Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Saturday, June 11, 2022

Starting Another Campaign Group

After discussion with a couple of friends in other states, I have decided to run a remote campaign. 

On the rare occasion all groups play in a given week I will be busy with running two groups and playing in a third. That kind of conjunction will be fairly rare for all sorts of reasons. 

My Saturday group runs into reasons to cancel quite often. The latest hiatus has been brought on by COVID spreading among the players, more than half of which live under the same roof.

Our Thursday remote play Eberron group has a variable schedule adjusted for real life issues, but tends to be fairly regular.

The new group is still hashing out when to play, and deciding if we should start with just three of us or go ahead and extend invitations to others right away. Determining our play day and time will directly influence that decision.

There's also the consideration of using the Ptolus setting for the third group or just doing an ongoing dungeon crawl. I would like to do Ptolus and I have plenty of resources for it or Dungeon crawling.

Here's a picture of some old Master Maze from Dwarven Forge along with some of their newer LED pieces.



Friday, April 29, 2022

Campaign Diary - We Are Experiencing Technical Difficulties, Please Stand By

The campaign is once again on extended hold. We barely got it restarted and it has lapsed into a holding pattern. All I can say is REAL LIFE (TM) sucks.


 There will be some non-campaign specific articles filling in some Fridays, but there will be at least some Ptolus relevance within them.

Monday, March 7, 2022

A Change of Systems and Settings

During the down time of the last two plus years (thanks effing Covid) the decision was made to convert from using the Lamentations system to D&D 5e. Part of the reasoning involved the vast pile of 5e resources I own and that are readily available.

The campaign is headed in the direction of transitioning settings from a West Marches style environment to playing in Monte Cook's Ptolus which has been converted for use with fifth edition d&d. I am greatly enamored with Ptolus. Having run a campaign when it originally released in 2006 for 3.5 edition, I have wanted to run it again, but find 3.5 too ponderous and full of exploits. So onward to Ptolus we go.

We still have the same core group of players minus one that sadly passed away just after Thanksgiving unexpectedly. Her husband is one of the core and has decided that her character should remain available as a spare character for any of the rotating cast of extra players that drop in from time to time or for any new player to use while getting familiar with the game. Just yesterday he asked to have the miniature she used so he could place it and some of her dice next to her urn. 

So far the players have been adjusting to the different system very comfortably. They are a creative bunch and are finding new ways to address situations in game using their new found capabilities. Two sessions in and all is well with 5e.

Upcoming posts will discuss sessions 1 & 2.

Sunday, March 6, 2022

Awakening in 2022

 I have been away from this blog for so long it is taking a lot of time to clean out a bunch of spam comments.

The good news though is I have returned and will be making new posts about my campaign.


Thursday, February 7, 2019

YouTube Viewing

I recently began watching Matt Colville's D&D videos on YouTube. As well as his campaign diaries and assorted other topical discussions he has a  series called Running the Game. Running the Game is both interesting and educational, full of great advice and ideas for use in your game. While the series is primarily focused on the current 5th edition of D&D, the ideas and  DM techniques work for any edition.

I highly recommend Matt's videos for novice and veteran DMs alike.

Friday, January 18, 2019

Mutants & Masterminds: My previous campaign logs.

Charm City Campaign: Mutants & Masterminds
Charm City Overview:
So that you don’t start reading the campaign logs from my Mutants & Masterminds campaign totally blind I am offering a little information to help set the tone and give readers a feel for the world and the characters.

THE PCs: All PL10
Alchemy – Alec Holgate. A scientist and mutant. Transmutation due to nanotech infusion combined with absorption and some other talents.
Themis – Helen Troya. Named for a Greek titan. Powers of flight, super strength, and the ability to temporarily steal the powers of others.
Shield – Peter Evans. Wealthy sponsor of the team’s financial needs. A speedster and powerful empathic healer. Able to regenerate.
Dr. Prometheus – The real Prometheus of myth. An immortal, and a wielder of cosmic power.
Pagan – Aya Cade. Precognitive/Postcognitive, telepath.

At some later point I will post character sheets for the PCs. I gave the players the first 3 or 4 sessions to solidify their character information since we’re all getting used to the new system. We’ve only played three sessions so far and I’m only halfway done writing up session #1.
The group is still debating a team name.

THE WORLD
The Charm City campaign takes place in an alternate universe from our own in what in our world would be Baltimore City. Things are a bit different, not just because of the existence of super powered beings, but in other not so obvious ways.

The campaign style is somewhere between 4-color comic and grim & gritty with elements of each extreme mixed in at the appropriate times. Heroes are expected to act the part and not indiscriminately butcher foes or disregard the property of others … but with all things nobody and nothing is perfect.

In the universe of Charm City there are some important setting elements at play in shaping the present world. Those will be detailed below with a discussion of how they affect past and current events. A brief timeline is included to help explain how some events came about.

Metahumans have been around for a long time in many forms. How they get their powers is always a debate, but it is now accepted that these strange abilities have many sources, not a single definable event.



TIMELINE:
1977 – There had been long debate in the United Nations about the involvement of metahumans in the national militaries and thus international conflicts for several years after the end of the Vietnam War. Several incidents involving powered individuals serving in national militaries in numerous locations around the globe were seen as nearly igniting World War III. Over the course of several months the U.N. created and passed a measure designed to defuse the tension.

1978 - The Metahuman Non-Militarization Resolution went into full effect, banning the use of powered individuals in national militaries and authorized heavy economic and potential military sanctions against nations found to be in violation. Use of metahumans in civil law enforcement was left as an exception to the rule. The purpose of the measure was to prevent a metahuman arms race that would rival and maybe exceed the dangers of the nuclear arms race already threatening the globe. A side effect of this measure was that few nations would be willing to authorize a U.N. sponsored team of metahumans, citing national sovereignty issues, thus to date, no sanctioned U.N. team exists.

