Monday, December 28, 2020

Space Truckers - A Mothership: Player's Survival Guide Review

 

The cover of Mothership: A Sci-fi RPG. Scratchily drawn on an empty white background, a dead astronaut cranges back, his chest having gruesomly exploded outwards by unknown means. His ribs now stick outwards like bony fingers, his own intestines pooling in his lap. A device with an antenna is in his right hand.
Tuesday Knight Games (Sean McCoy)
 

Published by Tuesday Knight Games, Mothership: Player's Survival Guide is one of the better roleplaying games to come out of the Old School Renaissance scene. True to its name, OSR tries to channel the almost mythical origins of the medium, when the game master was the uncontested ruler of their domain, balance wasn't on most players' minds, and rules are closer to suggestions. Most of the OSR content has been Dungeons & Dragons inspired, ensuring the sci-fi horror stylings of Mothership stands out even more.

Despite the title, Mothership: Player's Survival Guide gives everything you need to run harrowing tale of space exploration gone awry as a Warden (GM). The few other OSR publications I've looked into are fairly lightweight, both in terms of page count and rules. Even so, I'm still impressed with what Mothership accomplishes in forty four pages. While it's not the polished, high production value output of major corporations, Mothership has a distinct vision that's competently realized, putting it above most high budget mainstream publications.

In a grey and blue tones is a woman in a white t shirt, with workers pants and a bandolier. She doesn't look thrilled.
Tuesday Knight Games (Sean McCoy)

Part of what gives the game such a coherent identity is how it was mostly done by a single person, Sean McCoy. In addition to doing the bulk of the writing, he also provides the dark illustrations throughout the book. Even other indie titles rarely opt for such raw, unrefined art. At least, if they do, it usually doesn't turn out this well. 

The most visually impressive pieces in the book have visible brush strokes, with a handful being nothing more than almost childish scribbles. That's not a criticism, as these monochrome, dark blue-and-white depictions of hard bitten space travelers and their nightmarish adversaries puts you in the right mood.

Mothership strayed from the norm with such a unique visual style, ensuring that it's one of the more memorable RPGs I've picked up. I wish more games would take the risk of such a nonconventional art style, especially as the medium seems to get more and more homogenous.

Fight For Your Life 

Two astronauts fight off gaseous or shadow like creatures. The one in the foreground clutches a futuristic rifle, though their face is obscured by the strange gaseousness filling their helmet. The other struggling astronaut calls for help as one of the featureless creatures ensnares him with tendrils.
Tuesday Knight Games (Sean McCoy)
With Warhamer Fantasy Roleplay 1st Edition as my favorite RPG, I was quick to appreciate Mothership opting for a brutal percentile system. Similar to WFRP, Call of Cthulu, and other investigative D100 powered games, there's a clear effort to keep the rules concise. Rules for character creation take up a single page and even the sheets themselves can be used on their own with the built in flow charts. Admittedly those can take some effort to make sense of but the point stands, Mothership tries not to waste any of its short page count.

By the same merit, players will fail frequently at earlier levels, so Warden are incentivized not to get bogged down in mechanics. Not that there's many to keep track of: players have 4 Stats and 4 Saves, the former category being active and the latter reactive.

Appropriately for a horror game, the Saves are an even split between physical resilience (Armor, Body) and mental fortitude (Sanity and Stress). Depending on how a session goes, players might end up rolling against these more than their stats, as they struggle to survive.

Need To Know Basis

Mothership also employs an appropriately "Old School" skill system. Covering the full gamut of spaceship maintenance, bug stomping, and teknobabble science, it represents bonuses for complex activities. For certain specialized skills, it allows players to even attempt complex procedures. There's a notable lack of social skills available, another deliberate omission. Usually I consider those mechanics a must but such a straightforward ruleset gets a pass. 

A hit location chart showing a flinching, bearded astronaut is shot in multiple places. 6 boxes accompany the corresponding body part, reading "1: R. Leg," "2: L. Leg," "3: R. Arm," "4: L. Arm," "5-9: Torso," and "10: Head."
Tuesday Knight Games (Sean McCoy)
It seems that Wardens are supposed to let conversations play out organically, rather than leave it at the mercy of arbitrary dice rolls. That so much of the game pits players against foes that can't be reasoned with probably has something to do with it.

Combat is a little more detailed but still straightforward. Players get two Significant Actions a turn, which can be attacking, operating machinery, or running away. Conflict is resolved through Opposed checks, with the attacker pitting their Combat stat against their target's Armor save. When you hit 0 Health you roll a Body save or die. NPCs are scaled down to only have Combat and Instinct, the latter a catch all for every other Stat and Save. 

The end result is combat that is as quick and brutal as you would expect from a horror game. There's something to be said for a game where all the combat rules can be easily summarized on the provided cheat sheet.

Keep it Together, Man

Sanity mechanics have been a long time staple of horror RPGs but easily veer into problematic territory. Many (myself included) have argued even the concept of turning mental health into a game mechanic will always be tasteless. I will admit I've decided there might be a place for it, if handled with care.

Luckily that's what Mothership does with its Stress & Panic mechanics, as it preserves the spirit of the sanity check while jettisoning some of the less tasteful elements. Over the course of their ordeals player characters chafe under the strain of their ordeal, represented by Stress. The more Stress you have, the more likely you are to snap when the time comes to test Panic, which is usually when the monster rears its ugly mug or a character takes a critical hit. Panic encompasses a momentary loss of composure, all the way up to a total loss of sanity or a heart attack.

A gaunt astronaut, clutching their seat as grey smoke exits their open mouth and leaves their spherical helmet.
Tuesday Knight Games (Sean McCoy)
While player characters can and will descend into madness, the game doesn't clumsily try to turn real world conditions into game mechanics. The closest they get are permanent Phobias characters pick up from traumatic events like breathing in sentient gas clouds or getting shot out of airlocks.These are small measurses but I'd say they make all the difference.

