Saturday, May 2, 2020

Running an RPG via Zoom


Not really toy soldiers, but I'm sure some of my regular readers will find this vaguely interesting. My normal RPG group have been meeting via Zoom for Pathfinder sessions and it gave me the idea of running a one shot RPG via Zoom that took advantage of the fact that we were meeting remotely.



We ran it over two nights and it seemed to work quite well. The players could direct message me some of their actions without the rest of the players knowing what they were up to. I drew a couple of maps of the spaceship plan for the players to see and one of the group who is better than I with CAD converted it to a handy on screen display where we could move icons on the screen to show where the players were in the ship.  My group seemed to enjoy it, the only issue was I didnt make it clear enough to them that I was expecting them to be picking on each other rather cooperating. My group are a nice bunch and maybe a little too nice too each other so to begin with they were all very civil to each other. Although once nudged enough they were bashing each other over the head in true self survival fashion. Alliances were made and broken.


Here are my notes I made before starting. Maybe someone else might find them useful or inspirational. If any of these notes make no sense, feel free to get in touch via the message function at the bottom of the webpage or comment.
 




 

Rules.
Each character has the following stats:
Life points.
You start with ten. If this reaches zero you are dead.
Sanity points.
You start with ten. If this reaches zero you may as well be dead, you are just a dribbling wreck. Taking a sanity check, roll a D6, get a 1 or 2, lose a sanity point.
After all players have had a couple of turns to get complacent, GM rolls a D6 after everyone’s turn, on a six, a random event occurs.
Players can only ever carry three items at a time. (these suits have no pockets.)
Player turns.
Players can move from one section of the map to an adjacent one. And then take one “public” action, this is an action they declare over group chat. They can also take one “private” action, this is an action they declare by private messaging the GM. If they make a private action, the GM rolls for the result.
(Nb the players are allowed to work out their transponder is detachable and therefore publicly they could declare they are staying in a room but in fact they move.)
Taking an action.
Roll a D6:
1, fail take a sanity check, 2-3 fail, 4-5 succeed, 6 extremely succeed.
If at disadvantage, roll two dice, pick lowest. If advantaged, roll two dice, pick highest.

When the game time ends, the player with the highest life and sanity combined left is the winner. If the stowaway is not discovered, they gain a bonus ten points.

1.       You wake up in a white pod. The see through roof of the pod vooshes open and air rushes in.
You realise you have a tube down your throat and begin to gag as automated systems begin to retract the breathing pipe. A voice begins to play through hidden internal speakers.
“Please stay calm, you are waking from hypersleep and may be slightly disorientated. This is perfectly normal. Again, please stay calm and allow the automated systems to perform their tasks.”

The pipe retracts, hyperdermic needles on the end of arms appear inside the pod and inject your thighs and upper arms.

When they all climb out:

A vid screen comes to life and a woman in flight attendant uniform appears.
“Good Morning on the Interstellar Covid-19, ship time zero 700 hours, the first of Glarberry 2399. You have been awakened from hypersleep because we have a minor incident on the way to your destination. You have been travelling now in hypersleep for 14 months and so it is not unusual to experience some short term memory loss. You should begin to start having some memory return in the next few moments. When you do, could the Captain please place their hand on the scanner below the screen to begin the briefing.”


Briefing.
All they know is:
They are on this ship and just woken up.
Two of the party are Grurgan (there has only just been peace declared with the planet Grurg)
None of the party are the Captain if they try the scanner
They are in the hypersleep chamber room and there is a map on the wall that matches a map on a screen on their wrists. Each screen shows a number of different coloured dots equal to the number of people which indicate which room they are currently in. If they examine their uniforms, they will discover a transponder clipped to their chest which has an led light the same colour as on the map to show which colour they are. If they wish to manipulate them, yes they can remove them, or smash them to turn them off and it will affect the map indicating their presence. But why would they want to do that? There is also one additional blip on the map that matches none of their colours. That blip is in the Engine Room.


Characters.