1980 – An attempt to rescue hostages held in Iran failed. Although never publicly acknowledged, there was some speculation that a metahuman among the ranks of Muslim extremists was to blame. This has mostly been discounted.

1985 – World famous scientist Alburt Tesling put forward his theory that this universe was one of many along strands of universes, much like strands of DNA, issuing from junction universes. The theory postulates that this world is approximately the 19th along a branch strand possibly 24 universes long. Using the Greek alphabet he labeled this universe Tau, and thus this planet Earth Tau or Earth-T.
Later that year he was presumed dead when an implosion occurred at his lab. His lab was permanently sealed by the government and his body was never recovered.

1986 – Public outcry and increasing amounts of litigation in the United States lead to Federal and State governments requiring insurance companies to devise and offer some form of Metahuman Disaster insurance.
The protection is often in the form of additional coverage offered along with home, business, car, and medical insurance. Also insurance is offered to government agencies. A form of liability insurance is offered for metahumans to buy if they choose to cover for their own actions. Only a few are known to have purchased the liability coverage, but there are very active advertising campaigns trying to encourage more powered individuals to do so “for the good of their neighbors and the country”.
Any metahuman organization with an operating headquarters may be required by law to carry liability coverage depending on the laws in the municipality or state in which they operate. Some zoning laws also include clauses concerning such requirements.

1993 – The Libertarian, a powered individual known for his fervent anti-war protesting and espousing of free-love/free drugs in the late 1960’s, gave his life absorbing most of the blast damage from the truck bomb used by terrorists to attack the World Trade Center in New York. He saved thousands of lives with his last heroic act and despite never having been fondly thought of by “the establishment”, was given a funeral with national honors and international television coverage.
He was age 49 and a stock broker at the time of the event.

2001 – September 11th, terrorists hijacked planes and flew them into both towers of the World Trade Center and into the Pentagon. A 4th plane was downed in Pennsylvania before it could strike any buildings. None of the known precognitive metahumans has admitted to pre-knowledge of the event, and no post-cognitive seems to have learned much from any of the debris at the sites.

2002 – October 31st, After two years of work a six story hexagonal black glass tower was completed atop the site of Fort Carroll in the harbor. The property of wealthy industrialist Nathan Alexander Black, this was not only the new headquarters for his businesses, but his home as well. The top floor holds his penthouse. Below the main six floors, in what used to be the fort are 4 more floors below the surface. Tunnels that had been below the fort since before the Civil War have been renovated and a tram-shuttle put in place to move workers to and from the shorelines. At the outset of the project, a number of organizations favoring historical preservation over development had protested and engaged Mr. Black in court battles. He won handily after the primary movers & shakers in the protest group were discovered to be part of a child pornography ring. Support for blocking development evaporated and the project began. To show his understanding for the concern of those whose interest was preserving history, Mr. Black had the first above-ground floor, and his reception lobby arranged as a museum dedicated to the history of Fort Carroll and its builders. Some still scoff at the project referring to it by several derogatory names (Tower of Doom, Dark Tower, Black Fortress, etc).
Nathan Alexander Black is owner and CEO of Modern Idea Company, Inc. which is a conglomerate of smaller companies in numerous fields.

2003 – January 5th, Work is completed on the new headquarters building on Pier 5. The newly formed and as yet unnamed team of heroes begins preparing it for use. Peter Evans the financial sponsor of the new team begins paying liability insurance for all homes, and private businesses within an 8 block radius of the building.






Starting Game Play Date: January 24th 2003
Issue #1: Testing Grounds Part 1
January 24, 2003 9:15am. The morning air was a frigid 9 degrees with winds making it feel near zero. Reports were beginning to pour in over radio and television news sources that a hostage situation was in progress. A two car Light Rail train had been taken over at the Hunt Valley rail stop.
---------------------------------------------------
BREAKING NEWS:
“This is Olivia Earhardt of Channel 12 News reporting live from Hunt Valley. Fifteen minutes ago an unknown number of armed men took control of two Light Rail cars. Police have cordoned off and begun evacuations in the area surrounding the Hunt Valley Light Rail stop. Reports indicate that the train was occupied primarily by elementary school children from York, Pennsylvania on a field trip to visit the National Aquarium in downtown Charm City. Information is limited, but we do have confirmation that paramedics have taken the train’s engineer, identified as Martin Wells, to Shock/Trauma after he was shot and thrown from the lead car. Mr. Wells is reported to be unconscious and in critical condition.”
------------------------------------------------------
Work at the construction site near North Avenue was progressing well despite the deep cold and biting wind. No high work was being done, but Calvert & Son’s Construction Company always made some kind of progress even if it was just preparing for the next part of the job or restocking supplies. Mr. Calvert would have it no other way.

Helen Troya was taking a 100lb crate of rivets from the back of the foreman’s pick-up truck when she heard the radio report through the open truck door. If she flew she could be there in minutes. She knew it wouldn’t take long for her new-found teammates to converge so she excused herself claiming she wasn’t feeling well.

Alec Holgate’s morning started much like any other. He sat scanning the web from a seat in the back of BagelDotCom, a cozy internet café near his small apartment. He put down his still warm coffee and took a long drag on his cigarette. He could feel the tingle in his lungs and throat as the nanotech infusing his body attacked the smoke changing it to oxygen. “All the benefits of nicotine, none of the harmful side effects” he thought. The itching used to drive him to distraction, but now it was second nature, no more scratching at his chest till it bled. Exhaling a puff of fine white smoke with the scent of fresh spring grass, he reached for the marmalade. That’s when he got the news report and knew his day was about to change.
Quickly wrapping the last of his bagel Alec headed out the door. If he was quick he might reach the construction site down the street where he knew Themis worked in her civilian identity.