Work for a Living

Much of the OSR movement is transparent about its influences and Mothership is no exception. The game draws open comparisons to Alien and Firefly as it tells players the four roles available to them; Android, Scientist, Marine, and Teamster. The first three are fairly self explanatory, but the Teamster is the jack of all trades, presented as the archetypical "Ellen Ripley" (Mothership's own words.) The others might fulfill specialized duties but it's usually up to the Teamster to keep the show running.

A grey, sketchy headshot of an astronaut.
Tuesday Knight Games (Sean McCoy)

In line with those inspirations, Mothership is clear about what kind of game it is. It's about surviving alien encounters, vicious brigands, and earning a living. It can be about all of that or none of that, as the game leaves it up to the Warden what the players should be encountering in the great unknown. The tone is set fairly early on with the aforementioned grim art. The sense of humor is also injected through crude, amusing patches and souvenirs players generate to round out their characters. 

That's very much in line with the OSR mindset of a game system being a tool or set of guidelines, rather than an ironclad set of restrictions.

Tools for the Job

In contrast with most of the rules, Mothership offers a substantial gear section. The arsenal is well stocked with the expected sci-fi weapons, like submachine guns and plasma rifles. There's also the expected weaponized industrial tools, like foam and harpoon guns. Tracking ammo is a big component of the game, emphasizing the survival focus. While fiddly, it does add to the atmosphere, leading to one of the more flavorful rules, where anyone lacking the proper skills will empty the entire magazine of a fully automatic weapon in one burst.

There's also a large range of non weapon items, though a good number have a combat role. Armor is an important part of combat in Mothership and some impressive defenses are on offer - at a price. The vast majority of items are related to basic survival in hostile environments. Ubiquitous pain pills and stimpaks are present, though punishing addiction rules discourage their usage.

An array of boxy, grey and blue futuristic rifles and pistols.
Tuesday Knight Games (Sean McCoy)
There are also comparatively in depth rules for the spacecraft player characters will hurtle around the galaxy in. Profiles are provided for a variety of ship types, though you ultimately have to "construct" them. A fairly complicated sheet shows how to distribute a ship's hull points to individual modules (such as engines and life support.) Once that's done, the ship has to be sketched out in a provided grid. I'll admit this is one of the more daunting aspects of running Mothership and could be better explained.

The rules for ship building mostly emphasize the survival side of things: operating cryosleep, distributing food and having enough oxygen. Ships are expensive to run and even more expensive to acquire. Like most sci-fi RPGs, space combat is a scaled up version of ground combat, with a handful of changes. In one of the more surprising pulls, "Megadamage" from the infamous RIFTS makes a showing. One point of ship MDMG translates to 100 points of regular damage. I'll admit it's amusing to see any connection between the two systems, as I don't think they could be further apart otherwise.

Waiting Under Your Bed

Interestingly, the monetary side of things gets more support than the monsters that haunt the margins of Mothership. I'm sure it sounds confusing for a horror game to decline to even provide a list of pregenerated monsters. Even human adversaries get more support through the mercenary and crewmember profiles.

Scratchy black lines form a stretched humanoid white silhouette with four arms and four legs.
Tuesday Knight Games (Sean McCoy)

I wouldn't call it a flaw though. Mothership feels too focused and complete for the lack of monsters to be anything but a deliberate omission. After running a few sessions, I've found that absence ended up making for some of the best adversaries in games I've run. With little support from the game aside from scraps of information, cryptic art, and references to mind destroying infections and gruesome ends, there's no choice besides getting creative. It also encourage the Warden to treat the monsters as an active part of the story, rather than just purely mechanical challenges to be rolled away.

The setting is similarly undefined but much like the monsters I'd call it "open ended" rather than "vague." What the world of Mothership lacks in specifics it makes up for in personality. An image quickly emerges of a future that's solved some technological problems but has plenty of human ones leftover. Sex deprived, dark humored spacefarers hurtle into the unknown with less-than-perfect FTL drives. Even if they survive all the horrors of the stars, there are still bills to pay afterwards.

The Adventure Continues

Despite the foreboding atmosphere and harsh rules, Mothership isn't intended to be used solely for gruesome one shots. A characterful experience system is provided, with certain mechanics, namely the horror steeling Resolve, being dependent on leveling up. 

As brief as the actual book might be, Mothership's rules are meant to support an experience rather than be a complete one all on its own. Ideally that's what any game or really any work of art should do but Mothership pulls it off particularly well. 

A very rough, almost doodle like sketch of an armored, rifle toting warrior. Lenses bulge out from the helmets and the grille forms a sort of leering mouth.
Tuesday Knight Games (Sean McCoy)
A strong idea and competent presentation counts for a lot, as Mothership sidesteps the choice between style and substance and goes for both. It might not give you as much to work with as other games but what it does provide is great motivation for a space road trip, bug hunt, or scientific expedition.

Or maybe a nightmarish fusion between all three, since Mothership leaves that choice up to you.


Wednesday, November 18, 2020

Restore Freedom to the Galaxy - A Star Wars: Age of Rebellion Review

Fantasy Flight Games

Star Wars: Age of Rebellion was Fantasy Flight Games' second RPG set in the galaxy far far away. Released in 2014, it came out almost exactly a year after their first foray, Edge of the Empire. Departing from lovable scoundrels and grim bounty hunters, Age of Rebellion instead focused on the ace pilots and daring revolutionaries that made up the Rebel Alliance. Both games employ the same basic mechanics and proprietary "Narrative Dice." As the name implies, Age of Rebellion allows players to play out the Rebellion's desperate struggle against the Galactic Empire. 

 While both games are built around the same foundations, Age of Rebellion does lack a lot of the freedom and flare offered by Edge of the Empire. Even so, this trench run proves to be a successful one.

Second Verse, Same as the First

 Much like FFG's now defunct Warhammer 40,000 Roleplay, every one of their star wars game lines share the same ruleset. Thankfully they've learned well from those days in the Dark Millennium. Edge of the Empire and Age of Rebellion are truly compatible, in contrast with the constant patching over and quibbling needed to integrate the disparate 40K game lines.

Fantasy Flight Games
The two systems are so similar that entire sections of the core book are almost completely identical, with the occasional reworking to better fit the military context. Consequently, Age of Rebellion takes everything that works from its predecessor. And unfortunately, the few things that didn't.

