting against a would-be thug who wanted to rob her of her hard-earned pearls. She wants the conflict over and done with quickly so she plays her highest value card, JC. The Narrator makes a draw for the thug and gets a 4 of Spades. She beats him handily and draws a card, 8D to replace her Jack.

If you win a conflict you pick up again. Advantages and flaws and difficulty are represented by additional cards being drawn and added to the first in a Blackjack fashion. If you have an underlined trait then you can play a SECOND card to bolster the first. If the area is covered by a flaw then the opposition gains an additional card draw.

Example: Turi is fighting again, this time 10 metres underwater, against a Reef Eel, a large and voracious predator. Normally this would give the Narrator the opportunity to draw TWO cards against her one. But she's a Shell Diver and has that trait underlined so it cancels out the additional draw. She plays her 8D and the Narrator draws from the deck for the Eel. 9H! Ouch. She's hurt but not down and doesn't get to draw another card. The Narrator will now decide if the Eel attacks again or retires back to it's hiding hole. If it attacks again, she only has 4 cards in her hand with which to defend herself.

For one-to-many conflicts: everyone plays their single card. And work out the conflict as normal. Most people and animals will be incapacitated or removed from the conflict with a single loss. Some non-players may rival the Player Characters in their ability to resist incapacitation by having an effective hand of 2, 3, 4 or more!

Example: Turi and her friend Tobin have confronted a hooded stranger who has just dropped something into the village well. All three make their plays. Juri plays a 7D, Tobin a QH. The Narrator draws for the stranger and gets a 9S. Turi is hurt and as she has not rested is down to 3 cards! But Tobin gets a good decisive strike and elects to have staggered the stranger. The Narrator has decided that the Stranger has an effective hand of 3 which means to be incapacitated, he needs to be defeated three times in conflict. Our heroes attack again: Turi plays an 8H and Tobin a 7C. The stranger draws....a 4C! This means he takes two hits, one from each, which brings him down to 0. He falls to the ground...

Story Points:
Everyone starts with one and these can be used to
retcon a narrative scene just played
change the outcome of any single conflict (any single play of cards)
change an item of background to fit
heal one Serious Wound instantly/quickly/turn it into a flesh wound that can be ignored.

Combat and being hurt.
Combat is the same as any other play. Being hurt - every time you lose a conflict you do not pick up a fresh card until you have had time to recuperate. In essence, lose conflicts five times and you're effectively incapacitated. NB: Your Hand represents how you cope with fatigue, setbacks, defeat and anything that tests your determination and willpower.

Wounds are represented differently. Anything less than a serious wound is dealt with using the Hand reduction described above. If, however a combat ends where the winning card was a face card (and the winner gets to describe the effect) the winning result was more than 10 points higher than the losing result then the loser ends up with a Serious Wound. Serious Wounds are like normal hand reductions but they have a longer lasting impact on the character as hand reductions are made back using sleep or recuperation. Serious wounds can only be removed by proper medical attention (which to all intents and purposes does not exist). A Serious Wound therefore is a potentially permanent and possibly fatal addition to a character.

Until healed, each Serious Wound represents a Hand reduction of 1 for every activity.

Optional Rules:

Soaking Wounds

It's possible to "soak" a wound by using Traits or Drive. Using a Trait means making a blind play against another blind draw by the Narrator. If the player wins the draw, then they may explain away the wound. If they lose they take a SECOND wound.
e.g. Ferren has a Drive which describes his hatred of the Saruch Ascendancy, a cult responsible for the death of his father. During a duel, he finds out that his enemy is a member of the Saruchs and when wounded he attempts to soak - rationalising that his drive to defeat the Saruchs gives him strength in battle. He will either ignore the wound or gain a second wound...but it may be worth the gamble.

If a Serious Wound is not bound then every week that passes the character received another Serious Wound. After the character has received three serious wounds, he or she is dead. If a serious wound is bound then in most cases the player can erase the Serious Wound after one month of play. (and it takes two months to remove two serious wounds).