Thirty students sat wide-eyed and attentive in the lecture hall listening to their unusual philosophy professor talk as if he personally knew Socrates. In fact, Dr. Prometheus did personally know Socrates. When you’re immortal these things are possible.
 This would be a day of interruptions of schedule. An excited student burst through the lecture hall door and breathily announced the breaking news to the class, obviously meaning the information for Dr. Prometheus. Class was ending so the Doctor dismissed everyone and made for his office to check the police scanner he kept there. His thoughts were interrupted when he discovered his office wasn’t empty.

Aya Cade sat perched atop the small desk in the good Doctor’s office in Hopkins University. She had skipped class this morning. Her visions had indicated something important about to happen and she knew better than to ignore her feelings. She had taken a couple of buses to get here from Towson University where she attended school. She would need his abilities to get the team into place to deal with whatever it was that was coming.
“We need to get Themis and Alchemy. They’ll be waiting a block away from the construction site on North Avenue.” She said as his door opened admitting Dr. Prometheus’ silvery clad form. Moments later they were airborne and preparing to teleport. “For someone so young”, Prometheus remarked, “You certainly know how to make an entrance, Pagan.”

9:28am
-------------------------------------------------------------
BREAKING NEWS:
We now return you to Marshal Stuart of Channel 7 Action News live from the scene of the hostage crisis in Hunt Valley.

“The latest information indicates that numerous demands have been issued by the hostage takers. Among the demands is a request for a new engineer to drive the train uninterrupted to the airport. At that juncture a shuttle bus is expected to be waiting which will transfer the hostages and their captors to a fueled and ready Boeing 747 with only a pilot and co-pilot. Threats have been issued that any deviation from this plan and any interference from authorities or metahumans will result in the death of many of the children being held hostage. Their goal seems to be securing the release of nearly two dozen of the terrorists being held in Cuba by the U.S. military.”
--------------------------------------------------------------

9:29am
Four heroes have assembled atop the Lifecare Insurance building near the Hunt Valley Light Rail stop where the train sits waiting. Peering cautiously over the edge trying to see into the train without being noticed, the heroes spot a multi-colored rainbow of parasols being pressed against the windows, blocking the interior from clear view.
A lone figure in the uniform of a Mass Transit engineer nervously approaches the lead car along the boarding platform, his hands held above his head.
Pagan reaches out and touches his mind telepathically and reassures him that things will be fine. “I need you to actively think about what you see as you board the train. I’ll be in your mind listening to your thoughts.” She learns his name “Charles Branch” and again assures him things will be okay.
The doors open and a pistol can be seen pointing at the frightened engineer’s head and a voice is heard urging him to get on. Whispering to her teammates Pagan conveys Charles Branch’s thoughts. “Being told to wear blindfold, not to look around. Gun in my face, oh God. Children crying. Please don’t shoot me. Okay, I’m going, can’t see, must be control cabin. Being shoved into chair, told to take off blindfold and get ready to drive. No, I won’t look around I’ll do what you say. Oh God, please don’t shoot me.”
“How many criminals did he notice?” Dr. Prometheus was already weighing plans, but the information didn’t seem promising. Perhaps, he thought, we should wait for the transfer to the shuttle bus at the airport when fewer hostages will be around them.
“One, but he was hustled up front quickly and he’s very scared. I’ll try to slip into the terrorist’s mind” she trailed off as Themis pointed out the terrorist crouching low in the cabin to avoid detection by snipers.
As Pagan began concentrating on plunging into the mind of the terrorist, the rest of the team began planning an assault strategy. Children were at risk and they felt they couldn’t wait for a transfer. Dr. Prometheus had spotted an area just behind the control cabin door where he could teleport the entire team inside to begin the assault.
Hatred, pure unfiltered hatred bolstered by a zealous faith that no matter what, the rewards of Heaven would be his for his devotion and for doing this deed. Pagan felt overwhelmed and in merely an instant, though she felt sure she had reached his subconscious mind, she was pushed out as if a door had been rudely slammed in her face.
[The terrorist made his roll by one to eject her from his mind.]
Gathering their wits the team prepared to teleport just as the train beneath them began to move away from the platform.
SURPRISE ROUND: (note: in the excitement of our first combat, I neglected to hold the surprise round to half actions thus making this a full round for our heroes. There was a slight chance had it been done right that a terrorist might have gotten off a shot in the next full round, but not much chance as you will soon see.)
The slight lurch as the train began forward covered nicely for the entrance of the four heroes. The terrorists, their attention elsewhere, took no notice of the sudden appearance of the costumed individuals.
Alchemy enacted his part of the plan immediately, transmuting a section of the thin control cabin wall from in front of him and rebuilding it in an instant between the engineer and the gun wielding target.
Within a moment Dr. Prometheus had visually identified his next location and teleported into the second car, never seeing the startled look of the would-be martyr who could now see the back of the Doctor’s silvered, billowing cape through the door window that separated the two cars. Nor would he see the look of shock grow as Prometheus blasted another terrorist that he was face to face with whose look of surprise could have served as a mirror image of the thug at his back.

Having stunned his first target, Prometheus took stock of his surroundings. “Two more unengaged, one with a child in his lap, one crouched between benches at the other end of car two!” he loudly exclaimed to his teammates.
Themis wasted no time on the thug in the first car and behind Dr. Prometheus. She leapt into flight, accelerating along the ceiling down the center of the car and burst through into the second car, rushing along to position herself hovering in front of a crouching enemy form.
[She double moved and took a hit of bruising damage when breaking through the walls between the two cars.]
“He has a rifle” she hollered. Noticing the AK-74 on the bench beside him and also noticing another figure, in a trench-coat and hat, hunched and quivering on the end bench nearby.
Pagan reached into the mind of the thug staring wide-eyed at the back of Prometheus, and sent synapses firing wildly. Pain wracked him for an instant until his mind’s reflexive defenses shut everything down. His eyes rolled back into his head and he collapsed, unconscious to the floor.
Stepping around Alchemy she looked at her next target, who, a moment ago had been training a pistol on a frightened engineer, but now stared unbelieving at a wall that had not been there.
“Stop the train!” Charles Branch heard the familiar voice say, this time with his ears and not in his mind.


