Showing posts with label EXPANDERS. Show all posts
Showing posts with label EXPANDERS. Show all posts

Tuesday, 3 January 2012

Who's in charge here? (2)

Two more cards for the deck of leader types, as well as a piece of flash fiction to tie in, for last week's Expansion Joints; Jennie's back and busy, and this week's is already up. The word to use last time was present and the narrative has to be 15 words max.

"On your feet, scum! An officer's present."
"No, sir, you're past. We voted you out."

The cards are aimed at capturing the flavour of traditional and radical without suggesting any specific method being used by the leader. The traditional is assumed to be low-key, but relatively safe, working against extremes, with the radical more explosive and riskier, but the assumption being made that both can be learnt by other parties if dramatic.

More importantly, the traditionalism and radicalism are not necessarily in conflict, don't simply cancel each other, and can be complementary, even overlap. Just like in real life.





The suggested use of the deck is in the first post. A new concept introduced with this pair is 'area of influence', which I'm assuming to mean the area over which leadership extends in mechanical terms in-game, perhaps to a single unit in the case of a squad leader, a given radius in the case of a hero, or an entire force in the case of a general.
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Friday, 12 August 2011

Mary, Mary, quite contrary...




This is the first of two loosely linked posts, inspired by other blogs, real world events and Ms Shelley. This post has the short forms and the next will have some ideas for gaming.

Number one is for this week's Flash Fearsday, an attempt at horror in 140 characters.

Orchards, greenhouses and potting sheds; warm earths and leafy beds... 
As they stalk freezer drawers, of what do Frankenstein foods dream..?

The second is for the last Expansion Joints, which is 15 words, one of them shock.

Shock! Sparks fly; a monster born. Doomed to destruction!
But how if made of men?

It could be taken as scathing commentary, but if The Telegraph got there first, is it..?
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Wednesday, 27 July 2011

Shockwaves and drifting

This ties in with three posts - on modelling minefields, the mutant burstworm and space battle drift markers - as well as wider events. It has fiction and some counters.

First the fiction, for Expansion Joints. It has to be 15 words, one of them opening.

Opportunity? Well, it's an opening... But blasted through soft tissues, memories and dreams, chances taken?

In a lot of gaming explosions are taken for granted. As a man in demolition recently put it regarding the Oslo attack "men and boys are interested in gunpowder and bullets and fast cars". The RPG blog Compromise and Conceit has strong thoughts on that insanity.

Of course, the forces in gaming could go beyond outright destruction. On to magnetism maybe, or gravity making a slope more or less easy to climb. There can also be flows, like the water in a river that needs to be forded or the air rushing in a shaft or tunnel.

Recording this might be easier with counters. These have direction of course, and the box means a number can be marked too, predetermined maybe or the result of a roll.


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Tuesday, 19 July 2011

Blooper reels and bonus features

A gaming idea and the latest piece of flash fiction for Jennie's Expansion Joints. The idea with EJ is to write a narrative in 15 words, with one given; this week the word is cut. And a it's cruel cut... 

   "Cut!" 

   "A star! World at my feet. Celluloid queen..." 

   "... enthroned on the cutting room floor."

The gaming idea is propluristemic, meaning it's intended for use in various systems and settings assuming some adaptation, and it's inspired by the cinema-themed take on roleplaying in the Advanced Fighting Fantasy system. Given the styling, it's likely not useable as is, but will hopefully trigger one or two ideas that might suit a given gaming group better.

The cutting room floor

Once per game or session each player or party may choose to either a) exclude at first appearance the use of any one character, unit, vehicle or other protagonist or group of protagonists, b) skip any one encounter, c) resolve any one combat as if the player or party rolled the best possible result on each die or d) remove a number of turns equal to no more than one quarter of the standard or average game or session length.

Any one of these elements may be spliced back once into any future game or session by any other player, or by the GM/DM or equivalent, even in breach of usual restrictions.
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Tuesday, 5 July 2011

Pulp sounds (4)

The slow wander after a soundtrack to gaming goes on. Here's another piece which manages mystery and militarism, but which doesn't seem limited to any one genre despite being part of a well-known sci-fi score, to Star Trek II: The Wrath of Khan.

Interesting film, and interesting that it seems to grow in the memory over time. Star Trek is a funny old thing. I wrote a recent post here on the radical in the franchise, and later read this enjoyable post at The Secret Sun with a different focus. It goes deep.

I'm pretty sure there was discussion of The Wrath of Khan somewhere else recently as well, but I can't remember the place. Damien G. Walter mentioned it today too.