1.       Captain Zenova (Deceased)
Human 40 years old. Been with Space fleet since 14 as a cadet. Expert at close combat, giving orders and singing Gilbert and Sullivan.
2.       First Officer Blart
Grurgan (Green 8ft tall strong lizard like humanoid). Adopted by human parents. First Grurgan member of Space Fleet since the truce two years ago. Expert at close combat, space walks and the nose flute.
3.       Navigation Officer Morris
Human. This is Morris’s last mission before retirement. Navigation expert. Ship squash champion. Has a bionic leg.
4.       Engineer Smgrthh
Grurgan (Green 8ft tall strong lizard like humanoid).  Known as Smith to the rest of the crew.  Really good with mechanical things. Only recently joined Space Fleet as part of the new peace accord.
5.       Technician First Class Nancy
Human. Part of the Engineer crew. Handy with a spanner as well as a lasergun.
6.       Technician Second Class Strange
Human. Part of the Engineer crew. Also ship cook. Not an excellent cook but knows how to operate the food replicator. Plays the Guitar.
7.       Doctor Zeus
Human. Medical Officer. Expert medic (obviously) hand with a lazer scalpel also means handy at picking locks. Has a nut allergy
8.       Technician Second Class Bartlett
Human. The most remarkable thing about Technician Second Class Bartlett is there is nothing remarkable about Bartlett whatsoever. The most non descript member of Star fleet. Bartlett’s only distinguishable skill seems to be a natural ability to lull anyone into complete and utter boredom within five minutes of their company. Has a nut allergy.

X.                  Castaway Pudsey.
You are not actually a member of the crew. You snuck on to the ship after all the crew were already in hypersleep. You are actually a castaway called Pudsey on the run from the law. When you snuck in to the hypersleep chamber room, there was a spare empty pod. You know enough about the technology that you injected chemicals into the mix so that the crew would be have temporary amnesia for a significantly longer time than normal but not permanently. You hoped just long enough that the ship would reach it’s destination, you could slip away before anyone’s memory returns and escape scot free. Now your plans are scuppered by the crew being woken up early and you don’t know why.
(expert with chemicals and sneaking)


Rooms on ship.

1.       Hypersleep Chamber
The starting room. There is a computer that requires the captains handprint to unlock. This will work even with the dead captains hand however it may be procured. If unlocked, it produces the crew manifest and the nature of the emergency:
Emergency: A minor fracture in the fuel tanks has meant a slow pressure leak of juxtion IV means we aren’t going to make our destination unless we jettison some extra weight. The cargo is far too valuable to the company, so the Captain is advised to jettison a crew member.
2.       Engine Room (orange lock)
This room is pitch black, no light. There is a crowbar, a red Keypass and a dead body here. If the crew investigate they will discover it is the Captain. There is a locked locker with two random basic items and one weapon in it. There is also a giant 3D printer that will create artificial Simuloid bodies.


3.       Sleeping quarters A

Some bunk beds and three lockers. Not locked. Each with one random basic item. Also a guitar, orange moonboots, orange keypass and a nearly finished jigsaw of the spaceship. Stuck to the wall a photo of two random crew members in fishing gear.

3    Sleeping quarters B
More bunk beds and three lockers. Not locked. Each with one random item. Also, an exercise bike, hair dryer, swimming certificate and a VR headset. If use the VR headset, lose a sanity point. 

4.       Mess
Usual cooking paraphernalia. There is at least one useable knife here and a noseflute. There is a note with the names of the crew written down:
Zenova, Blart, Morris, Smith, Nancy, Strange, Zeus. (Smith and Blart have got Stars next to them.) In the fridge is a Tupperware tubb with a traditional Grurgan salad with a post it note “hands off, Smith.”
There is also a food dispenser with a button to randomly dispense food items.

5.       Armoury
There is also a weapon dispensing machine. Push the button and it will keep on dispensing a weapon. It is up to the GM how many weapons it dispenses. There is also a packet of Bourbon biscuits (+2 health) and a flashlight. 

6.       Captains Cabin (Red lock)
Hidden under the bed is a locked cabinet with a random weapon.  In the unlocked cupboard is two random items. On the desk is the crew list with descriptions.