FIRST FULL ROUND:
Not wanting to risk a missed shot striking any of the children behind him, Alchemy focused on the semi-automatic pistol before him. Nanotech emitted a high pitched, nearly inaudible buzz as it turned the metal of the gun to water in seconds and the terrorist’s pants grew wet twice as fast.
Realizing the desperate need to protect the children, Dr. Prometheus drew on his ties to the Power Cosmic and pulled bands of energy around the seated thug to restrain him. To insure no harm came to the child on the man’s lap, Prometheus reached deep within, redoubling his efforts, completely encasing his target in the binding energy.
[ Heroic Surge and two successful snares. ]
The crouching terrorist raised the Ak-74 to take aim at the children along the other side of the car …
__________________________________________
FLASHBACK:
7:32 am Friday January 24th
Aya giggled slightly at the pentagram smiley-face she had drawn on the steamed mirror of her dorm-room shower. “Not enough caffeine yet to make things less than silly” she thought as she went to her closet to dress for a day of classes. She had chosen a very casual look for the day, layered to keep out the cold and to play down her looks. “No need getting hit on this early in the semester.”

“Nine a.m., Hunt Valley Light Rail, Shield, last seat, second car, trouble”. The vision hit her in a flash and was gone like a bolt of lightning. She hated the unreliability, unpredictability, and frequently unexplainable images and flashes of the future she received. She couldn’t always make things turn out for the best, her mother’s death being proof of that.
She grabbed her phone book and a handful of change and made her way to the payphone at the end of the dorm hallway. Nobody was around as she dialed the number.
It had been another long day of meetings that had dragged on into the early hours. Managing his parent’s financial empire was something he had never really given a thought, but here he was fresh from burying both of his parents and already neck-deep into the dirty business of being Chairman of the Board. He loathed it, but his days of irresponsibility had come to a crashing halt and now he was growing up fast.
Looking at his watch, all Peter Evans could think of was a warm shower and a good long day of sleep. He was entitled to it after finalizing the contracts, and besides, Dante could handle anything that didn’t specifically need him this morning. That’s when the cell phone rang. “Worthless, useless, a waste of time” he mumbled, about to toss the phone into the closet and ignore it. Instead, he answered it and found that sleep would have to wait.
“You have to be there, I saw it in a vision.” said the excited female voice from the phone.
“Slow down, I’ve been awake almost 24 hours and I’m not quite fully aware” he replied. “I have to be where, when, and why?”
__________________________________________
ROUND 1 CONTINUED:
The world moved in slow motion as the alcohol scented trench-coat and hat, Shield had traded his good parka and $50 to a homeless man for, gave way to black body suit with silver stripes. What had previously appeared to be a cowering passive drunk was replaced with a blur of motion. Shield reached over the bench seat and struck downward at the terrorist’s head. The impact of the high speed punch slammed the target’s chin against the rifle stock hard, setting it spinning freely in the air as another zealot crumbled to the floor. Catching the rifle effortlessly he smiled at Themis and glanced at the stunned individual standing next to Prometheus.
[ Used a held action. ]
The task was obvious and mop-up would be quick. “One to go in car two” she thought. Themis flew up to the remaining target and punched him hard. Still reeling from the opening blast Dr. Prometheus used to stun him, the thug was knocked off his feet and halfway through the wall of the train car, squarely through what had been a poster encouraging people to “STOP VIOLENT CRIME”.
Looking at the remaining target, Pagan nearly hesitated at the thought that “this one forced me out of his mind”. Instead she poured on the power. The mental blast hammered his synapses and he, like his partners in crime, was now out of the combat. She breathed a sigh of relief as the train halted and Themis called out “Car 2 clear!”

After the hostage takers were securely bound, the team began making last minute checks in preparation for leaving. Shield made a quick sweep for any hidden bombs or weapons, Alchemy went around using his transmutation powers to repair as much of the damage they had done as possible, Dr. Prometheus assured the police the train was secure over the train’s radio, and Themis double-checked the well being of the passengers.
Pagan paused and delved into the mind of another unconscious prisoner. What she found was disturbing and informative. These men had experienced what they thought to be a glimpse and a taste of heaven. A voice and a vision, clouded by the heady smoke of hashish and incense, in a room, surrounded by luxury. Soft cushions, bounteous food, and many young, beautiful women awaiting the whim of command to serve. Brainwashed, but not mind controlled, not in the sense Pagan expected. These zealots were heavily conditioned, using their beliefs to goad them into actions of violence and hatred.

With the police, federal agents, and media converging on the scene, the group made a hasty departure, leaving the spotlight for the real heroes … the average person, doing what it takes to survive.

Two hours later the group met back at their Pier 5 headquarters to debrief over lunch.

Pagan looked out the west terrace windows at the National Aquarium situated on the next two piers. She thought about the school children whose world took a dark turn 3 hours earlier who instead should have been enjoying the wonders of the aquarium, not dealing with fears of armed hate-mongers.

The murmur of conversation behind her was interrupted by the ringing of the phone. She heard snippets of the exchange between Dr. Prometheus and someone she guessed was from the local police department. Obviously it was about the earlier incident.
“Captain Crowley of the Charm City Police Department sends his thanks for our assistance. He said that the investigation and the prisoners are now in the hands of Federal agents.” Prometheus hung up the phone and returned to the table. “The good captain has no questions for us presently, but the Federal investigators might be contacting us later. And of course the media are waiting outside this building hoping to speak to us. I prefer we limit such contact whenever possible.”

