Guns of Pellucidar – Pt 1

So, a few interesting things happened Friday when running my Pellucidar game.

We had only three people able to make it, so we ended up not only doubling up on characters, but did something of a squad-based system for the big combat at the end. Now, if only two people had shown up, I was prepared to fully wargame it, but as it was, we did kind of a hybrid.

The random world generation I used accidentally created some super relevant, almost plot-related content in the first hex the party explored.

Due south of the dirigible’s landing zone, I rolled for mountains. Whenever a party “explores” a hex (rather than simply move through it), I roll again on the terrain and by animal/encounter type, and plan to cook something up in my head based on what I roll. That way, the game isn’t just running around through hexes looking for random encounters; a “search” of the hex will force some sort of relevant content to be there. So, on the second roll, I got “body of water” and “Lizardmen”. When rolling how many Lizardmen there were, I rolled ridiculously high (nothing lower than a 5 or 6 or 6d6), so I figured “Okay, there is a mountain spring and small lake here in a rocky bowl, with a Lizardman village just above it on a plateau.”

Guy taking point on the way up the mountain trail critically fails his psych roll, so something bad’s going to happen. While the recon team is filling canteens in the spring, a group of Lizardmen spot them and attack from above. A handful of them charge down the slope with spears and clubs while several from above rain javelins down on the soldiers. A couple of well thrown grenades and rifle-fire are able to scatter the attacking Lizardmen, but those up on the slope throwing spears do their damage and hurt some folks pretty badly. The team beats it back to base where they are debriefed.

The Colonel fills them in on why they’re there, what the Hollow Earth is, what the Nazis may be planning there, and says that it’s imperative that they seize that hill – with high-ground and a source of fresh water, it would make an ideal spot for a base-camp that would be far more secure than the present LZ. The team is given additional men to take the plateau, including a fire-team of riflemen and a 3 man mortar team. (Yeah, I got to use the mortar!)

Team goes up the trails to the spring just below the plateau, sending one two-man fire-team around the west, a two man fire-team to cover the spring and guard the mortar team, one guy at the base of the hill with the Commu man, and the rest set to climb up the direction they’d been attacked from.

The Lizardmen fishing on the far side of the pond critically failed their Psych roll, so did not manage to spot any of the guys in the two eastern teams moving into position. Sure enough, on top of the plateau, the troops spotted an entire lizardman village. The sergeant signaled the mortar team to start laying in fire. All hell broke loose once the first shells started landing. The lizardmen scrambled and started rushing to their defenses. Plus, their chieftain hopped onto a big dinosaur. It was a damn bloody fight, and including both PCs and NPCs, the party lost around 1/3 of their men, but able to route the Lizardmen. One of the highlights was the NPC mortar team killing the chieftain’s mount with an almost point-blank mortar shell at the charging beast.

So far, combat worked out both as designed and as expected – soldiers with fire-arms will have an extreme advantage against any opponents at range. Since I’m using Star Frontier’s order of combat, anyone with a fire-arm will always have advantage over someone trying to close in without a ranged weapon, regardless of initiative. Once opponents are able to close the distance, it becomes another story – the lizardmen who were able to get into melee range (except for the few who rolled exceptionally poorly) tore into infantrymen who couldn’t go toe-to-toe with them. Suppressive fire rules worked out well in most cases. Because of the shift in scale (we used minis, but it was done a bit abstractly), it was a little trickier to adjudicate things like grenades, so I allowed 1d4 and 1d4+1 on groupings.

The soldiers took the hilltop, the medic patched up the guys who were not dead, and the commu man radioed for reinforcements to secure and hold the village. After a couple of hours, another 40 soldiers showed up, carrying light and heavy machine guns to begin fortifying the position. In the aftermath, the Colonel made the call to move everything from the LZ to the new location, setting up a permanent base-camp in the Lizardman village. The dirigible could then be sent off for additional troops and supplies.

Anyway, I have no idea what next session will bring. We might have more players, but everyone got down how things worked pretty well. Since there’s high-ground, we might have long range artillery after all! I haven’t rolled up any other hexes, but if we ended up with something that awesome on the fly, I have high hopes for how things will turn out.

Pellucidar Game Notes

I’ve had some great feedback on the weapon system I’m using for the Pellucidar game I’ll be running friday.

