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RSS Inside GMT

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  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

Two Rounds of Piraeus

by Rindis on August 24, 2016 at 12:00 pm
Posted In: CC:Ancients

Patch and I just finished our usual pair of C&C:A games between bigger games, this time playing the Battle of Piraeus from Expansion #6. The Athenians have a lighter army, but have occupied a hill near the center of the board, while the main line of Spartan hoplites are way back on the baseline.

Patch led off with a Line Command as the Spartans in the first game, pushing his Auxilia into the hills and doing one block damage. After a couple turns for both of us to get better positioned, an Order Mediums brought more of the line up, and Patch killed an Auxilia on the hills. I Out Flanked to deploy the wings of the army, and then Two Right followed by Inspired Center Leadership allowed him to occupy much of the hill while killing four light units at a cost of two blocks.

I Ordered Four Center to finally engage my hoplites (uphill), and a lucky hit killed Pausanias, and further attacks got the unit he was with at a cost of three blocks across two units (it would have been much worse with the leader). Patch used Line Command to bring up the left half of his force and we traded a couple blocks. I Ordered Three Center onto the hill, knocked out his Warriors, chased off an Auxilia and traded blocks on the flank. Patch Ordered Three Center in turn against my weakened line, but couldn’t quite kill any units, and took one more block than I did.

I used Clash of Shields to order five units… including a LS adjacent to a pair of fresh Spartan Hoplites, and two units that were down to a single block each. I picked off the two easy units, but couldn’t get his leader or a MC, and while a lucky roll reduced a Spartan Hoplite to one block, it also chased it away out of range of my last active unit. That managed a solid three-hit strike against his last intact unit in the area, but got eliminated in turn. Patch Ordered Mounted to activate most of his army, and finished off an Auxilia for the win. 5-6

Piraeus-1

I also led off with Line Command as the Spartans, but ended up splitting my line in the process. However, I nearly wiped out a LS as it evaded out of range, caused a hit on his other evading LS, and forced a LC to lose a block by retreating into the baseline. An Order Left and Line Command got me barely onto the central hill, where I chased off a Light with damage, and my Warriors traded two blocks with a leader-led Auxilia. Patch used Move-Fire-Move to reorder his flanks, but only did a single banner. Order Three Left continued my advance on the hill, and destroyed an Aux. Patch Ordered Four Right to force a couple units back, and cost me a couple blocks, but I also forced his leading Hoplites back to the rest of his line. A followup Darken the Sky did a little more damage, and finished off an Auxilia.

Order Lights weakened his flanks a bit, but Patch used Leadership any Section to finally get the main line of Hoplites engaged but, having to fight uphill, traded three blocks for five. I used Leadership any Section to keep my left going, but took two to one losses. Patch used Line Command to order the entire center, and eliminated my Warriors and a Hoplite for minimal losses. Order Three Center put good units in action, but the only good result was eliminating a weakened Hoplite, and driving off a leader. Patch Ordered Mediums to knock out the remaining Hoplite on my left, but blew a roll against my 1-block Auxilia and lost his Hoplites instead.

I moved up my remaining left units, and Patch had Inspired Center Leadership to continue the fight for the hills. He blew another attack against my Auxilia, and lost another Hoplite unit to them, but knocked out a 3-block Hoplite in two attacks that cost him two blocks, and also traded two blocks between an Auxilia and my remaining engaged Hoplites.

I used Leadership any Section to keep the remnants of my left flank going again, and my slingers finally finished off his LC at range, while my MC finished off a 1-block Hoplite. 6-5

Piraeus-2

Afterword

Both plays of this battle were unexpectedly brutal. The Spartans have a great force hampered by having the Hoplites so far back, with everything else in the way. The Athenians start with a position on the hill, but their truly good units are a bit far back. Both times it looked like the Spartans were going to have a pretty good time of it when some timely die rolls or cards gave the Athenians what they needed. I was worried about a shutout in the first game until that lucky leader loss, and in the second game, my hand went steadily from ‘pretty good’ to ‘junk’, and I never had much I could do to engage my right flank.

└ Tags: C&C Ancients, gaming
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Thoroughly Social

by Rindis on August 20, 2016 at 12:00 pm
Posted In: GURPS

How to deal with social interactions in a role playing game is often a difficult subject. In many games, truly inspired ideas (of whatever type), should just work, and having a die roll interfere with some good improv acting just breaks up the flow. On the other hand, letting a player play a character who is much more charismatic, or socially adept, than he is pretty much begs for mechanics to translate desires into working action.

In a more generally practical sense, having some form of rules for how NPCs react to player actions can take a lot of burden off an overloaded GM. The particular version of this in GURPS is the reaction roll, one of the primary mechanisms of the game, and the one with the least other rules related to it (compared to success rolls, quick contests, and damage rolls). GURPS Social Engineering changes this, as an 88-page supplement that is centered around the reaction roll mechanic.

