Archive for the ‘Uncategorized’ Category

“What manner of steampunk pageantry is this?” I hear you ask. Allow me to explain.

At PAX East 2012, in the Tabletop Workshop room, we (“we” being myself, Caroline Willis of LARP Couture, and Jack Graham of Lonesome Robot) held a Steampunk Worldbuilding Workshop and Exhibition. The room as a whole was given a prompt concerning Victorian wormhole colonization of a new planet–a mere skeleton of a setting to hang elements upon–then each table of attendees was given an element to flesh out. Some were asked to tell us about the climate of the new world and how fashion would be affected. Others were asked to describe various factions, such as a group controlling a vital resource, or a group of villains, or a group of heroes. One table was tasked with detailing a piece of ubiquitous-yet-fantastic technology. You get the daguerreotype. And so geassed, each group set about summoning these details from the aether of the shared creative space and writing them down.

And then the magic happened. Tables of relative strangers transformed into workbenches ringed with crews of comrade worldsmiths. Messengers zipped to and fro, trading knowledge, swapping girders of fresh-milled fantasy with which to frame their floating cities, anarchist plots, and generational industrial conspiracies. In under an hour, our sprig of inspiration bloomed into their arbor of clockwork creativity.

We kept the notes. They’re up at http://steampunkexoplanet.blogspot.com/. It’s even Creative Common licensed in case anyone wants to take it and run with it. And we had a few people promise by show of hands to run games set in the world at Tabletop at PAX East 2013. Come check it out.

28
Sep

Thoughts on Playing and Running Dungeon World

   Posted by: Andrew Linstrom

So far, I’ve played Dungeon World just a few times. The first was with my regular Thursday night crew, as run by Colin. The second time was at Gateway this past Labor Day weekend, as run by Colin. The third was just this last weekend at Nerdly Beach Party VIII, run by–wait for it–Colin. I also ran it on a whim Sunday morning of NBP8. Since the fine folks producing DW have this thing going where if you blog about your experience with the game, you may join the Adventurers’ Guild part of their site, with access to tasty playtest materials. So, wait, I talk about playing Dungeon World, and then I get more Dungeon World to play with? I am so down. Inspired by Ryan’s embloggenings earlier today, I will share some of my own thoughts on my encounters with Dungeon World.

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12
Sep

Frontiers – Road Skagar Background (AGE System)

   Posted by: Andrew Linstrom

You’re a road skagar, a member of your hardy, hulking race who grew up amid the roving caravans of the halflings and those of your kind who play companion to them. Your people are descended from slave soldiers bred by the orcs in Ber-Tud, and abandoned after a failed invasion among the humans that have played uneasy host ever since. Broad, bold, and hard to kill, your people typically stand between six and half to eight feet tall. Your skin tones may range from an elephantine gray to deep forest greens and earthy browns, with your oily hair in a darker shade. Your long-fingered hands can vary in the number of digits, typically from three to six, one of several common mutations that occur as a byproduct of your regeneration.

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15
Aug

Sons and Daughters – Boarding Actions

   Posted by: Andrew Linstrom

Shout-out to Jared for the last-minute inspiration.

When airships clash over the wastelands, they battle with all manner of weaponry, both salvaged from Before and crafted from the ruins. The hydrogen that buoys most airships into the air is ever at risk of combustion. Why send your prize down as a smoking ruin, post-apocalyptic pirates ask, when it could be laden with valuable trade goods and things they just don’t make anymore? The patrol zeppelins of green Deseret, the Mexican Empire, and the formidable Prospero of the former Canadian Forces Air Command are known for their willingness to outright destroy hostile vessels rather than bothering with a boarding action, but the guardians of other communities would rather take an enemy airship intact, particularly if they are confronted over the town or valuable, flammable farmland.

The first phase of a boarding action is to close with the target, preferably as quickly as possible. The longer it takes to close into boarding range, the more time the target has to fire back. The defenders generally have the advantage in firepower, as the attackers will limit their fire to harming the crew and crippling their target’s engines and control surfaces, but defenders faced with boarding as their alternative won’t hesitate to hold back any ship-destroying firepower. Some airships designed for pursuit are equipped with some manner of thrusters to help them close into boarding distance, such as compressed air tanks, kerosene-fueled jets, peroxide rockets, or nitrous injection for their combustion engines. Pirates that can afford the lift for armored plating concentrate it first toward the nose, the better to help survive closing.

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