It’s still going to be a fairly light system, but I’ve done the following:

  • made a mini-monster manual with 5 pages worth of stuff from B/X and Isle of Dread.
  • Come up with a random terrain table. It may come out with total garbage, but rather than try to draw a map ahead of time, I’ll have the world be completely emergent. Eventually, towns and Nazi bases will show up via random rolls. Or they won’t and either the party will have to keep looking or I’ll have to drop one somewhere once they meet some friendly humans.
  • Come up with encounter tables for the terrain types. These aren’t super detailed, because I’m not going with the full X1 encounter tables, but I wanted to include everything in my micro monster manual and make each type of terrain be somewhat distinct in terms of what might show up there.

Army Men Figures

So, I was kind of hoping that I’d be able to grab a cheap bag of army men or something to use as minis in my Pellucidar game. Except I am kind of weird and autistic and was confronted with a strange problem – I found that all of the army men I looked at were extremely disappointing.

The dollar store bags all have a soft and moldy look to them and look like they’ve been sand-blasted. In addition to having giant seams and injection marks, they did not have any real subtle details to them. Unfortunately, other bags at other places had similar problems. Even the super expensive $10 army men sets were kinda weak on the detail.

I swear that I remember that the army men I had as a kid in the 80s and early 90s were much higher mold and sculpt quality, some of them roughly on par with Reaper Bones. I wish that I still had those old ones because there isn’t exactly a lot of competition on the toy shelves for quality army men.

You can still get them, but you have to order them online, and they aren’t cheap! I can’t tell you which sets I had as a kid; I can only go by which sculpts I recognize, and I had a LOT of army men as a kid. But here’s a comparison of the sort of stuff I had that you can get still get online vs what you can find today in stores.

army men 1

Think I had a decent share of both the Americans and Germans from this; never had the Japanese or Brits; I’d’ve remembered the pipers. Also, wow, that’s a lot of bazookas! I remember having way more grenadiers.

army men 2

Probably comes out to about 1/3 the quality at 1/4 the price. So, a bargain, I guess? What you can’t tell from this pic is that the plastic literally looks like it’s covered in a film of mold.

You can’t really tell from the pictures, so I didn’t include it, but the Toys R Us True Heroes line was still really seamy.

If we end up running my game for more than a session or two, I might actually invest in some figures, but if it’s between shelling out $20 for a bucket of half-way decent soldiers or a buck for really lousy ones, we can just use whatever minis we already have.

Also, I must have looked like some kind of freak standing there with an armful of resin triceratops trying to decide whether I should buy them now or wait.

“If I can buy a herd of triceratops for $4, but then I’ll want to force a scripted triceratops encounter. But I don’t want to buy all of these dinosaurs today. And I don’t want to buy just one of each, because what if they’re fighting more than one of something? Aaah! Someone’s coming!” ::dumps armload of dinosaurs and runs away::

New Interviews & WWII D&D

In case you missed it, I was recently interviewed by Stoic Writer.

Also, today a really great interview with Cirsova contributor Michael Tierney went up at Castalia House. Some great insight into the comic business, plus Michael has a 4 volume art history Edgar Rice Burroughs that will be going live for order this week.

I’m not ready to share it quite yet, but I’m working on fleshing out my WWII B/X system. If I’m lucky, I’ll get to test it out this friday. If not, maybe two weeks from friday.

I don’t really have a concrete scenario in mind, yet, so I hope my players will just be stoked by the prospect of firing off a few rounds from an M1 Garand at a Stegasaurus before they get trampled to death.

Submissions: Just a Reminder

We’ll begin accepting Submissions on June 1st.

We are looking for Sword & Planet, Raygun Romance, and Heroic Fantasy. While we buy and publish other types of SFF, those are what we generally make our priority.

Please have your manuscripts formatted properly (double spaced, page numbers, your name and address on the 1st page, etc.). The less we have to muck with fixing wonky formatting in your manuscript, the better disposed to it we’ll be. The same goes for weird and wonky sentence structure. Lots of short sentence fragments may seem dramatic and pulpy in your head when you write them, but they often read poorly. Same with overly long and cumbersome sentences; the less of these we have to detangle, the better a chance your manuscript stands. Read your sentence out loud without taking a breath in the middle; if you’re feeling dizzy by the end of it, consider tightening it up.

We’re only looking at acquiring about 90K words of content. We’ve already blocked off a slot for Adrian Cole’s novella and have a couple other things slotted in by prior arrangement, so competition for space may be fierce. Your best bet is sending in something in the 5k word range.