“No argument from me.” Alchemy’s years of hiding to avoid notice by the Vigilare organization had made him cautious, paranoid at times. Vigilare were the people responsible for the death of his wife and perhaps even his children. It was during his escape from their labs that he gained his ability to transmute. The injection of nano-tech as a last-ditch effort to protect him and the other escaping scientists had been miraculous for him and some of the others, but even that didn’t save his wife from being gunned down in cold blood. He wanted to know what happened to his children, but his fear held him back. Perhaps building a relationship with these other metahumans would give him the resources and confidence to try to find his children. Meanwhile he preferred to remain as low profile as the situation would allow.

Themis and Shield nodded agreement from across the table as the phone rang again.
Doctor Prometheus answered the call in his usual calm manner using only his name. “Prometheus.”

“We need a team name.” The others at the table turned to face the terrace window where the youngest of them stood outlined by a hazy nimbus of sunlight and dust motes. Pagan could see their facial expressions, their smiles and subtle grins of agreement. “Let’s think on it and see what we can come up with.”

“Anything’s better than having everyone think we’re his lackeys.” Themis thought to herself as she stood up. Excusing herself she remarked “Half a day of work lost with the excuse of not feeling well. That excuse won’t hold up long so I need to get back.”

“One moment please everyone. It seems we’re needed again.” Prometheus put down the phone and looked at the assembled heroes. “The military has lost control of one of their toys and are afraid it might be headed for civilization. They’re afraid of using explosives to stop it and want us to help minimize collateral damage. They’ve dispatched a helicopter from a base in the western part of the state to pick up those of us unable to travel quickly. It should be here in minutes.”

It wasn’t difficult to figure out that even the fastest military chopper would require some time to cover the couple hundred miles of distance from the western reaches of the state to downtown Charm City.
Shield looked up from his coffee. “Nice of them to ask.” His sarcasm wasn’t missed by anyone.
-        - - - - - - - - - -
Further escapades included:
-        Stopping the Army’s 30’ tall renegade Killbot.

-        Stopping a chameleon art thief at the museum, learning that he was working with someone in an abandoned art studio, exploring the location and discovering an old co-worker of Alchemy creating almost exact duplicates of the originals (using nanobot abilities) to be returned to museums while the originals were being sold to a mysterious German buyer. The buyer turned out to be the super villain Refractor (aka the Living Diamond). Defeated him and returned the stolen originals.

-        Stopping a bank robbery being perpetrated by what appeared to be the John Dillinger gang. They were animate wax recreations armed with working Tommy Guns. After defeating the wax minions they investigated and eventually discovered Professor Paraffin (aka the Wax Master) and turned him over to the authorities.

-        Their first real challenge: Facing a previously unknown group of more powerful super villains that outnumbered the group. They not only defeated the villains, they humiliated them. The villains escaped to an alternate earth dimension, but left enough clues for the heroes to discover a connection (Pagan’s post cognitive ability) to the missing and presumed dead, Dr. Alburt Tesling. Breaking into the scientists sealed lab they discovered a dimensional rift and through it they discovered the villains and a living Dr. Alburt Tesling. Tesling was attempting to force a merging of all 24 Earths and through a Wizard of Oz style con job had tricked these otherworld supers into working for him. Revealing the fraud to their previous enemies, they then went after Tesling unopposed. They caught up to him just in time to prevent the merging of worlds and brought the scientist back to their Earth for psychiatric rehabilitation.

Another request from the army to test out a full company of miniaturized 1’ tall killbots. The heroes surprised the military with an incredible display of power quickly eradicating the contingent of machines with only one hero being incapacitated.

Wednesday, February 18, 2015

Federation Commander Campaign Rules Addendum

Back in August and September of 2011 I posted about a set of campaign rules for doing battles between empires without needing a static 2-d map, thus allowing everyone to compete with any empires they choose.

I had planned to expand upon those rules and over time made a few notes. Just yesterday I found part of the expansion. Here it is below: (you will need to read the previous rules to understand these)


At the start of the campaign players may determine that one border system is in a hazard zone. A d6 is rolled to determine the nature of the problem. This information is known to everyone so there is no risk of an invader being surprised.

If a player chooses to risk having a border system in a hazard zone the commerce value of that system is increased as follows:

nebula- this system is inhabited normally
passive +1
active +2

asteroid zones - this system is inhabited normally
2 panels +1
4 panels +2
6 panels +3

combined nebula with asteroids
from +2 to +5 based on how it is combined

pulsar - the only inhabitants are workers mining resources.
+ 4

black hole - the only inhabitants of this system are workers mining resources. at some random time in the future it may send out a call for emergency evacuation that requires a number of workers to be transported off system before it falls into the black hole.
+ 5


On a roll of 6 the player can choose the hazard.


For hazards with options, roll to see which level of hazard exists.

During exploration if a system is discovered there is a chance it may also have a hazard. Roll a d6 and on a 6 a hazard is indicated. Determine the type by the same method as above.

Thursday, September 1, 2011

Board Game - Federation Commander: war campaign rules

I had a friend dig up the draft rules we were developing for a campaign of Federation Commander and email them back to me. Here they are, in unfinished form. This was written in March of 2009.

EMPIRES AFLAME: A Federation Commander Campaign Game


This is a set of campaign rules for playing wars between multiple star-faring empires from the Federation Commander game. These rules handle the strategic and economic elements that tie the tactical combats together in a light story-based framework. The rules have been kept simplistic, yet allow for a depth of strategic options and a touch of role-playing flavor.

The game is played for a set number of strategic turns (a campaign) determined by the players at the beginning. A recommended minimum is 10 turns which should give enough time to experience many, though unlikely all, of the things that can happen in a campaign. At the conclusion, all victory points are counted and the empire with the highest victory point total wins the campaign.