7.       Squash Court
There is a blackboard with two names and scores. Morris and Smith. Morris is winning.
8.       Hydroponics bay
Lots and lots of plants. If hunt, find two random items. Roll a D6, on a 1 or 2 get attacked by a plant, lose a life point and a sanity point. A vine shoots out from deep inside an alien looking plant and wraps around the players arm. They need to find a way to persuade it to detach, flame or heavy object.

9.       Cargo Bay
Can find three random items if crowbar open the crates. (or use some other alternative tool). In a dark corner there is a pair of yellow eyes peeking out of the darkness. If the player investigates a small brown furry ball of teeth and claws jumps out at them. It is the ships cat. Sanity check.

1       Medical Bay
Lazer scalpel, microscope, examination bed, xray machine, one random item. If look at the swimming certificate with the microscope, they will discover a secret message:
“Agent K, your alter ego will be Technician First Class Nancy. Your mission is to sabotage this ship and ensure it doesn’t reach it’s destination. You will be brought out of hypersleep early before the rest of the crew and your handler ship will dock with the SS Glacierego and collect you after you have achieved your mission. They will not know your face, so make sure you are wearing orange moonboots to be identified or you will be disintegrated along with the rest of the crew.”

1    Bridge (Green lock)
From the view screen you can see you are in deep space. Nowhere near any planets. The communication panel has been smashed. The ships computer is showing the autopilot is active and locked out. On the computer screen is the following message:

“As you are aware and agreed to when you signed up with the company, the company pre-programmed your ships autopilot with an agreed destination. Any attempts to interfere with this course may result in breach of contract as agreed with the company and forfeiture of all funds arranged via contract.
Have a nice day.”

.       Workshop
Flashlight, crowbar, lascutter, green keypass. When a player first walks in to the room if it hasn’t been disabled by another player, a work laser fires up as they enter. They need to successfully dodge this on a 4+, or 5+ if Grurgan. If they fail to dodge it roll another dice:
1 – lose an arm. -2 sanity and can only carry one thing from now on.
2- lose a hand. -2 sanity and can only carry two things from now on.
3-6  – lose a couple of fingers -1 sanity.



Keypasses.
These lock and unlock certain doors.
Red – Captains Cabin and armoury
Orange – Engine Room
Green – Bridge

GM Notes.
The GM can decide how easy or hard to make the session for the players. Start with all the doors locked, or some locked. If the players aren’t really doing much, feel free to just insert random events anyway. This scenario is not designed to be fair to the players, please make this clear at the start to them, especially if they are used to playing an RPG where the GM always makes sure they get away with things all the time. This is more of a one shot and characters are expected to die. If they do die too soon in the session, feel free to bring them back as a Simuloid. Simuloids however are not exactly stable and so only have 5 life and 5 sanity points. They also have a limited life span of around 5 years, so the character really hasn’t “won” the game if they end as a Simuloid.

Tell the players things about their characters that are visible (ie what race they are or if they have a bionic limb) Don’t tell them anything else, let them find it out as they go on. Give them advantages on tasks that their characters have when they try those tasks.

Feel free to randomly turn off oxygen and/or lights or lock doors to "encourage" players to interact more if they are just staying hidden.

If the players ask the computer outright who they are:
“Personnel files are currently locked for the Captains eyes only whilst in Amber alert status.”

If a player keeps re-using a dispensing machine to “stock-pile” items:
“You have run out of company credits. More credits will be issued at your next salary credit hour.”
Depending on what you want to share with each player what the others are up to, you can advise they can see on cctv screens dotted about the ship what the others are up to.

You can end the session with the following:
Twenty marines in grey with gold trim carapace armour march through the airlock into the ship. Behind them a tall dark strange man in full length dark robes follows. A brass vid recorder floating by his head.
“This ship is now under quarantine by the Marshall Law of the Space Inquisition. All crew are to be sterilized and have their memories wiped before being returned to natural population.  Please exit the ship in single file by the airlock and await further instructions.”
 