Please no multiple submissions; if we think that you have the knack to write the sort of story we’re looking for but your submission was not quite what we were looking for, we may solicit you to submit a different story, but please don’t make us play Sophie’s Choice with your stories.

If we experience a radical windfall in sales revenue, we might up the amount of content we acquire, but we’ll probably stick with just two issues.

Don’t send stories about elves

Details are available under our submissions guidelines page.

New Review, Hugo Packets, and Tarzan Stuff

Jon Mollison of Seagull Rising has a new review up of Cirsova #5. You can read it here.

I’ve made a lot of people writing reviews, in part because it’s one of the easiest ways to promote and support us, but that’s not the only reason. Reviews let us know what works and what doesn’t. One advantage of our double issue was it let us throw a lot against the wall to see what would stick and what didn’t. In some cases, it was seen as one of our weaker issues because it was much less focused that our others, but some folks seemed to enjoy it ‘with the exception of a few stinkers’.

While I enjoyed all of the stories (else I wouldn’t have bought them), that sort of feedback lets us know what you, the readers, are enjoying and what you’re not. So, to help us maintain and improve the quality of the magazine, be sure to leave your feedback!

Hugo Voting Packets are finally available. With only two months to go before voting is final, I don’t have a lot of expectation that readers will make it that far into their packets if they’ve waited this long to start, but it will be what it will be.

Also, I have not forgotten about my need to write a review of Frayed Knights! I really loved it, so I really ought to hunker down and get the write up on that done. I’ve just been so ADD and OCD these last two months, I’ve been a complete mess (can autism have flare-ups?)

I finished Tarzan at the Earth’s Core last night, and I’d stand by my previous question:

If Edgar Rice Burroughs can tell a bad story but still make it balls-out awesome, is it still a bad story?!

TatEC spends so much time on its journey towards the otherwise unimportant reason for throwing Tarzan into Pellucidar that when it finally gets there, there’s very little book left and the story kind of peters out. Except the reason that it peters out is perfectly believable and doesn’t detract much from the story: once Tarzan, Jason, and Tarzan’s rifle squadron of African tribesmen are finally reunited with the airship and its crew, there’s not a lot that primitive pirate port is going to do except answer the ultimatum that they’ll bomb the city into oblivion by turning Emperor David I over to his friends. Plus, Jana snaps out of her Tsundere fugue and declares her love for Jason, so we get the important ending we’re all waiting for.

With our G3 game taking a short hiatus, I may take an opportunity to flesh out my WW-2 rules-lite and run a Pellucidar mini campaign.

As I wrap, I’ll leave you with this one great exchange that perfectly illustrates the sort of tough pulp dames Burroughs wrote as well as his sense of humor:

“We will accompany you, then,” said Thoar [Jana’s brother], and then his brow clouded as some thought seemed suddenly to seize upon his mind. He looked for a moment at Jason, and then he turned to Jana. “I had almost forgotten,” he said. “Before we can go with these people as friends, I must know if this man offered you any injury or harm while you were with him. If he did, I must kill him.”

Jana did not look at Jason as she replied. “You need not kill him,” she said. “Had that been necessary The Red Flower of Zoram would have done it herself.”

“Very well,” said Thoar, “I am glad because he is my friend. Now we may all go together.”

Guest Post by J. Comer: On Playing Altars & Archetypes

Graham Jackson’s roleplaying game Altars & Archetypes (mentioned here on Cirsova) first came to my attention on a list of other rules-light free RPG downloads.  Its rules file, six to eight pages at best, was encouragingly short, and I eventually got my local game group to try it in 2012-3. As I’ve recently run the game a second time, and as there is very little online about playing it, this essay seemed like a good idea.  The game itself is available here:

http://livingfree.wikidot.com/altars-archetypes

The game’s simplicity shows in character creation.  Characters are a series of ‘archetypes’: Highwayman, Beastmaster, Alchemist, Hunter, etc.  Each is a broadly read set of skills: a Thief can pick locks and fence gems but isn’t able to fight or cast spells; a Soldier can fight or fortify a spot, but doesn’t know how to make potions, etc.  Each archetype a character has is one die: d6, d8, d10, d12.  Anything not represented by an archetype defaults to d4.  One die for each character is initiative, so fighters need a high initiative die.  In other words, this is the same idea that’s behind Savage Worlds or Throwing Stones.

https://rpggeek.com/geeklist/71238/item/1790871#item1790871

https://en.wikipedia.org/wiki/Savage_Worlds

The rest of the rules are easy to follow. Roll for combat. Higher number wins and the difference is the damage inflicted. The GM sets the difficulty for any task, and players roll an appropriate die: use your Acrobat archetype to leap from stone to stone in the river, but your Diplomat to negotiate safe passage.  Experience points allow you to add new dice archetypes, or improve the ones you do have.