If a character has three serious wounds and then elects to Recuperate rather than Die, then the character may survive but the player must describe how the wounds have permanently affected the character.

Filed under: CONTROL, SeaFarers 2 Comments
4Nov/090

CONTROL: How to run the game. Part 1.

Starting the Game
This game has the rather traditional role of GameMaster assigned to one player, usually "C".

The player will be provided with missions in one of two ways.

TOP-DOWN
Requests which come from GOVERNMENT and are passed to CONTROL via "C". These will be in the form of mission dossiers. These can be pre-prepared dossiers or a verbal briefing, CONTROL will begin to plan their activity, allocate their Agents and Assets and arrange timing.

BOTTOM-UP
Incidents caused by ENEMY and after information-gathering, CONTROL must present their findings to "C". CONTROL must decide the appropriate response whether that be "No Further Action" or whether there is a need for a mission response.

CONTROL

There should be one member of CONTROL for each player in the game. One Player Character will be assigned the role of "C" and in control of a large percentage of the background of the game, two will be assigned the roles of "DC" (Deputy Chiefs) and the remainder will be "D" (Directors). At the start of the game, all that is needed for each member of CONTROL are three facts:

The characters name
The characters previous job
The name of the person in Government who helped them get the job.

As the game continues, members of CONTROL need to keep records of the Agents and Assets on their books. They can do this using the Agent Profile sheets and the Assets Roster sheet.

Previous Job suggestions: Diplomatic Attache; Ministry of Defence; Senior Agent (5, 6); Major or higher, Army Intelligence Corps; Commander or higher, Naval Intelligence; RAF Operations Support (Intelligence) personnel.

AGENTS

Agents are both vital and expendable. They represent years of experience and training, a temperament

Agent Generation

TRAITS
You create a character description consisting of up to 10 facts (maybe related to Quirks, Drive, Flaws) and underline 5 of them. These 5 things are your most descriptive traits which may be objects, skills, contacts, background items and can, in theory, be called into play at any time. If the timing seems inappropriate, the Narrator may require the sacrifice of a Story Point or a card of a significant value from the hand. This really only needs to be one paragraph.

Agents are required to describe TWO of the following in their underlined traits:
Tradecraft - cryptography, surveillance, interrogation, concealment, espionage skills
Military Science - demolitions, tactics, morale, technology, command, control
Combat skills - use of weapons, unarmed combat, sniper

DRIVE
Choose one more to be your Drive - the most fundamental ambition for your character. This is commonly related to the reason why the character is working as an Agent.

FLAW
Choose one flaw. This can be physical, mental, spiritual or emotional. It may be how the character perceives the world or how the world perceives the character.

The description of an Agent need not describe their age, origin or birthplace. It should provide a physical description and a brief of their abilities and experience.

ASSETS

Assets are characters who have little or no access to Classified information and a low security clearance. They may be highly skilled or highly experienced in their fields, but they are commonly ignorant of the intelligence community.
specialists (scientists, pilots, assassins)
bodies (drivers, henchmen)

To create an Asset, three facts are needed.
The Assets name
The Assets reason for being used: skills, contacts, position, background
The Assets personal reason for working with the Agents

SYSTEM

The system I'm using at the moment is SixSimple (derived from the GameSystem designed for SeaFarers). The system will be posted in a couple of days.

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21Oct/093

WatchTower State Coverage and the New England Team

Franchise mapThis map shows all 50 states, and which WatchTower franchise(s) cover each state. Those states which are shaded with two colours have agreements with two franchises, and either will respond depending on availability.

The north-east used to be covered by the WatchTower New York, but a series of blunders a few years ago by the operatives at the time created a split. New England and DC created their own franchises and New York's influence was reduced considerably and awarded to a different vendor (Jack White). New England's franchise is owned by a consortium led by commercial real estate magnate, Chris Pfeiffer.