Injury rules as written are put players out of the fight to soon, while also needlessly limiting the lethality. More frustrating, starship combat is still just as punishing and unsatisfying. Dogfights are such a key part of the Rebellion's identity that it's

Sunday, October 4, 2020

Rust Never Sleeps - A Tau Terrain Project Part 2


After a lot of interruptions and redoing certain parts, I've completed my Tau terrain project. While what I envisioned looked better (doesn't it always?) I'm happy with the results. Especially considering this was my first real, or at least completed terrain project.

For the grass and other foliage, I covered nearly everything in Rhinox Hide. From there, the rocky outcroppings were slathered with Steel Legion Drab, followed by drybrushing on Baneblade Brown and Screaming Skull.

The grass was from with an old tub of GW hydrostatic grass. While it matches the Citadel Battlemat I recently got, I might explore more natural looking modelling grass for future projects. I used a balloon to try and get it to stand up properly, a tip that popped up a lot during my research. It worked decently but I'll probably also look for alternatives.

The moss was Wee Scapes Moss Green Ground Cover Turf I picked up at an art store. In hindsight I should have slathered it with watered down PVA after the initial gluing, as a lot of it came off when I overbrushed some old Camo Green paint to get a more mossy looking shade of green. I'm happiest with how this turned out, so expect more of it with my future terrain projects.

For the armor I did a few heavy coats of Doombull Brown, then an Agrax Earthshade wash, followed by heavy Skrag Brown drybrushing. For weathering, I did some heavy Rhinox Hide brushing around the edges of each piece.

Besides wanting to keep with my "source material," I wanted to emphasize a natural look, hence Doombull for the terracotta color. I also wanted to avoid a conventional rust look or overt metallics to reflect the advanced nature of Tau technology. According to the Taros Imperial Armor book, Tau vehicles are made of a nano crystalline armor the Mars priesthood can't wrap their augmented heads around. I thought normal rust would run contrary to that.

To that end I painted the metallic parts Abaddon Black and then heavily drybrushed them with Ratskin Flesh and then Deathclaw Brown. I didn't get a chance to pick up a brighter orange but I'm happy with this more subtle, less cartoony look.

The paint jobs on each piece were pretty uniform, though the most attention was given to the Devilfish, the centerpiece of the set. Its huge footprint gave me the chance to go hog wild with the environmental features. I also gave attention to the interior, which was blasted with Wraithbone spray, washed with Gryphonne Sephia, drybrushed with Zamersi Desert, and then weathered once more with Rhinox.

 

it's hard to see the interior at most angles and lighting, I'm very happy with how it sticks out from the rest of the terrain. It reminds me of an objective in more visually appealing (and especially older) games, where the colors naturally draw your attention to the objective, rather than a giant arrow. 

Who knows what secrets lie within this crashed Devilfish...

Overall I'm proud of my work with this. Maybe it would have been wiser to stick with urban ruins for my first real terrain project, but I'm glad I was ambitious here. It's a unique use of leftover, unusable Tau bits and I do love the narrative it tells. 

Building off of my previous article, clearly some forgotten fate befell this second sphere expansion force. To preserve that sense of mystery, I'm still not sure of the specifics. Maybe that node is a doomsday device of terrible power, unjustifiable even to preserve the Greater Good. Or maybe it's just a forever unanswered distress beacon, set by stranded trailblazers of the Empire left to die on a strange new world.

There's definitely a story here and I think all good terrain conveys some kind of narrative. I'll likely build an Inquisitor warband to go with this, as I love the idea of Ordos Xenos operatives clashing with their Tau equivalents over information that could topple the entire Empire.

Whatever the case, I've certainly learned a lot from this project and I'm already plotting future terrain pieces...

Friday, September 18, 2020

Left to Seed - A Tau Terrain Project Part 1

Having previously just dabbled in terrain building for Warhammer 40,000, I decided it was time to start getting serious when I received a Tau collection in a dire state.

The obvious route was to build wrecks (the fate of nearly all secondhand, banged up vehicles) but I also wanted an excuse to explore some techniques and materials I'd never touched before. Mainly using filler.

The obvious go-to with wrecks (and most 40K terrain) is pairing them with devastated urban ruins. As much as I'm a fan of that, I also felt that this had the potential to be something a little different.

I wanted a way to make my lack of a Tau army work in my favor, so I'd theme the terrain around a long abandoned battlefield. I also considered how Tau might have the most organic, non-Tyranid aesthetic in the game. Their restrained, futuristic designs are a departure from 40K's usual penchant for harsh, rough angles, or at the very least indulgent levels of detail and bizarre silhouettes.

Meanwhile if you paint Tau the right color, that crashed Devilfish might look more like a hill. Considering that contrast I decided to go for...

Yes, I know, using Ghibli influences for the "Manga influenced" faction. Well, at least I didn't just go right to Gundam. Beyond references, I thought the imagery of Tau war machines half buried in verdant fields was too cool to pass up. While I didn't want too direct a reference, I did want to capture Castle in the Sky's atmosphere of advanced weaponry abandoned until it gained an almost peaceful quality. It would certainly be different from most 40K battlefields I play on. As an added benefit, it would be compatible with some of the Warhammer Fantasy scenery I have in the works (mainly the trees and hills).

With the general look and feel of this project down, it was time to plan. I picked up some spackle, one of the more popular materials in more elaborate terrain building. I went for a foam board base to keep it light weight, since I find wood based terrain a little unwieldy. 

Not having to worry about making it to withstand regular, hobby shop level usage gives me a lot of freedom with this project.

I marked out a basic plan, sketching out terrain features to use as a rough guide. Unlike the back door, both of this battered Devilfish's engines were still on sprue. I only used one, both to give it a more "hilly" silhouette and damaged look. It also contributed to the creative process, as I decided I would be depicting the skimmer crash landing, struggling to stay afloat after jettisoning a damaged engine 

So I guess it did circle back to Gundam in the end...