How did this work out in practice when I ran two multi-session games of A&A on my sword-and-planet setting, called Pendleton’s World? Some things were obvious.  The armor system of the game (double damage unless you wear armor!) was easy to replace by stating that armor absorbs damage. The Action Point system (add a d4 by spending an action point) wasn’t useful and players ignored it. Combat is deadly, since players start with 10 health points and can lose 4-5 in one blow. The assumption of the game is that healing is easy to find, and that it works fast. I had to allow this, even though ‘real’ medicine doesn’t heal wounds so quickly.  Other rules (half damage from improvised weapons) seemed to work well.  When allowing characters to buy up from d12 to d20, however, the GM needs to impose intermediate steps.  Two characters with d20 archetypes nearly broke the game.  For the curious, d14, d16, and d18 can be found at Gamescience:

Adding crunch is pretty easy: if you want a psi stat, or magic points, just add them.  Encumbrance? Lists of monsters?  Chances of encounters?  This is the Mr/s Potato Head of RPGs, and the price is right.  For a beer-and-pretzels game, the system is hard to beat.

The game itself was also simple enough, though the setting took some getting used to. Two players were so creeped out by the horse-analog species being a huge human-like primate that their characters ended up walking almost the whole game.  The four player characters (three humans: a wizard, a hunter, a shaman, and a warrior-princess of the mole-folk) were sent on a quest to find an ancient ‘knowstone’, a relic engraved with scientific knowledge by a long-gone civilization.  

I had made changes to the adventure, following the advice of a friend.  There was more semi-magic (remote seeing, added strength, etc) for the Rhuthuok shaman PC. I slipped in a Burrower (mole-rat hominid) male as a potential mate for the Burrower princess player character.  And I made the bandits who were scheduled to attack the party a hit squad, headed by a monk jealous of the PCs, who wanted the secrets of the knowstone for himself.  While this did not produce ‘character-driven’ adventures, as Powered By The Apocalypse tends to do, it did make the adventure much less of a ‘tour of Jim’s made-up world’ and more of a story whose characters had motives beyond ‘kill the ugly people and take their stuff’.

The story began with the departure from Vokherkhe, the huge monastery university where so much happens in my vision of Pendleton’s.  The PCs were attacked by predators, then entertained by a drunken, lecherous nobleman. The princess’ air of command enabled her to prevent a massacre when the noble’s subjects revolted.  The players then climbed into a mountain range with the help of a map stolen from the noble’s library, and found another party of adventurers dying from a ‘cursed’ tomb (which had deadly mold growing all over everything).  After a long argument about how to dispose of the bodies, the party climbed to the tomb, decided not to go in, and climbed down (This group had problems, but decisiveness wasn’t one!). They found the cave of the knowstone as a Neanderthal food-gathering party approached over a glacier. By making offerings to the wolf-spirit, the players appeased the Neanderthals, and then fled.  They were attacked by bandits, whom they defeated (those d20s again!) and returned to the monastery with drawings of the ancient stone.  

What would I do differently next time? One problem was players stretching the archetypes. Enforcing them too strictly results in lots of d4 rolls, so compromise.  The idea of a fumble or critical success resulting from one player rolling the highest number and the other the lowest is an appealing one, and I think I’ll keep it.  And, as I said above, no more d20 superheroes!

I asked the players about how things had gone, after the game was done.  Two of them said that they had enjoyed the setting. One said that Altars & Archetypes’ system was too simple. He found that narrating an action so as to cause the GM to roll a lower difficulty die was more important than other strategies. (This narrativist approach pleases me.)  He also complained that characters progressed too slowly.  I found this odd, as shifting from a d8 to a d10 is a much larger power shift than progressing from being, for example, a 32-pt TFT character to being a 34-pt, or adding a level as a Ranger in AD&D.  Nevertheless, a short game such as the one I ran might choose to include more character progression.  

Recommended for lovers of simple, rules-light fun.  

Another A&A game is detailed here.