Random Events
D10
Event
1
All the ship lights go out for one turn. Anyone without a personal light source sanity check
2
One random room lights go out for one turn. Anyone without a personal light source in that room sanity check
3
All the ship lights go out for a two turns. Anyone without a personal light source sanity check
4
One random room lights go out for two turns. Anyone without a personal light source in that room sanity check
5
The ship briefly purges all the oxygen. Anyone not with a gas mask or space suit lose two life points.
6
The ship decides to start the self destruct sequence, self destruct will happen in 5 minutes (5 turns.) Everyone take a sanity check. If anyone can get the Captains hand on a computer in the bridge or hypersleep chamber, it will stop.
7
The ship randomly locks one room. If player locked in that room, sanity check.
8
The ship locks all the doors. Crew will need to “persuade” doors to open.
9
The ship unlocks all doors.
10
The ship briefly purges oxygen from one room. Crew in that room lose one life.


Random Food
D10
Item
Health Restored
1
Chilli hot sauce
-1
2
Pot Noodle
-1
3
Bonjella gum ointment
0
4
Beer Milkshake
0
5
Flying Saucers
1
6
Packet of dry roasted peanuts (beware of nut allergy)
1
7
Packet marked “Soylent Green”
1
8
Ameglian Major Cow Steak
2
9
Triple Fried egg, chilli chutney sandwich
3
10
Pan Galactic Gargle Blaster
3 (but lose 1 Sanity)



Random items
D20
Item
Damage
Notes
1
Axe
2

2
Camera
0

3
Chap stick
0
+1 sanity, 1 use
4
Crow bar
1

5
First aid kit

+5 health points, 1 use
6
Flash light
1

7
Gas mask


8
Goggles (infra red)


9
Hammer
2

10
Lantern, electric


11
Lighter, hand


12
Deodorant


13
Space suit

Protects wearer when there is no oxygen
14
Shovel
2

15
Lascutter
3

16
Flask of promethium
3

17
Combi tool
1

18
Squash racket
0

19
Lazer scalpel
1

20
Combi tool
1

Random weapons
D20
Weapon
Damage
Notes
1
Knife
1

2
Iron bar
1

3
Garrot wire
1

4
Lazer sword
4

5
Fire axe
2

6
Lazpistol
2

7
Needle pistol
2

8
Flamethrower
4

9
Holowhip
1

10
Sonic rifle
1

11
Sonic grenade
1

12
Vomit grenade
0
Can’t do anything but vomit for one turn
13
Hallucinogen grenades
0
Disorientate for three turns
14
Chloroform
0
Knock out for two turns
15
Stun gun
0
Knock out for one turn
16
Lazrifle
2

17
Corkscrew
1

18
Hyperdermic needle
0
Knock out for two three turns
19
Chainsaw
5

20
Missile launcher
20

Saturday, April 18, 2020

The show that never happened

As you probably know as I write this I should be delving into my post Salute shopping spoils as I'm sure you all expected to be too. At least we can know that the Excel centre is being used for a useful role in this current crisis as it has been converted so quickly into a temporary hospital. We sometimes forget how resourceful our armed forces can be and once again we are in their debt.

So hobbywise it's been a bit quiet at Chez Lead. My normal painting area is now my work desk during the week, so paints only come out at the weekend. I have got some painting done though, including some quality time with the youngest painting his own toy soldiers at the same time. Firstly something I finished a while ago.
I've painted up my cheap GW magazine models and put them on square bases. I've gone for a muted colour scheme to give a ghostly appearance.

Next something that has been on my painting table for some time now. I'm like a stuck record sometimes going on about my Napoleonic project. Well, I've finished something for it.

Prussian Cavalry from Front Rank
Field Marshall Blucher from Front Rank
Comandante Moreno - from Bad Squiddo
I don't normally photograph unfinished, but I'm proud of this civilian from Front Rank. Anyone got a sudden desire to eat some fudge chocolate?
I'm tempted now to get some Spanish Infantry, although I really should paint the giant pile of Prussian infantry I have before buying any more Napoleonics.