To help sell that image, I could have just cut off and gouged out the right engine block mount but I decided to go for something more in line with the story I had in my head. This exposed port, where the engine plugs in, was made from various bits of plasticard. Not as perfectly even as it could be but it was good practice and I'm quite proud of it. This was a detail I would keep coming back to, starting with just a featureless tube, until I thought of a good detail to add, and then another, and then another, and then...

With the Devilfish cleaned up and modified, I superglued it to the base and began phase 2.  To give the Devilfish a sunken look, both from it's initial crash and decades of being left in the dirt,  I planned to use spackle. To create the rough outline of the hills and save on spackle, I put down bits of cut up sprue to put on and around the wreck. 

I went for an uneven look to make it more visually interesting than just putting it down flat. I also reasoned that the remaining engine block the more intact landing gear offered some assistance before the Devilfish crashed.

Once the sprue "skeleton" was done, I applied the spackling. I did this outdoors and on a lot of newspaper, as you can see. To apply it and spread it around initially, I used a popsicle stick. This was a little rough, and I'll probably look into a plastic spoon or knife going forward. Then I used a wet old brush to blend it into the terrain and base. Once it dried a bit more, I applied light stippling with the same brush to add some earthy inconsistency.

For the back of the wreck, I created the rut left by the crash. Maybe that's a bit cartoony to have it still visible but I wanted to communicate that it was not a happy landing and explain the Devilfish's peculiar angle.

I went back and beveled the base and then blended in more spackle. Not only will that seal the foam core for priming but it makes it look more natural. I might go back to do the front a bit more, though I think the back looks appropriate.

Overall, I'm happy with how my first spackle project turned out. Very few cracks and the sprues added bulk without poking through too much. I maybe could have done better with the stippling but almost all of the spackled portions are going to be covered in flock anyway.

Joining the Devilfish is a downed Crisis suit. I didn't get as many photos, since sit was essentially the same process as the Devilfish .I'm more happy with the edges of this base, though I'm more proud of the Devilfish overall. At first I contemplated having him standing upright like the Laputa robot but I his feet proved stuck to the original base. I also realized that the front would be open when the pilot presumably exited.

Instead, he met a far grimmer fate.

I intend to have these two painted and finished by the end of next week, as I research more reference images and acquire the necessary materials. I might also add another small terrain piece or two from the leftover bits. I have some kind of terraforming node/communication device/doomsday weapon in mind. Whatever the case, I'm excited to see how this salvage project will turn out.

Wednesday, September 9, 2020

Fairly Off - A Warhammer Fantasy Roleplay: Shadows Over Bogenhafen Review

Cubicle 7

WFRP: Shadows Over Bogenhafen

Designed by: Phil Gallagher, Graeme Davis, and Jim Bambra

Published by Cubicle 7

Shadows Over Bogenhafen was the second part of the acclaimed Warhammer Fantasy Roleplay 1st edition campaign The Enemy Within. After an adventurer discovers their doppelganger during their travels through the Empire, the player characters become embroiled in the dead man's affairs. At the start of Shadows Over Bogenhafen, they've traveled to a prosperous town in the hopes of claiming an inheritance letter found on the corpse. Unfortunately, not only do the adventurers walk away empty handed but they end up embroiled in a conspiracy that threatens the town of Bogenhafen and perhaps the entire world.

Part of my aversion to running adventure modules is how even the best written ones feel very linear. Shadows Over Bogenhafen avoids this not only through a well written core storyline but also by embedding it in an in depth "living" setting. The players are on a journey with multiple paths, in a world that exists beyond their actions. Perhaps most notable is how Shadows Over Bogenhafen, has an ending in which the players lose. Badly.

Renaissance Fair

Similar to how much of the first TEW book was dedicated to background material, a good portion of this book's page count is spent establishing the setting. True to the rest of early WFRP, Bogenhafen is an exaggerated but nonetheless believable setting. Information detailed includes the specific kinds of taxes levied in the town, the major groups of influence, and primary imports and exports.

Cubicle 7

It crafts a coherent setting without bombarding Game Masters with irrelevant information. Though most of it will likely never make it into a game, it helps Bogenhafen's character shine through. The image that emerges is of a prosperous trade hub under the monopolistic grip of corrupt guilds and merchant families. A town distracted from peril by dreams of power.

Bogenhafen has as much personality as any of the individuals populating it. Adding to that uniqueness is the plot device of the Schaffenfest, a yearly livestock market that's grown in prominence along with the town's rise to fame. Now a sprawling festival, the spectacle serves as a plot hook, obstacle, and atmospheric detail throughout the story. 

In addition to story important locales and events, Shadows Over Bogenhafen, also provides a number of random encounter charts: for the Schaffenfest, the streets of Bogenhafen, and the sewers. They're explicitly written to be general enough for any major urban area in the Empire. Or really any European influenced dark fantasy setting, for that matter. Even so, there's a distinctly Warhammer tone to it. While exploring Bogenhafen, players have to contend with bigotry, confrontational individuals, and random brawls. I particularly enjoy how many encounters end with the Town Watch showing up and imprisoning everyone, regardless of who instigated a conflict. It conveys the injustice and unfairness of WFRP in a mundane way.

In most adventure modules, so much emphasis is put on the central storyline that the setting feel like an afterthought. Meanwhile in Shadows Over Bogenhafen, the town and its goings-on are a central, inseparable part of the story. It feels far more substantial than a backdrop and informs every character's motivations and actions. So much effort is given to fleshing out Bogenhafen that there's more than enough to run games set there, independent of this adventure's storyline. It's more than just a thoroughly written setting but one properly realized through the game mechanics.

Dirty Tricks Done Dirt Cheap


While the corrupt, buzzing world of Bogenhafen is a big draw, the module doesn't coast on a strong setting. Shadows Over Bogenhafen competently resolves the inheritance plotline of the previous part and then quickly redirects to a more self-contained story. Every TEW module was designed to be run independently and advice is given to this end. But as the writers point out, Shadows Over Bogenhafen is more interesting as a continuation of the ongoing TEW story. The events of this module might seem like a digression but they can easily have massive ramifications on the larger events of the campaign.