As such, the bulk of the supplement details different types of social interactions (looking for information, debates, lying, bribery, propaganda… and oh, so many other subjects), how they should be handled in play with appropriate skills, modifiers, and types of reactions. (An appendix has twelve new tables of reaction roll results using the same general result categories, but geared towards particular types of situations.) It is an amazingly thorough list, and full of good advice. The immediate building block to all this is a good breakdown of the six skills GURPS generally uses to influence someone, and points out that the differences are a matter of approach instead of subject. A few well-chosen side boxes point out things like the fact that the use of quick contests does not mean social challenges are a ‘struggle’ (though they can be), but often center around decisiveness and insight.

How these rules should be used with the players comes up a few times. “Influencing PCs” talks directly to PCs using social skills on each other, and the fact since some NPCs can have a penalty to be influenced, or limited to certain reactions, similarly a player cannot be forced to change his PCs actions because of a roll. It also talks about existing Basic Set advice where successful influence can be turned into a skill penalty, and gives a couple of examples applying it. At the very end, the chapter “Throw Away This Book!” is a page that talks about how necessary all the little detailed mechanics really are. It’s a nice quick discussion of the problem, and ends with some very good advice: “The dice are there to help players who can’t come up with good lines, and to hold in check players who can’t restrain their wit…. Beyond that, treat Social Engineering as a compendium of social situations and challenges for any campaign.”

But it is also more than just that compendium outlined above. The book starts with a look at social activities in a game, beginning with where they may crop up in an action-oriented game, and then moves on to some general campaign types that are much more socially focused. From there it does not get crunchy, but there is a lot of good discussion that amounts to ‘how to set up your game world in GURPS terms’. This starts in the first chapter with discussion of the concept of the ‘reference society’, which spells out a few assumptions GURPS implicitly makes. After that, a full chapter is dedicated to fleshing out the existing Rank, Status, and Wealth (dis)advantages with variations, and lots of advice of just what types are available in a society.

Overall, Social Engineering is a surprising package. I wasn’t expecting to see general world-building advice show up here. I… don’t think I was really expecting the bulk of the book to be a detailed cataloging of types of social encounters, though it pretty much had to be something of that sort. For a GURPS GM, I think the former part makes it a valuable (though expensive, if that’s all you get it for) addition to laying out campaign basics. The main compendium part seems like it could be of use for someone wanting to tinker in any system that has a reaction roll type idea already. In some ways its too much to just use straight, as there’s a lot of different little modifiers and procedures and the like. On the other hand, reading it for general inspiration, and just recalling ‘it said to handle it in this general way’ can do a lot for a GM. And it can be used directly for special occasions of specific inspiration, when you know a set piece event is going/likely to happen. “How do I run two characters having a formal debate?” is a question that Social Engineering provides an answer for, along with things like “How does a character talk down a hostile mob?” I find it a good extension the core rule set, specifically because all it really does is extend what is already there and offer advice.

└ Tags: gaming, GURPS, review, rpg, Social Engineering
2 Comments

Going Pokemon

by Rindis on August 11, 2016 at 12:00 pm
Posted In: Computer games

No, I don’t play Pokemon Go. I’m still not at the point of having a smartphone, so it would be a bit difficult….

But Smudge has been playing. And over the last couple weeks, I’ve started playing assistant. We often go out to lunch and on errands together, and since she likes driving more than I do, she drives. So I’ve taken to hitting the pokestops as we go by, helping her keep supplied with pokeballs and the like. I’ve also done a little catching for her, but I generally prefer to let her make the decision to waste a few balls catching a pigey.

But it’s certainly gotten me thinking again about a franchise that I’ve never quite gotten around to checking out. It’s been part of the background radiation for 20 years now, and a there’s always been some very nice creature design. It’s in the pool of ‘games to check out because they’re different’ (Nintendo’s handheld consoles have been good for generating a lot of those).

Pokemon-Crystal-EncounterSo, anyway, yeah, I’m now working my way through Pokemon Crystal (yeah, I stuck with an earlier, and hopefully simpler, game). For some reason, I hadn’t expected it to have so much JRPG feel. The premise is so far off of the usual quest-to-save-the-world, that I expected it to be a different genre mechanically as well. But, you travel around the world doing things, talking to NPCs, and having plenty of random battles in a reasonably complicated menu-driven system.

There’s some very interesting refinements to the usual format. Instead of the usual ‘have to deal with a random encounter every few steps’, random encounter areas are clearly marked. You generally can’t keep out of them while traveling, but you can minimize it, and of course go seeking them out when you need to. Capturing different pokemon for use in battle allows for a wide variety of approaches. The number of different creatures, moves, and types (eighteen different element types is too much, but at least they started large and have been very conservative about adding more) is overwhelming, but it boils down nicely (at least at first) into a few decisions, and you have enough backup available to be able to get through any single fight.