The current New England team (codenames and powers):

  • Claymore - Can detonate objects remotely
  • Silverhawk - Silver-armored fast flier
  • Firewall - Fire generator and manipulator
  • Nimbus - Weather controller
  • Gemini - Creates replicas of herself

The two men on the team (Claymore and Firewall) are both capable of vast amounts of destruction. As a result, they have both loyal followers and loud detractors. To date, they have both sufficiently avoided any collateral damage that would result in the kind of bad publicity which shut down the New York franchise. Some say it's only a matter of time ...

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19Oct/090

WatchTower Franchise Map

WatchTower LogoThere are currently 10 WatchTower franchises in N. America, with a number of others under consideration by both WatchTower Inc. and various city and state governments. View WatchTower franchises on a map.

Each franchise has its own charter of specific responsibilities (primarily geographical) but in times of crisis, operatives from other franchises will help out. As can be seen on the map, many areas are without direct coverage. Exotic crime tends to be less common in these areas, and support for local law enforcement comes from both Fortress and on an ad-hoc basis from WatchTower (usually with a very hefty hourly fee).

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15Oct/090

Frontier: Conquest Weapons

The common weapon within the Conquest Society is the 'dumb' slugthrower. A Chemical Propellent Projectile Weapon (extremely recognisable as a 'gun') uses a chemical explosion to create gases which propel a projectile at subsonic or supersonic speeds towards a target.

Here are three examples of the weapons known to be employed among the Conquest Society. Some of them are strategic, others personal. This is by no means an exhaustive list but indicate the types of weapons which have been developed.

Thor's Hammer - Relativistic Kill Vehicle (RKV)
Useless against small, unpredictable objects like HU Explorers and Battlers, the RKV is deadly versus Specialist-manned cargo transports and stationary or predictable vessels such as orbital space habitats or even small satellites. A projectile or vessel is accelerated to a fraction of light speed an is sent towards the target. The difficulty of aiming at small, fast moving craft with such a high speed projectile is mitigated using detonation. Detonation RKVs have utility against fleets of craft (for rapid delivery and subsequent fragmentation) and have been theorised for use against Swarm clusters, even by HU. Delivery RKVs commonly use their mass to provide impact which can deliver massive energy to their targets. A small (7 kg) RKV travelling at 90% of light-speed will deliver around 195 Megatons - approximately twice the theoretical yield of the most powerful 20th Century nuclear weapon ever detonated. These weapons require immense amounts of energy to fire - but they are effectively immune to point defence weapons due to their extreme velocity.

SOJUM rifles -
Official name from the R&D Labs is the Compound Delivery Rifle but the delivery for this weapon is a gyrojet-assisted armour-piercing sabot which injects a chemical compound into or onto the target. On a personnel scale, this is a Sodium- or Phosphorus-based aggregate which causes horrific burn injuries in addition to the impact from the round. The range of this weapon is considerable and the ballistics extremely favourable considering this is not a 'brilliant' weapon. The lack of recoil has made it extremely useful in zero-G and microgravity environments. The construction of the SOJUM is similar enough to the HU Brilliant weapons that it is assumed the technology was stolen.

Sunburn - High Energy Radio Frequency Weapon
The Sunburn weapon, a radio emitter that can be carried by a single combatant, is capable of effects to the human central nervous system resulting in physical pain, difficulty breathing, vertigo, nausea, disorientation, or other systemic discomfort. Direct pulses can also damage the epidermis and dermis of the skin, generating burns from over a kilometer away. This is commonly used to disperse crowds in urban areas.

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9Oct/093

ZOMBI PDF for download

insidefront

Here

This is missing the art for the most part which I'm going to re-scan and insert into a later copy of the PDF as well as post on here as well. The book itself is still for sale should someone want a hard copy with the art included. Without the art, the book weighs in at a lightweight 990K so it'll even be light enough to download to a palmtop or smartphone.