Cubicle 7

Similar to the approach taken with Bogenhafen itself, the GM is given a huge amount of background material. A good portion of it will never make it into the game. GMs are provided the conspiracy threatening the town, those behind it, and its apocalyptic true purpose. The layers of deception important to TEW and Warhammer as a whole make a strong showing here. Every major NPC has a different perception of the conspiracy and its goals, though only one of them understands what's really happening. The player characters have no way of learning the whole truth, though they're given enough to get the general idea.

Much like the previous module, much of this adventure hinges around coincidences. The player characters often happen to be in just the right spot. Thankfully events are adequately built up, so though it can feel like the adventurers are stumbling into major events, it rarely feels like a contrivance. Additionally, the spontaneity of the story feels in line with the overall tone of WFRP 1st edition. It's a game all about nontraditional heroes, so it's only appropriate the adventurers are unknowingly thrust into a world ending crisis by fate (or something worse). The players realizing just how bad things are over the course of the campaign is one of the more satisfying aspects of the story and it's made possible by the spontaneity.

The Truth is Out There

Much like the previous module, the constant ignorance and fortunate timing is made palatable by the strong sense of progression. It's a very Warhammer series of lethal hijinks, with some appropriately grimdark but nonetheless humorous imagery. A disappointing inheritance leads to fairground hooliganism which in turn sees the adventurers hunting down a freakshow attraction through the sewers. They then discover what's either a vicious demonic cult or a clandestine charitable society. It's hard to say since the adventurers keep getting different versions of the story and burly men keep showing up to discourage them from looking into it...

Cubicle 7
While plenty of bloodshed and horror occurs over during the adventurers stay in Bogenhafen, most of it comes down to investigating against a clock the players only learn about at five minutes to midnight. The adventurers are given a lot of agency to essentially wander around until they encounter designated parts of the storyline. While the GM does need to structure the story, specifically the climax, around the players' actual progress, a few events organically unfold along a preset timeline. As supernatural and mundane threats loom larger in Bogenhafen, even the most unproductive adventurers will be confronted with the fact that something doesn't smell right.The "Man in the Chaos Moon" is certainly a good hint.

That sense of exploration helps counteract the spontaneity of certain plot points, as it does feel like the players are organically following a storyline that will unfold with or without their involvement. Even if that's closer to perception than reality, Shadows Over Bogenhafen does a good job hiding that fact.

The players are also given wide array of options to approaching the mystery. It almost borders on a tyranny of choice, though each route is centered on certain skills to help maintain the players' focus. There are more ways to get to the truth than the players or GM could ever realistically cover in one playthrough. This, combined with the relatively open setting, helps avoid the railroading endemic to most adventure modules. While there are a myriad of paths that can be taken, each one keeps the tone and atmosphere intact. Answers are hard to come by, the paranoia is mounting, and messy deaths follow the investigation's course.

Rocks Fall, Everyone Dies

Most of Shadows Over Bogenhafen is a plodding, slow burn that requires more wits than a strong sword arm (unless the players start causing trouble in their failure to find any). That turns on a dime as the investigation reaches a head and the climax begins. The adventurers finally receive a definitive, if still incomplete, answer, while also learning they don't have much time to stop what's underway. From there the situation devolves into an increasingly chaotic situation. The adventurers still don't have all the info they "need," but Sword of Damocles is looming overhead...

Cubicle 7
While more action oriented than most of the adventure, it still hinges around the same basic story structure and tone. Except this time, there are real consequences to inaction or making the wrong choice. That contrast with the rest of Shadows Over Bogenhafen helps the climax stand out, though the consistent elements keep everything coherent.

There are a number of ways the ending can unfold. The provided set piece events are intense and memorable, a rapid fire sequence of disasters that would be bad individually, much less all at once. If the adventurers succeed despite the odds, they will never realize what they put a stop to. If the adventurers fail, they'll yearn for that ignorance. Perhaps what makes Shadow Over Bogenhafen so notable is that it's an adventure module where the players can lose. Not fail to get the optimal amount of experience points or lose out on valuable loot. But instead fail to prevent an apocalyptic disaster. It's almost in complete contrast with the campaign, as the party is faced with a threat that no one can stand against.

That the party can fail so badly, or that the story keeps going despite it, is something I've never seen in other adventure modules. At the very least, I've never seen a publication that commits to the adventurers' lowest moment like Shadows Over Bogenhafen. While the party's victory is also satisfying, their "defeat" is one of the most unique, memorable moments I've run in any RPG, prewritten or otherwise.

Long Shadows

Cubicle 7

Shadows Over Bogenhafen is the only The Enemy Within book to lack Martin McKenna's personable art. In its place are the horrific visuals of Will Rees and the legendary Ian Miller. As much as I think McKenna's work defines the feeling of the campaign, Rees and Miller's art works a little better for this adventure. Rees captures the dark absurdity of Bogenhafen, which proves to be a miserable, corrupt place down to its very soul. Meanwhile Miller's grotesque, otherwordly art is always a treat and feels in line with the fate that might potentially befall the town.

Unfortunately the Drive Thru RPG PDF version of the book is subpar. The poor editing of the Hogshead release has not been fixed and the visuals have suffered during the scanning process. Incorrect page number references are frustrating. Almost unreadable handouts make it genuinely hard to run at points. The adventure itself has very few problems besides a few gaps in the sequence of events, so its unfortunate how poorly presented it is.

That's not a dealbreaker though. Regardless of whether the adventurers are triumphant or laid low, Shadows Over Bogenhafen is an outstanding adventure. It's intelligently written, perfectly capturing early Warhammer's dark comedy, social commentary, and existential horror. The wealth of options and memorable story mean it's one of the few adventure modules I'll likely run multiple times. Both in concept and execution it stands apart from its peers, even within the larger The Enemy Within story. Shadows Over Bogenhafen is a tale of boundless greed and lethal conspiracy, of men in the moon and three legged goblins. And it's certainly one that's not to be missed.

Sunday, August 30, 2020

Where No One Has Gone Before - A Star Trek Adventures Review

 

Modiphius
 

Throughout Star Trek’s many iterations, there's been a distinct pattern for the challenges faced by the spacefaring protagonists. New worlds, alien cultures, strange creatures, bizarre artifacts, and most importantly, the human condition are all in play. Between all that and Star Trek’s fundamental focus on exploration, it seems like the perfect setting for a tabletop RPG. The newest system to use that respected Sci-Fi history is Modiphius’ Star Trek Adventures.