The game is played using “fleet” scale schematics to speed the tactical encounters.

There is no strategic map used to display the position of star systems, everyone can reach everyone else’s border.

In a game with 3 or more players, each empire begins with 10 border systems, 5 core systems, 1 home system, and 1,500 commerce points with which to build their beginning ships. In a two player war the players begin with 5 border systems, 2 core systems, 1 home system, and 750 commerce points with which to build their beginning ships. In both cases, left over points are lost.

All star systems and ships must be named by the controlling player. Example: The Gorn Empire sends the Heavy Cruiser Thunder Lizard and the Destroyer Skink to the Oberon system on the Federation border and encounters the Heavy Cruiser Enterprise and the Light Cruiser Reliant. That sure sounds better than saying “I send two ships over there”, and we know if they encounter anything because we know where they went. (If you’re like me and have trouble coming up with names, Google a horse racing site and look through the tons of horse name listings. You’ll be surprised how handy that can be. Of course you could also use band names. Example: Klingon battle cruiser Black Sabbath.)

Buying Beginning Ships
Because of the need to cover large swaths of space and because no empire can afford to buy enough of their largest ships to be everywhere, the following purchasing limits are in place for beginning ships to better represent what actual force dispositions might be like.

No more than 10% of starting ships may be valued in the 100 and above commerce point range, no more than 30% of starting ships may be valued in the 70 to 99 commerce point range, and up to 70% of starting ships may be valued under 70 commerce points.

Some races may have few ship types to choose from and may be lacking ships that have a flag bridge. To compensate, any race may spend 2 additional commerce points at the time of building the vessel to make it a command ship.

At the start of the game there are no base stations, battle stations, or starbases. Empires may buy them the same way they buy ships. Bases are assigned to a system and never move from that location.

Placing Starting Ships
At start of game empires have a border fleet, core fleet, and a home fleet. The ships assigned to a fleet may defend systems or undertake other duties specific to the fleet assignment they are given.

Ships above 99 commerce point value may not be assigned to Exploration, Patrol, or Raids.

Border Fleet: defend border systems, invade enemy border systems, conduct commerce raids against enemies, or conduct deep strikes against enemy core systems.

Up to 6 ships may be assigned to commerce raids against other empires. Each ship raids alone. Ships assigned to raids may not be used for reserve forces. Raiding ships may form a fleet to conduct a Deep Strike.

Core Fleet: defend core systems, or patrol to try to intercept raiders.

Up to 6 ships may be assigned to Patrol against commerce raids. Each Patrol ship patrols alone. Patrol ships may be called upon as reserve forces against attacks on Core systems, but this removes them from their patrol duty that turn.

Home Fleet: defend home system, or explore.

Up to 6 ships may be assigned to Exploration. Ships on exploration duty may not be called upon as reserve forces.

To Explore, roll 1die, result of 1 indicates finding a system; result of 6 indicates an Event.

Events include things such as encountering hostile alien ships to monsters like the Planet Killer. Hostile alien ships won’t follow you home, but a monster will turn up next turn in a random border system of the empire that discovers it unless they stop it. Then its moves are again randomized if not stopped and it can go to another border system of the same empire, or another empire’s border system, and on until stopped. Exploring has rewards, and likewise has risks.

Newly discovered systems become new border systems and are worth 10 commerce points each per turn.
Building Ships and Bases
All new ships built begin play either at the Home system or at a Starbase should one exist in another system. New bases may be built in any system controlled by an empire.

Repairing Damaged Ships and Bases
Bases are assumed to be repairable at the location they occupy using in-system resources.

Ships are also able to repair on the move with the following exception: Frame damage. A ship damaged so badly that it took frame damage must report to either a starbase or Home system and remain there for one strategic turn before it can be used in battle again. If it is out on the border and has to transfer back to Home system for repair it will effectively be out of combat for at least the next 3 turns. (1 to get to core, 1 more to get to Home, and a 3rd for repair)

Damaged ships count against Command Capability and cannot be counted as raiding, on patrol, or exploring.

A ship with frame damage that lacks power to move must be towed. Empires may chose to scuttle a badly damaged ship if they feel it is too burdensome to repair it. Scuttling a ship destroys it.

Transferring ships between fleets
Ships may transfer from a fleet to the next fleet in order in a given strategic turn. Example: a heavy cruiser in Core fleet may transfer to Home or Border fleets in 1 turn. A ship in Home or Border has to transfer to Core first, and then on the following turn may proceed to the other fleet.

Encounters
Encounters of any type (ship combats, some monster combats, etc) are played on “location” maps. To create a location map place an upside-down counter or other marker in a central hex at the start of the game. The map may “float” within 50 hexes of the marker. Floating the map may not be used to try and force someone else out of the battle, if your movement would cause the map to float past another vessel’s position, the map stops at their position and your vessel risks disengaging. Alternate map set-ups will sometimes occur with monster encounters.

Disengaging from battle is as simple as escaping the side of the map. Ships that leave the map may not return to that encounter and are considered to have left the contested area until completion of combat.

Raids
Each convoy consists of a large freighter and a small freighter. Roll 1d6 to determine which patrol ship (if any) is protecting the convoy. If no patrol ship is protecting the convoy, the defending empire loses 20 commerce points from those collected. Example: Robert’s Empire decides to raid William’s Empire. Robert assigned 1 ship and rolls 1 die. William has 3 ships assigned to patrol. William assigns a CL as #1, a DD as #2 and a FF as #3, leaving 4, 5 and 6 as no coverage. Robert’s assigned raider is a DD. He rolls and gets a 1 as the result meaning he’ll be up against the toughest of the 3 patrol ships. The battle is conducted and he decides to hit and run, trying to do as much internal cargo damage as he can as quickly as he can against the small freighter in the convoy. He then makes a run for it. After the battle the internal cargo damage is counted and William’s empire loses that many commerce points from those collected. Capturing a freighter results in being awarded double the value of its remaining internal cargo spaces as victory points. The defending empire suffers a reduction of collected commerce points by that amount. These battles also result in the award of victory points like any normal battle, but non-intercepted raids do not award victory points.