I'll include a link in the downloads section too. Enjoy! Please add a comment below if you download it :)

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23Sep/090

Frontier: Terror Weapons

While Human Unity uses weapons which would enthral the 21st Century warlord, from shipboard weapons to intelligent bullets, the greatest and most terrible weapon is the Master Expert, artificial intelligences designed for war. But this weapon does not inspire fear in the average person. It is just a brain, a ruthless brain designed to win wars whatever the cost, but still only a brain.

The Earth provided us with a catalogue of terrors from which to build an army of Terror Weapons. Like the Digger Wasp which paralyses it's insect prey and implants eggs into the still-living creature. Or the Phorid fly which attacks red ants, injecting them with larvae which migrate to the ant's head and consume, using the head as a pupal case. What we do know is that the Conquest society have built upon their memories of Earth - built from the genebanks they brought with them.

We don't need to imagine that other races on other planets across the wormhole network have their own horrors to build upon. The Trader archives contain several examples of bio-engineered guerilla weapons which decimated entire worlds, complete with dire warnings to stay away. These weapons are recorded as causing extinction events on the home planets where they originated.

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21Sep/090

Frontier: The Dichotomy of Fulfillment

In an earlier post, I discussed two examples of Citizenship, reproduced here for your convenience:

Chera Nyumba was born in a small village in Africa, in an area formerly known as Zambia. She lives with her husband and their three children. While the children are at school, Chera and Enzi work in their fields, collecting their crops. In the evenings, they watch and listen to the news feeds and Enzi tells the children stories until they fall asleep. Chera is interested in the environment around her as much as it affects her family and work. Chera is a Competent Citizen; she is part of her community and a functional, productive member of society.

Kesho has taken the skill "Citizen" at Professional. She grew up in the shadow of Kumbu and after her school years travelled through the Western European Expanses and the Americas. She now works with two Experts and four humans in the Explorer Crew Selection committee. For her leisure time, she enjoys sex and researching Explorer Disruptive Element reports. Kesho contributes to her community less than she contributes to Human Unity as a whole.

The dichotomy in Human Unity is plain to see. Kesho (a very popular name) spends her days in the company of powerful artificial intelligences selecting a few high performers from the planet's most capable applicants for missions off-world and reading reports about possible alien activity light years from Earth. Meanwhile Chera spends her days manually harvesting organically grown crops in the fields. Neither is considered low or high work - but they both represent distinct life choices for these individuals.

While it is likely that Chera and her husband use some technological enhancements (a Harvester Specialist - an sapient machine designed for collecting growth produce) for her work in the fields, she has dedicated her life to the raising of crops, the nurturing of her family and the bonds of community life. In the eyes of Human Unity, Chera will receive as much respect for her life choices as Kesho (and in some circles, more - as Human Unity still holds the individuals who laboured their way out of extinction in high regard). It is the main priority of Human Unity to provide a feeling of self-value to individuals as part of a larger collective.

Chera and Kesho receive the same rewards in life. They have no need to work (as the society is post-scarcity and concepts such as trade and barter are somewhat alien to them) but they choose to contribute to their society in their individual ways and are rewarded with the respect of peers and a comfortable life. If Kesho or Chera decided to change their work, to pursue a different career, they would retrain and change and society would continue to function.

Outside of their work, Chera and Kesho enjoy their lives and this is a central tenet in Human Unity philosophy. In terms of overall philosophy, there would be strong parallels with utilitarianism and ethical or altrustic hedonism.

Human Unity individuals can think as they wish and feel as they wish and have the benefit of freedom of expression without retaliation. They can pursue individual tastes with the exclusion of harm to others, but including pursuits which would, by early 21st Century observers, be concluded to be immoral. And they have the freedom to unite and demonstrate. The core belief is that individuals within Human Unity have the freedom to be individuals.

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