I've also finished another Bad Squiddo model. I bought Athena to use for Ospreys Of Gods and Mortals with some Spartans I already have.
Athena - From Bad Squiddo

It is difficult to know what to do in this troubled time. The obvious things, stay indoors, only shop for essentials are easy to do. But what about keeping the economy going? Should we be mail ordering? If we don't keep buying from the little companies, will there be anyone traders left for us to come and see at Salute 2021?  Games Workshop have shut down shop for the time being, (bad timing as they have suddenly become Hollywood cool, see here.) but a lot of the other companies are still trading. I obviously want to continue to support the trade, I'd believe a day at Salute for some companies pretty much keeps them going the rest of the year. I also don't want to expose my postie to unneccessary risk, however. Like most of yourselves I'm sure, I have a lead pile to get through already so I am going to concentrate on clearing down my to do pile, but also I have made some purchases to keep me out of mischief.

Heroquest, in, space....
I bought myself a copy of Star Saga, a bargain from Mantic Games, half price at £25. I'd thought about buying this last year when it was full price. Firstly, although my wife is fully supportive of my hobby, she probably won't want to play this with me, so the one player option seemed like a good idea for isolation time. The box is crammed with miniatures including this lovely chap that I will definitely find use for in other systems.
 
So spiky just holding the model hurts.
The box also comes with a whole load of scatter terrain pieces that I have already made a start on painting. They will come in handy for use playing Rogue Stars or Reality's Edge as well. Not too shabby a purchase really.

Just a couple of the loads of pieces of terrain you get in the box
I have treated myself to a new lamp which has yet to arrive. My daylight bulb finally gave up the ghost and to be honest it was a good excuse to go LED as I have been sweating under the heat of the old style bulb for a few years now. If I'm going to spend my summer stuck in doors painting I'd rather not boil when doing it.

For those worrying about the Illustrious Opponent, he is doing okay. I'm sure he won't mind me mentioning he got a care package the other day from his family that consisted of an Easter egg and about ten airfix kits to keep him from being bored. (Should take him less than a week.) We see each other on Zoom once a week for our group D&D session and I keep him up to date on my Napoleonics, he keeps me up to date on his WW2 painting. 

So, stay safe all. Look out for each other (from a distance). I love that to me this hobby has become more than just the painting and the games. Online I have found a group of likeminded individuals that chat about more than just the hobby. I think in this unusual time using our hobby to keep in touch with the outside world is good for mental health. If you're stuck indoors and want to talk toy soldiers then get in touch, sometimes I think this hobby is more than just playing with lead.


Saturday, March 21, 2020

Self Isolation


Well Spring has begun, the lambs are frolicking, the sun is out and heating has been turned down slightly. I wasn't going to post anything about our current predicament with Covid-19 as many comments have been made, but it felt weird not commenting.
As wargamers and readers of military history we are all fully aware of the limits of human sacrifice that our forefathers went through. As many have commented, all we are being asked to do is stay at home and wash our hands. We've all got lead mountains to get through and in the age of internet plenty to keep us entertained. (I wonder if Disney Plus will be able to cope with demand on launch day, Tuesday.) Yet we also know it's not gonna be that easy. I for one find my mental health is helped by looking forward to that next exciting thing in my life, whether it be seeing family, going to a wargame show, getting together with the Illustrious Opponent for some WW2. Not knowing when these things are going to happen next is hard. 

My health (although not horrific) does put me in the at risk category, so I'm working from home. My job supports key workers, so that helps me feel like I am contributing. It can be hard though when broadband demand and cheaper home kit means everything takes that little bit longer. Plus it's hard to step away from the computer at five o'clock when you know you could help one more person so their job. 
At least I'm lucky enough to have a job to keep working at. My thoughts are with all those self employed and small companies, especially wargame/boardgame companies obviously. I hope they all ride the storm and their absence won't be felt next year when shows start up again. 

Yes, we play with toy soldiers and that may seem trivial in this current crisis but playing with toy soldiers has introduced me to a community that I know will help ride this storm with the same kindness and community that I always see online and at shows over the years. If we stick together (but not too close) and look out for each other. I'm sure we'll get through this.
If you want to do something practical, donate to your local soup kitchen (they may have an Amazon wish list or a drop off point If you can get anything at your local Co-op while you are out.)  

Or donate to one here.