While drawing mostly from The Next Generation, Star Trek Adventures is immediately identifiable as a book by fans, for fans. Much of the non-rules portions of the books are heavily layered in a mythology rooted in decades of TV programming. Even as a fan, I found the book’s heavy references, largely presented through in-universe text, a little daunting.


Meanwhile the actual rules stand up well in a vacuum. Star Trek Adventures is in the right spot for a licensed RPG, where the source material feels accurately represented without relying to heavily on it. That being said, I would have trouble running this game with players that were anything less than casual Star Trek fans. The game remains true to the high minded, exploration driven ideals of the franchise. It remains so faithful that many RPG players, who’ve likely only played Dungeons & Dragons 5E hack and slash campaigns, would feel very lost, especially if they’ve never seen Star Trek.

That being said, if you are a Star Trek fan and used to games that ask a little more cooperation and engagement from their players, you’re in luck. Star Trek Adventures offers the tools to capture everyone’s favorite utopia-in-peril and gives you a few different ways to approach it. Admittedly, the focus is on playing members of Starfleet, following their adventures through known and unknown space. Beyond the preexisting setting, it’s a game that integrates storytelling and mechanics without favoring one over the other. A hard task, even in the 24th century.

Physical Reality is Consistent with Universal Laws

 

Modiphius

While not quite “rules light,” Star Trek Adventures’ focus on capturing the essence of the show (whatever the era) means that it prioritizes story over rules. The Trait system is the most obvious example of this. Every story relevant entity, whether they be characters, starships, or even planets, has a set of short, pertinent facts attached to them. For example, Spock would have the "Vulcan" Trait and the Enterprise would have the "Federation" Trait. The Game Master rules how a given Trait might affect the difficulty of a Task by breaking them down into "Advantages" and "Complications." The way it turns the facts of a situation into measurable game mechanics feels very setting appropriate. 

The arguable crux of the entire game is the Values system. Every major character has between one to three Values, short statements about what drives them and shapes their decisions. Actions that adhere to a value are easier, allowing a player to generate Determination, which can be spent to tilt things in their favor. Conversely, acting contrary to a Value is more difficult. A player can choose to accept a Complication in exchange for Determination, usually by refusing to act against their beliefs, to the detriment of themselves and others. Alternatively, characters can challenge a Value and still receive Determination, though now they must replace it with something more appropriate for their forever changed character.

The Value system is one of the standouts of Star Trek Adventures for a few reasons. Even more so than Traits, it captures the atmosphere of the source material. Star Trek is at its core a morality play, so the characters' beliefs should play an active role in the story. Attaching mechanics to it helps incentivize the players to engage the story in a meaningful way but does so without trivializing characters or the mechanics. Additionally character progression is tied to Values, as Star Trek Adventures wisely eschews traditional experience point systems.

Right Place, Right Time

 

Modiphius

 

Rather appropriately, the ghost of White Wolf’s Storyteller System looms over this game. Task resolution is dependent on assembling dice pools and rolling below Target Numbers to generate successes. Target Numbers are determined by combining the relevant Attribute, a character's natural ability, with the appropriate Discipline, representing their training. While there are only a handful of each, both Attributes and Disciplines cover broad categories, though it's still rooted in typical Star Trek activities. Thankfully it avoids most of the issues with the Storytelling system's unwieldy approach by limiting the dice pools to two D20s, though players can use circumstantial modifiers to add up to three additional D20s.

With such a simplistic approach to Tasks, most of the complexity in gameplay comes from the Momentum-Threat economy. Momentum is added to a pool used by the players, generated from any check by the PCs that generates excess successes. Instead of pulling from the Momentum pool, or if it's empty, players can choose to add Threat instead, essentially the GM equivalent of Momentum. Momentum and Threat can be spent to add dice to a check, create advantageous conditions or hamper the opposition. 

Values are fully integrated into the game, to the point that every campaign and even individual adventure will have a Directive, a party shared Value representing their current objective. Even the most linear RPGs rarely have the players' goals spelled out so directly, much less turned into a game mechanic. While Directives keep everyone on tack, they can also be eliminated and replaced like normal Values. I will say it's a bit tricky when to figure out when Starfleet orders get thrown out the window, though considering how often that seems to happen on the Starship Enterprise, it was clever to turn it into a game mechanic.

This reminds me of the FFG Star Wars Destiny Point system, though more complex and integrated with regular gameplay. While I prefer the simplicity of the Destiny Point system, there's more of a back and forth element to Momentum-Threat in Star Trek Adventures. Making it an unavoidable part of gameplay definitely helps, as well as offering a way to generate Momentum without guaranteeing an equal, negative response. The actions of an individual affecting the many, whether they be good or bad, is also very much in line with the themes of Star Trek.

Starfleet Academy


Modiphius

Star Trek has always lived and died by the quality of its cast, so it's logical to see that character creation is the most complex set of mechanics in the game. To simulate the rich careers and storied pasts of the typical Starfleet officer, Star Trek Adventures introduces the Lifepath Creation system. Players first pick a species, though outside of the classics, the offerings are almost exclusively from TNG. From there, a player picks from the options for Environment and Upbringing. In place of a class system, you have the three Starfleet Academy tracks, Command, Operations, and Science.

Interestingly enough, you can choose how experienced the character is. The three dynamic choices show the focus of Star Trek Adventures in crafting fulfilling stories and character arcs rather than mindlessly plodding through levels and skill trees. Lastly, players then generate "Career Events," notable occurrences in their time as a member of Starfleet. Every choice made has direct mechanical effects, eventually producing a complete character. Most of the background material is also left vague enough that players must create story points around each decision they make.

This process is in depth without being overwhelming. It goes beyond simply encouraging players make in depth backgrounds for their characters and instead forces them to by tying it directly to the game mechanics.