Pirates
Empires bid each turn to hire Pirates to raid other empires. Pirate raids take place after raids by the ships of empires. Pirates automatically find a convoy and the confrontation is played out regardless of the availability of a patrol vessel. Half of the commerce value lost by the defending empire is given to the empire that hired the Pirates. An empire may never earn or lose more commerce points than are being collected that turn.

Assigning fleet resources
Example: Sheila’s empire has 12 ships in her border fleet. She has 10 border systems. She could try a couple of different approaches to guarding her border. She could spread her ships out as evenly as possible or leave some systems undefended while others are heavily defended. She decides to place 3 ships each on systems 2, 4, and 7, and one ship each on systems 1, 6, and 8, leaving systems 3, 5, 9, and 10 undefended.  She is hoping nobody attacks an undefended system until she can build more ships, and in the meantime she’ll hope the Reserve Forces Rule will help her sufficiently cover the weaker defended systems.

Reserve Forces
 A system with less than the Maximum Force of ships present is invaded. If they have enough Command Capability available IN that system, they may summon additional ships from other non-engaged systems. Those additional forces will arrive in a random amount of turns determined by rolling 1 die. Example: Sheila had placed only 1 ship, a CL, in system 1 and Marcus invades that border system with 2 FF. Sheila calls for reserves. In system 2 Sheila has 3 ships which luckily nobody invaded so she sends 2 of those ships. She rolls a 3 on the die indicating that the CL has to hold on for 3 turns before the reserves arrive to help.

Maximum Force
The maximum number of ships able to take part in a battle is 3. The Maximum Force to 5 ships if a ship with a flag bridge is present.

Deep Strike
Empires may consolidate raiders into a fleet inside enemy territory and use them to invade an enemy core system. This may only be done once per turn per enemy, so it is not possible for one empire to conduct multiple deep strikes into one enemy. They may conduct deep strikes against more than one foe, however having only a maximum of 6 raider ships available limits how many enemies you can do this to in a given turn unless you are spreading the ships very thin.

Home Strike
Home systems cannot be attacked until all core systems have been converted to border systems. It may then be attacked in the manner of a deep strike.

Conquering systems
Winning a conflict either by destruction of defenders or retreat of the defenders gives the invader control of the border system and it now becomes a border system of theirs. Winning a conflict during a deep strike has a completely different effect. Prior to the deep strike, there was no way to maintain support and supply lines to this enemy stronghold. Afterward it becomes vulnerable to main enemy units. The core system that was struck is not yet conquered, it remains under the control of the defending empire, but it is now reduced to being a border system. It is reduced in commerce value per turn and can be attacked and conquered during future attacks. Defeating a Home system using a deep strike converts it to a core system in commerce value. It may then be struck again to reduce it to the value of a border system, at which point it is vulnerable to conquest. The only way to completely eliminate an enemy is for all of their systems to be conquered.

Rebuilding Home and Core systems In the event an empire’s home system is conquered, but they still maintain control of at least one border system (either an original border system, a former core system, or a system discovered through exploration) that empire may spend all of their commerce available that turn to convert a border system to a core system. They may then spend all commerce from the following turn or any subsequent turn, to convert that core system into a new Home system. Once a new Home system exist, the empire may begin converting other border systems into core systems (to a maximum of 5 core systems) at the cost of all of a given turn’s available commerce points.



The Referee. All movements, use/collection of commerce, bids for Pirates, etc, are sent to the ref. The ref then alerts empires about what they need to do (meet to resolve conflicts, etc) and the empires then schedule the time/place to play out the events, reporting (copying in each other) the report. This allows for fog of war, and the chance of multiple empires possibly encountering at a system at the same time … that sounds like a fun situation to play out.

Fog of war, limited news reports. Some news always gets out during conflicts, but just what the truth is can only be known by those that were really there, and the referee. The referee will let everyone know of changes that can’t go without notice, and will leak hints of other information. A complete accurate record will be kept for release after the campaign ends so that everyone may enjoy the truth of the bloody details.

Cloaked ships in strategic play. Normally when enemy forces meet, the players reveal their ships to each other at the same time. When an empire using cloaking devices meets an enemy force without cloaking, they may optionally require the non-cloaked enemy forces to be revealed and deployed before placing their cloaked forces, or they may reveal their forces non-cloaked at the same time. Example: The Romulans invade a Federation system. The Federation deploys the defending forces on the board and reveals what ship types and names are defending. The Romulan can choose to deploy a force of already cloaked vessels or disengage before contact which does not constitute a battle and no wins, losses, or victory points are recorded. Alternately if the Romulans are defending they do not reveal defending forces until after the invading force is placed and revealed. If the Romulans choose to disengage from a defensive position it does count as a battle and victory points are awarded.

  When strategic moves would result in contact between forces, the referee notifies all involved players of the system in which the contact takes place. The players then respond (using copy all so the ref can keep records) and discuss a date/time to play out the encounter. The players reveal to each other what forces will be involved and decide if they wish to play out the scenario. This also applies to Romulans using cloaking since it simulates the other force detecting the anomalous sensor readings that sometimes indicate the presence of cloaked ships, but does not require the Romulans to reveal the forces, although he does learn what forces the other player has present. (The ref will know because the movement of ships is logged through the ref.)
Cloaked ships in raids. Cloaked raiders are tougher to intercept than normal ships. To reflect this, when the raid roll is made, add 1 to the die roll. Example: (see raid example) Had the raiding force rolled a 6 even with 6 defending patrol ships, they would avoid detection and complete a non-intercepted raid.