The plot is the weakest point of the game. There’s three general things going on at the early stage of the game where I’m at: There’s your ‘rival’, who’s definitely bad news (having stolen a pokeball from Professor Elm, who gives you your first one), but while he appears on occasion, there’s very little time spent on him. There’s the goal of becoming a Pokemon Master, which involves traveling around to different dojos to take on their masters to gain recognition. This is very much a Japanese trope, and just feels artificial to me, though its a great excuse to have some themed fights that you have to craft your team around (the first dojo is all bird types). And then there’s the exploration of the system and world. ‘Catching them all’ is a secondary goal, and one you can’t really do without some help, but I am indulging my obsessive side and getting as many as I easily (or not so easily) can. And its another place where the design stands out again. All the different types of pokemon seem to have their own niche, which is impressive when there’s so many of them.

Like most RPGs, I probably won’t get around to finishing it, but it is surprisingly good. I can see why the series has done so well for so long.

└ Tags: gaming, Pokemon
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FB11 Boy Soldier

by Rindis on August 6, 2016 at 12:00 pm
Posted In: ASL

Patch and I recently wrapped up our latest foray into Festung Budapest: FB11 “Boy Soldier”. Since I’d had the defenders last time, Patch took the Hungarians this time. The Hungarians are defending around the Postal Palace (last seen back in FB7) with nine squads, two 105mm ART, another four squads specifically in the Postal Palace and adjacent building, and the eponymous Hero. He gets HIP and a MMG that goes away as soon as it loses Rate, whereupon he goes berserk. While under Ammo Shortage level 3, they also get 80+mm OBA with three automatic black card draws and a field phone. The Russians have nineteen squads of varying types (including six BVR squads split between 1st line and conscripts), including two assault engineers, a FT and four T-34/85s, at least one of which must survive the scenario. The Russians are trying to take 10 ground level Locations in a line of rowhouses or in the Postal Palace and it’s adjacent building (17 possible Locations overall) in 6.5 turns.

The pre-game rubble knocked down most of the line of buildings in front of the victory areas, and four hexes of the victory rowhouses. Patch placed some extra debris to provide cover for lateral movement from the north to the rowhouses to the center of the map. He devoutly hoped that I wouldn’t do what he expected he couldn’t stop: set up to advance along the north side, which is largely what I did. The rowhouses are 10 hexes all by themselves, but they point directly away from the Russian entry area. The Postal Palace area doesn’t have enough to win with, so I decided my main thrust would start by advancing on the near end of the rowhouses, and my south flank would challenge other area directly, with hopes of getting a couple Locations in there as extra insurance.

Patch’s first shot was a ‘2’, which thankfully Cowered and left no resid, but it still killed my HS. The second shot was ’11’ for Ammo Shortage. The third shot was ‘3’ to kill a full squad. After that the dice settled down a bit, and the most that happened was a pinned squad in O19. Patch called an AR on P17, but a six-hex error put it slightly behind his lines in J14. The bad news was that the second ART turned out to be in P11, and it hit P17 for a 3MC vs my best leader and 4MC vs my FT squad. The squad broke, but the leader HoBed into a 10-2 Hero. I managed to Encircle and Pin the forward HS in N19h1, and after that eliminated his only forward outpost in CC with no trouble.

FB11-1R
Situation, Russian Turn 1 showing the full playing area. The red hexes are the Russian entry area, and the blue lines are the limit of the Hungarian setup area. North is to the left.
↓ Read the rest of this entry…

└ Tags: ASL, Festung Budapest, gaming
2 Comments

Dungeons & Sorcery Part 1

by Rindis on August 1, 2016 at 12:00 pm
Posted In: GURPS

Here’s another magic system for GURPS. This one has the goal to get some of the feel of old-fashioned D&D into GURPS. This not quite a complete system, as it should include rules for a character to create a new spell (either for normal use, or as a one-off project, such as enchanting his home with protections). But I’m a long way from figuring that out, and may never get around to it (which would be Part 2).

Magic-users

Most spellcasting ‘in the field’ uses thoroughly-researched pre-assembled spells. They are effectively recipes giving the general procedure to produce the desired effect, complete with instructions on how to make small adjustments for current conditions (positions of the stars and planets, current weather, etc.). Many of these spells have limitations that may seem odd or arbitrary, and most of the time this is because it is the most stable version of the spell, and least likely to start giving odd (and potentially disastrous) results because one planet happens to be in retrograde today. As long as a magic-user has a spellbook with a particular spell available to study (and double-check for needed adjustments) on a regular basis, these spells are very reliable, and are treated as Sorcery-style powers.

The rest of the time, magic is a drawn-out, tedious affair, where the magic-user determines exactly what he wants to do, and works out all the possible variables, and then plans the best time to perform his working (“The stars are right!”). This is usually the most efficient possible time, to keep the casting energy down to something reasonable.

Sorcerers using this system, which requires study of spellbooks and lots of gesturing and chanting are generally known as magic-users.
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology, theorycrafting
16 Comments
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