There are some more conventional mechanics here too, like Focuses for Discipline and a modest array of talents. While not bad, it contrasts with how satisfying and story-driven the rest of Lifepath Creation feels. It achieves something even White Wolf's games always struggled with, adequately compromising between gameplay and story. Needless to say, the Lifepath Creation system is where Star Trek Adventures best captures the aura of the shows.

Those daunted by the system are provided a "Creation in Play" section that slims the process down to a single page. It's designed explicitly for experienced players and those who want the game itself to define their character, rather than what happens before it. Similarly lightweight is the section for the Supporting Characters, who can be player controlled rather than GM controlled. This definitely shifts a lot of weight off the GMs shoulders. There's also the practical concern of letting the party split up or shift the focus on specific characters without forcing players sit out the game for long stretches.

Making a Name for Yourself 


Modiphius
 

As mentioned earlier, Star Trek Adventures characters do not receive experience points. Instead, they receive three types of Milestones, representing turning points in their lives, maybe best understood as their "character development." Milestones can be received at the end of a mission where a character played a prominent role. Above that are less regular Spotlight Milestones, which though awarded by the GM must be distributed by player vote. After a certain number of Spotlight Milestones, a character receives an Arc Milestone. As you can guess, the benefits of each one are reflected by how much work they require.

Milestones go beyond just straight stat buffs and require you to redistribute your points in Disciplines and Focuses. Normal and Arc Milestones often have some kind of drawback and represent changing priorities and needs rather than improvement. Only Arc Milestones are straight upgrades. Interestingly, each Milestone can be applied to a supporting character or even the ship. While I think experience point based progression has its place, it does feel increasingly archaic. It also has a tenuous place in more narrative driven games. Star Trek Adventures taking such an abstract and communal approach to character progression is definitely the right call.

I only wish the reputation system, representing a character's standing in Starfleet, took a similar approach. It's serviceable but I feel something as fluid as Milestones would have been a better fit. It fluctuates depending on how well a character adheres to Starfleet's ideals, as well as their mission success. While a lot of thought has been put into it, I think promotions make more sense purely as a narrative device. I also think Directives are a more dynamic way of representing when the party has pleased or defied Starfleet.

The Seed of Violence

 

Modiphius
 

Perhaps in conflict with more purist readings of Star Trek, interpersonal combat gets a lot of emphasis. Thankfully, it isn't at the expense of the more cerebral approaches to problem solving. The "Conflict" chapter leads with Social Conflicts. These mechanics are intentionally left free form, though there are some good guidelines and fun mechanics. Particularly notable is how Deception can be used to impose false Complications on a character

Despite the good effort put into Social Conflict, it does feel like phaser shootouts won out against diplomacy. I'm not particularly bothered by this, firstly because the mechanics favor constructing coherent arguments over just meeting target numbers. Secondly, the interpersonal combat remains faithful to the spirit of the show and takes a broad approach.

The actual rules are fairly simple. The weapons have abstract ranges, so the battleground is broken down to general Zones, referred to be as being roughly the size of a room in a starship. Environmental effects, including cover, are often restricted to a single Zone. Anyone within that area benefits (or suffers) from that.

The actual combat is as quick and messily resolved as it tends to be in the TV shows. In place of wounds and detailed critical hits, damage that goes through armor, natural Resistance, and other defenses is subtracted from Stress. The amount and severity of damage is dependent on the result rolled with the six-sided Effect Dice. Again, like the Storyteller System, after stress come abstract wound states. 

Characters are fairly fragile in Star Trek Adventures. A single injury will knock them out of a fight and anything worse than that requires immediate medical attention, assuming they weren't just vaporized. This is totally in line with how nasty phasers are and gives Medical Officers PCs plenty to do.

Overall, combat is fairly simple, with the array of basic actions you expect from most mainstream RPGs. The Momentum-Threat economy does feature prominently and serves as the only real source of complexity. Momentum can be spent by characters to increase damage, prevent injury and give them additional actions per turn. NPCs can do the same with Threats, though the GM also has the option of using the pool to call in reinforcements and improve an adversary's equipment. Overall, Star Trek Adventures avoids getting bogged down in numbers without reducing things to a boring back and forth. More importantly, it captures the simple, abrupt fights the franchise rarely departs from.

What Does God Need with a Starship?

 

Modiphius

 
By contrast, the rules for starships get the attention one would expect. Starship profiles mirror those for characters. The profiles are slit between six Systems, representing the ship's facilities and construction, and six Departments, which encompass the true heart of the ship, it's crew. And like characters, a starship's profile can be used to accomplish tasks, like scanning a planet's surface or firing proton torpedoes. Profiles are provided for the main ships of each major installment, though the NX-01 is noticeably absent. The other offerings are almost exclusively from the TNG era. 
 
For the party's ship, there are mechanics for refits and mission specific modifications to help lend the vessel as much personality as the players themselves. It doesn't come close to the breadth of the Lifepath Creation System but it's better than nothing.

Starship combat functions similarly to regular combat, though the scale of space battles isn't lost in the simplicity. During a naval duel, each of the characters manning a position on the bridge gets a turn, as they perform their duties with the relevant facilities. This ensures most players have something to do, though depending on how you approach the role of Captain it might just turn into one player giving orders to the rest of the party. 
 
In contrast with the crew, starships are far more durable and there's a lot more granularity to how they take damage. Each hit will strike an individual sub system. Between shields and defenses, space combat can go on for a while, especially since a ship can be reduced to a flaming wreck but it won't be truly out of the fight until the Warp Core is breached. The GM is advised to use a far less detailed chart for NPC ships. Even then, if you want the drawn out yet vicious battles of Wrath of Khan, you can choose stick to the damage charts.

Strange New Worlds

 

Modiphius

Plenty of mechanics are designed to capture the sense of discovery that's at the heart of Star Trek. Some are more effective than others but at the very least, a GM isn't left entirely to their own devices when coming up with unknowns for the players to explore. A guide is provided for Star Trek's approach to planet classification and other stellar bodies, along with rules to represent and generate them randomly. These are a little thin but are still preferable to the bare bones rules provided for coming up with aliens, whether they be intelligent or otherwise.