Thursday, March 12, 2020

Labyrinth the Adventure game - A review


I've been looking forward to this book arriving for months now. Full disclosure, I am a big fan of the movie, I listen to the soundtrack a lot and a Labyrinth RPG book would have to be pretty badly written to disappoint me.

 

As I opened the non descript cardboard package from River Horse that arrived this week I was a little disappointed. Not by the book that I had ordered, but by the lack of pomp and ceremony of it's arrival. I don't know why, I guess maybe just because I have been looking forward to the arrival of this book for so long that when it did arrive I felt like maybe a little less care had been taken than maybe it could have been. Don't get me wrong, the book is lovely, I'll get to that in a moment. Maybe it was just the anticipation had built up so much, that a plain brown cardboard package just didn't do it justice. Why was it not delivered by a white Barn Owl in the midst of a dark and stormy evening?

The book came bubble wrapped and in a plain brown cardboard sleeve, so no damage, but there was nothing else in there. Maybe I've just been spoilt by other mail order companies in the past where little extra details are added to the order. When I pre-ordered direct from River Horse I was pleasantly surprised to discover that they told me they would be sending me a free Tails of Equestria Starter set with the order. A nice little bonus I wasn't expecting. I haven't received it. I have messaged them and hopefully they will get back to me. Maybe they wanted to rush out the Labyrinth book and they didn't have enough of the other item ready. If so, fair enough, it was just a freebie extra and I'd rather get my book sooner.  *update, River Horse have rectified the issue and it has now arrived.

On to the book itself then, well I am not disappointed. It is a carefully curated work of art. There are a few things that made me wrinkle my brow a little, but on the whole I am happy with my purchase. Firstly, as suggested, I took off the thick card dust jacket to see the book inside. It is cardboard rather than paper, so I guess you could use it as a GM screen, but there aren't any tables printed on the inside. The book inside though has a lovely tactile velvet touch cover in the style of the book from the movie.
 

 There is a bookmark included with handy notes for the Goblin King, (The Games Master.) the kind of things you would print on the inside of a GM screen? The book has three page marker ribbons, a nice useful touch. The rules specifically require you to use one of the them for saving the players progress, so having three of them will most definitely come in handy.
 

Inside the book each page has a cut away section making a pocket to hold a pair of dice. The dice themselves have the numbers debossed and the number ones are replaced with owls. At first they felt a little light, but the curious geek in me got the scales out and compared them to a chessex dice of the same size and there is less than a gram difference in it. (less than my scales could measure anyway.)
 

On to the book itself. It is a complete RPG system in one, the rules themselves are quite simple to learn. A D6 based system, like most RPGs the GM (or Goblin King) gives the players a target figure and they roll a dice to try and achieve that number. Rolling an owl always fails. The characters traits, flaws, equipment or general situation around you make it easier or harder. If it is easier you roll two dice and pick the highest, harder roll two dice and pick the lower. A bit like rolling with Advantage/Disadvantage in D&D fifth edition. Your friends helping you also take a number off your target number.  There aren't any combat rules which may disappoint some players, but it's not really that kind of adventure.

The main appeal of the book however, is the scenes. The book is really actually a giant adventure or module and could easily be used for any roleplaying system. There are a hundred scenes in the book (I think my maths is right?) each one is a puzzle for the players to solve and they don't necessarily encounter each and every one, so there is definitely repeat play value in the book. There are some familiar places including, an Oubliette, The Ball Room and the Humongous guarding the entrance to the Goblin City. Each scene includes a beautifully drawn map that can also be downloaded in PDF form from the River Horse website. After the scenes there is a toolkit for expanding the world, which basically consists of a few tables and descriptions of more characters from the Labyrinth.
 

Finally at the end of the book there is a Gallery of photos from the film, a strange addition in my opinion. I can't imagine anyone purchasing this book doesn't own the blu-ray or DVD, in fact at the beginning of the book it suggests watching the film as prep work for the Goblin King.


I wouldn't recommend this book to a first time GM (or GK) as there are a few scenes that expect the GM to fill out a some big gaps but with some confidence and possibly a blonde punky Bowie wig this book will definitely allow a GM make a great tribute to an awesome film.