Inspired by the film, a response to Jennie's Expansion Joints this week. The idea is to write a narrative in 15 words, with one word given; this time the word is free. For some discussion of the nature of stories and how short they can be see the last post here .

Free! But free's a crowd, of choices...
We strike out; by our decisions close caskets.

If you write your own 15-worder, you can leave it or link to it here. And have a listen.
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Monday, 27 June 2011

'Geddon on it (4.1) - Citizens

This post has two parts linked by theme. First some short flash fiction then stats for gaming.

The flash fiction is for Jennie's fun Expansion Joints. Anyone can join in. The idea is to tell as much of a story as possible in 15 words, but using a word Jennie provides, this week lines.

Lines drawn. They meet at barricades. 
In front. Behind. 
And those lines run through hearts.

The link is that torn loyalty, the many difficulties in standing free. Now for the gaming.

It's been a while since I did anything ruleswise re the Heroes of Armageddon Charity Project, a plan to raise money for charity Doctors Without Borders through gaming. Last was the homebrew approach to playing 40K inside hives and very close terrain.

Today I'm going to build on the series of linked 31-word stories I ran through May, which could be tied in to the Armageddon setting if that's how you choose to read them. I want to see if the protagonists can be statted up for 40K, to have them playable in games.

First up are the people of the City. If you don't remember, you might want to read Day 3 for a beginning, Days 11, 12, 13, 14 and 15 for battle, and Day 27 for a result.

I've tried to work the story into the rules. The unit is designed to be used with the hive interior approach, as the residents of a given urban area. There's a statline for the model, and below that one for a new weapon - the improv - plus a special rule. Range isn't needed in the interiors of course. Citizens may not look much, but they can dig deep.

TROOPS

Citizens

Cost: 3 points per Citizen (?)   Type: Infantry   Size: 10-30 Citizens

   Citizen    2  2  2  2  1  2  1   6   -

Weapons: Improv   Special rules: Fabric of Society, The Idea Lives On
- - - - - -
Improv: Improvs are firearms fashioned from everyday items, production machinery and other material salvaged as the opportunity arises, as well as antique, ceremonial or recreational devices adapted for use in combat.
   Improv    (6”)   2   -   Assault 1 
Fabric of Society: Units of Citizens command a range of skills. Before each game, roll a D6 once on the following table for each in the force.
1.  Schematics  The player controlling this unit may modify the rolls for movement of all friendly units, including reserves, by an additional 1 point.
2.  Barricades  This unit and all friendly units in its initial location are assumed to be in cover with a 5+ save, each until it moves for any reason.
3.  Control  The player controlling this unit may each turn force any opposing player to reroll one reserves roll and reroll one of his or her own.
4.  Access  This Improvs this unit carries become S3 for the entire game.
5.  Expertise  This unit gains 1 point of WS, BS, I or Ld for the entire game, the characterisic chosen now by the player controlling the unit.
6.  Sacrifice  For every full five models this unit loses for whatever reason it is able to ignore up to 1 wound in each subsequent turn of the game.
    The Idea Lives On: If a unit of Citizens drops below five models, it may be removed by the controlling player in one of its movement phases with no gain to an opponent in kill or victory points.

    Any feedback is welcome on this of course, especially on points cost. To allow for the variation in unit size I've made sure the random benefits favour large units and small. The Idea Lives On may seem powerful, but it shouldn't be for the victory conditions used with the interior approach. Have a read if you haven't yet as it's a different kind of game.

    Check out the Heroes of Armageddon project at the website too and consider chipping in, even have a think about what you could do to draw attention to this or other causes, the LiveStrong Wargaming Project for example. Everything makes a difference.
    _

    Monday, 20 June 2011

    Well met

    A look at bonds with flash fiction, with a simple propluristemic tool for relationships in gaming.
    - - - - - -
    First the weekly flash fiction challenges, a joint entry for both Jennie's Expansion Joints and Succinctly Yours over at Grandma's Goulash.

    The first should have 15 words, one of them tie, and the second needs 140 characters, has to be based on this image of a detective-like figure and may use the word fabricate. Tough task.

    Will they match up?

    Undeniable connection.
    A tie indiscernible, apparently fragile. Nevertheless, immensely strong.
    Impossible to fabricate - proof.
    Elementary.

    It's inspired by Jennie's intro for this week. So how about that gaming tool then?

    Well met

    This is a simple system for setting up random relationships between characters. It's aimed at sandbox roleplaying, but could work in wargaming too; more on that later. It builds on the idea of minus level characters and finds another use for the basic scarcity system I've been developing for the ever-growing Hogintu supplement.