A whole section is dedicated to the hard to quantify, at times literal Deus Ex Machinas encountered by various Starfleet personnel over the years. I was particularly happy to see rules for the Planet Killer from TOS. There are also stat blocks for some of the most iconic creatures and aliens. Along with some generic Starfleet profiles, every major "enemy" faction gets at least a couple of entries. Some very stripped down player character rules for non-Starfleet aliens also show up. Naturally, each species' iconic vessels also make an appearance.  

Less conventional and more surprising are the rules provided for less "Exploration" based discovery. Mechanics are provided for a teknobabble influenced Scientific Method. One interesting bit is how the hypothesis is formed by every player throwing out ideas, the player doing the researching rules picking 3 to 5, and the GM tells them if the right one is in that group. It may very well be the most novel mechanic to come out of Star Trek Adventures, while also hitting off the franchise's two major themes, discovery and collaboration. 

There are similar mechanics for developing prototype technology, though it's less abstract than the Scientific Method rules. Breakthroughs can be made through hard work and ingenuity but there will always be a mechanical drawback to fresh-from-the-replicator prototypes.

Fire up the Replicators

 

Modiphius

For all the emphasis technology gets in Star Trek, in both the shows and the RPG it often plays an almost passive role. It primarily exists to enables the story, rather than being the center of it (of course, with exceptions). The weapon section creates a few general categories and mostly leaves it at that. There's not much focus on distinguishing models or even era of phasers and other weapons. Even the famous Bat'leth is consigned to be a "Heavy Blade." Considering that, it's strange that Jem'Hadar and Andorian weapons get distinct profiles. 

But as with personal combat, no Trek story should get too caught up in endless weapon permutations. The brief guide given to representing each of generation of the setting is more concerned with saying what was widely available at the time, rather than getting into mechanical differences. 

The other iconic Star Trek gadgets make a showing, though it's a small gear section. Few objects have tangible mechanical benefits, aside from making tasks possible (i.e. using a tricorder to contact the Enterprise). The system for acquiring items is very sensible, in line with Star Trek's vision of a post-capitalist paradise. Anything the players know their characters will need for a mission is provided. When the need for something arises, Momentum can be spent to acquire the item, representing crew members retrieving or replicating what they need. A lot of things can motivate a Star Trek Adventures campaign but it won't be loot. As Picard famously says "People are no longer obsessed with the accumulation of things."

Accessing...

 

Modiphius


As I mentioned before, Star Trek Adventures is both made for and written by dedicated Star Trek fans. An exhaustive history of the setting isn't provided so much as alluded to, through in universe letters, communiques, and manifestos written by minor characters. The Next Generation receives the lion share of the focus, with Deep Space Nine as a close second. The Original Series makes a decent showing and enough is provided to run a campaign set when James Tiberius Kirk explored the stars. Enterprise and Voyager get the occasional scrap, though due to its premise it's very difficult to incorporate the former.

Thankfully, there's more than just impenetrable fan lingo and decades of lore. Sections are dedicated to the organization, function, and values of the United Federation of Planets. Game Masters and players are reminded who they're working for and what that means when they execute their duties. Vital concepts like the Prime Directive and rival powers are also adequately explained. Star Trek Adventures does seem to be angling for a metaplot, with their own corner of the Beta Quadrant carved out with the Shackleton Expanse. 

I'll admit nothing quite caught my eye, much less gave me reason to set a game around whatever Modiphius has planned. To their credit they picked the perfect time period, the later seasons of TNG and the early season of DS9. Late enough to have all sorts of adversaries to choose from, namely the Dominion and the Maquis, but set before they become more complicated to use in a story.

On Screen!

 

Modiphius

 
Licensed RPGs are a well established part of the medium at this point but few commit to their setting the way Star Trek Adventures does. Beyond the in-universe snippets scattered throughout the book, the overall layout has been patterned off of the computer readouts seen throughout the Enterprise-D. It's visually appealing and certainly adds to the immersion factor. For the PDF edition, I will say the white text on a dark background can be difficult to read in long sittings. 
 
While I overall like the layout, important rules will be tucked away in corners or otherwise placed in strange areas. This is a books where the Game Master section is a disorganized collection of storytelling advice, clarification of certain mechanics, and rules that should have ended up somewhere else. Unfortunately, this seems to be the standard for most modern RPG books, to the point that Star Trek Adventures is still more readable than many modern books I've picked up.

The stellar presentation does make the rest of the art feel like even more of a letdown. There's a wide range of artists and the visual style of Star Trek is mostly intact. A few pieces do capture the adventurous, collaborative spirit of Roddenberry's vision. Unfortunately most of the art is far too militant for the setting. Most of the art features a full blown phaser shootout or ship's bridge in chaos. Even if this was for a Star Trek wargame, I'd say it was still completely inappropriate for the setting.
 
Beyond all that, a lot of the art has an uncanny valley effect. Something just feels a little off in many of the pieces, whether it be the strained facial expressions or awkward poses. The introduction of some very disruptive, out of place alien designs doesn't help matters. As much as some people might complain that Star Trek's aliens look too much like humans slathered in makeup, that's still the visual language of the franchise. Star Trek Adventures gets a lot right in a setting that's difficult to do justice but the art is one place Modiphius dropped the ball.
 

The Final Frontier

 
Modiphius

 
I've often seen Star Trek Adventures criticized as being too combat oriented to do the veteran Sci-Fi universe justice. It's easy to see why, as beyond the art, the very disappointing beginner adventure opens with the player characters whipping their phasers out at the first sign of trouble. The text even says this is to teach the players the combat system, giving it priority over anything else.

While I think that emphasis hinders the game in some ways, overall Star Trek Adventures is one of the better licensed games I've come across. It captures the spirit of the setting and does so with a good amount of style. The game doesn't feel like another system reskinned and keeps the spirit of Trek at the forefront. There's a strong enough ruleset and some inventive mechanics to assure readers that they're not just banking on the brand name.

Star Trek Adventures isn't exactly inventing the warp drive but it's more than up for the task at hand. It might not be a revolutionary RPG but it has a competent understanding of what Star Trek is and uses that to give GMs and players what they need to enter the great unknown.