Communication and negotiation between empires. Players are encouraged to “roleplay” their empires. They may issue statements meant for all to hear, and they may also negotiate trade agreements or other types of communications. In all cases the referee is to be copied in for record keeping purposes and play enhancement opportunities.

The Referee will play out encounters generated through exploration. Which means things like hostile alien ships and planet killers, Orion Raiders, etc.

If a player knows he or she will be unable to meet to resolve encounters, he must notify the ref and other involved players as early as possible. It is also recommended to try to recruit someone (acceptable to the group) to play the encounters for you that you won’t be able to attend. The referee will try to resolve situations as fairly as possible if a player cannot manage to cover the encounters in a turn. Example: Wayne finds out he’ll be working lots of overtime and won’t be able to play out some of his encounters this month. He recruits someone to play some of them for him (and that person is introduced through the email thread to the ref and other involved players in plenty of time for scheduling). However there is one encounter he won’t be able to work out. The ref then decides that for some unforeseen reason Wayne’s forces avoid the conflict. If it was an offensive move, he calls it off. It might have been a feint, or something else, but it doesn’t take place and the ref either returns the ships to their starting location or if Maximum Force rules would prevent that, the ships go where they have room to go. If it is a defensive situation, Wayne retreats from it because intelligence reports indicated a superior force coming and he wouldn’t have the strength to resist, or he was lured away by trickery. In all cases the other player is awarded the win, but no victory points change hands.

Ships and Other Things Not Currently Allowed in Campaign
The reason many things are not being used in the campaign is that most of those people expected to play currently own none of the game sets and aren’t expected to suddenly go out and drop a lot of money on getting everything.

Because of the fact that the two people that do currently own some of the game sets cannot reasonably be expected to be available every time someone else is trying to play out an encounter, some things had to be eliminated from consideration.

The following sets are excluded (with some possible unit exceptions) Battleships, Orion Attack, War and Peace, and Borders of Madness. Some individual units are excluded as well. From the Hydran Attack set, the Hydran and Lyran battleships are not permitted.

Turn Sequence
            Players must keep the Referee notified of all information or risk not having things happen as intended.

Allocate Commerce Points
            One turn 1 no player will have points available for this phase which means nobody will have funds to bid for pirates or to buy ships or bases during the first turn. However, on following turns players will have commerce points collected from their systems, conquered systems, discovered systems, and any successful pirate raids for which they won the bid. Those points are totaled and then subtracted from those are any points lost to raids, systems lost to conquest, and monster attacks.
            Example: At the end of turn 1, Dave has all of his original systems left and has discovered one new system during exploration. So he multiplies his border systems (now 6) times 10 = 60 points, multiplies his core systems (2) times 20 = 40 points, and his Home system (1) times 50 = 50 points, and adds those together (60 + 40 + 50) = 150 points. However he lost 20 points due to a successful raid by the enemy leaving him a total of 130 points to allocate on turn 2.
            Dave decides he wants to bid for pirates this turn and puts aside 15 points for the bid. If he loses the bid he keeps those 15 points. If he wins the bid those 15 points are spent, but the potential exists to earn that back and more if the pirates are successful.
            Dave also wants to buy 2 more destroyers at 50 points each (=100) and that will leave him with at least 15 points at the end of the turn that will carry over to the turn 3 allocation phase.
           
Bid For Pirates
            In turn 2 the players bid to hire the pirates for a raid on an enemy. Dave had put aside 15 points for this bid and luckily he wins the bid and now the pirates will conduct a raid against his chosen enemy.

Assign Ships & Moves
            Players determine where ships are assigned and what their duties are each turn, and report that information to the referee.
            Example: Dave writes out his orders beginning with his border fleet. He determines which ships will defend which border systems, which ships will invade enemy border systems, and which ships will raid enemy commerce. Dave then writes out his orders for his core fleet. He decides which ships are defending which systems, and which ships will be on patrol to defend commerce. Dave then determines to have all of his home fleet on exploration duty looking for new systems to add to his empire. He also would report if any ships are moving between fleets and what systems they arrive at. Notify the ref when a ship is moving between fleets. This is important because different tasks can only be done by ships in certain fleets. Only Home fleet ships can explore. Only core fleet ships can patrol, and only border fleet ships can raid or deep strike.

Resolution Of Moves
            The referee takes all player moves and assignments info and determines if and where encounters occur. For encounters that require player involvement he contacts the players and presents information and they decide how to proceed. The order for those resolutions is as follows:
            Invasions of border, core, and home systems.
            Raids and Patrol response.
            Exploration events.

Launch New Ships & Bases
            Newly built ships that were purchased in the allocation phase are now launched either in Home system or a system with a Starbase. These ships then get assigned to their next location during the Assign Ships & Moves phase of the following turn. Starbases are placed in their intended system at that same phase.

Collect Commerce
            Players collect the commerce points for the systems they now control and add to that any points earned from a pirate raid. They then subtract any losses from raids and add the total to any points left over previously.

Diplomacy
            Players may conduct trade deals or work out other deals with one another. For example: Dave might have received a request from another player about trading or selling a ship or ships. Perhaps the other player wants to buy a pair of destroyers. Dave could either ask for commerce points or a ship from the other player or a combination. Or perhaps the other player has been exploring heavily and finding many systems, Dave might offer that player something for one of those discovered systems, like a captured enemy ship and a sum of commerce points. Maybe the other player has a troublesome enemy he needs help against. Dave might offer direct intervention or bring diplomatic pressure, or he might offer a loan of commerce points, or sell some ships, etc. Diplomacy opens the doors for all sorts of strategic maneuvering.