    The basic mechanism is a die roll. I'll assume a D6, but you can use any. When a character or party meets another person, roll the die. The result is the distance from the current location that this person is from, geographically and/or socially; the higher the number, the further away the character has his or her associations.

    The GM or players can interpret this. A 1 may be a character from this exact neck of the woods, a 5 from the edge of the region. An instant foundation for the encounter, and perhaps even immediately obvious to the characters from equipment or accent.

    If you roll a maximum, the person is from a degree further afield. Roll again and add the second result to the first. Keep rolling and adding for each extra maximum.

    All well and good, but here's the important bit. When creating a new character, each player should go through the same process, and record the total. This number represents their origins. You can fudge to suit character concept of course, and a well-travelled character could have multiple rolls, use a larger die or be given a range.

    Every time the player character or party as a whole changes location, you could add or subtract a degree, here 6, from the player character numbers to represent distance travelled. If you want more you could even set up a matrix for extra dimensions.

    And the point? If when two characters meet, the numbers match, they know each other, or at least know of each other. You could roll a one-off die for how well, with a 1 being close family and a 6 a friend of a friend or distant acquaintance. This has clear potential. Strong bonds, shared secrets, memories unlocked, even new loyalties.

    And for wargaming? To take just one well-known historical example, when Poland was partitioned, Poles could find themselves facing each other in the armed forces of one of the three occupying empires, either the Prussian, Austrian or Russian. For a Romantic patriot and keeper of the flame, that must have been painful.

    Why not roll for units when related factions meet on the battlefield? They may do their nominal duty, but could instead choose to hold back, refuse to fight, even find common cause. A plan or force might collapse as supposed opponents join together and rise up.
    _

    Sunday, 12 June 2011

    Paths in heavens or hells

    This week I'm on the ball with Jennie's Expansion Joints, in more than just timing terms. You know how we roll: a narrative in 15 words, with one word given; this week it's rush.

    "... it moves."
    The world turns. And we turn with it. Beat the rush!
    Turn away.

    For all the depth it might have, it also leads in to this post at Frontline Gamer, a look at the new Warpath from Mantic Games and its place in the sci-fi wargaming firmament.
    _

    Sunday, 27 March 2011

    Ever EXPANDING!

    As many of you may know, Jennie at Nine Worlds, Ten Thousand Things is taking over the running of the EXPANDERS! challenge.

    The idea? Tell a story in 15 words, with one of the words given.

    The word for this week is already up - right here - a very appropriate choice.

    If you haven't looked around the rest of Jennie's blog yet, I recommend it. There's not only plenty of microfiction, but also several scenes for the 'blog your own adventure' project (start the adventure here) and descriptions for the Nine Worlds setting.
    .

    Sunday, 20 March 2011

    EXPANDERS! - 'ROGUE'

    This week's flash fiction EXPANDERS!

    What's it all about?

    Every week, at around 15:00 GMT on a Sunday, I'll post a single word of inspiration. The challenge?

    Expand that word into a 15-word story.

    One word for every character in 'Porky's Expanse!' Your story can be on any subject and in any genre or style you like, dead funny or deadly serious.

    Sunday, 13 March 2011

    EXPANDERS! - 'ELF'

    The time has come for this week's EXPANDERS!

    What's going on?

    Every week, at around 15:00 GMT on a Sunday, I'll post a single word of inspiration. The challenge?

    Expand that word into a 15-word story.

    One word for every character in 'Porky's Expanse!' Your story can be on any subject and in any genre or style you like, dead funny or deadly serious.

    Sunday, 27 February 2011

    EXPANDERS! - 'FORT'

    Here's a challenge to all the creative people in this very imaginative part of the blogosphere, inspired by Saturday Centus at Jenny Matlock's blog and Microfiction Monday at Stony River.

    Every week, at around 15:00 GMT on a Sunday, I'll post a single word of inspiration. The challenge?

    Expand that word into a 15-word story.

    One word for every character in 'Porky's Expanse!' Your story can be on any subject and in any genre or style you like, dead funny or deadly serious.

    An example, with the word food. (The number one reason for expanding.)

    Deep thinkers broke the siege, bringing supplies.
    The warriors stroked beards intrigued.
    "Food for fort."

    Your word for this week is fort.

    You too are deep thinkers and you can take that fort with ease.

    Have a go in the comments here or post the story at your blog and leave a link. I encourage everyone to follow the links and give feedback to these creative people.

    Take as long as you need. I'll pick out my favourites and summarise the results too.