Wednesday, December 19, 2012

Prelude to a Foray into Solo Fantasy RPG?

Inspired by such blogs as Tabletop Diversions and especially his solo excursions, and some of the retro and/or simple rpg rules around the net, like Chronicles of Arax, etc., I have been thinking about trying a bit myself. I haven't settled on rules yet, but I have downloaded a few free (and simple) sets from the interwebs and have started thinking about what kind of game/adventure I might want to run.

A few sites/rules that have caught my eye are:
Old School Hack
Adventure Games Guild
Gnome Stew
Chronicles of Arax at rpg drive-through

I really like the look of the Old School Hack rules. Even the graphics and layout are appealing and yet simple.

I figure, for a solo game, I could go with a single main character, or multiple characters. With a single main character I could concentrate on his or her story, pick up sidekicks, companions, hirelings, etc. along the way, and see how that develops. With multiple characters I could go with a team of equals, a "stable" of characters that I can cycle through, or a group that may have varying abilities where members may come and go. Another idea is something along the lines of the old Mission Impossible tv show, where Jim Phelps was always in charge, but the team varied over the course of the show. I always remember how, at the start of the show, he would go through a folder of photos of possible team members to include (of course the team was usually the same few people most weeks, with the occasional cast member change making a change in the usual team.)

I'm leaning towards the single main character idea. I could start that character off as a "newbie" and let the "team" or companions, sidekicks, etc., come together as the game evolves. Of course there is the danger of that single main character getting killed, but there are ways of dealing with that. From things that "stave off" death (but maybe exact some other penalties, such as permanent injury, interruption or obstruction of/towards their goal, etc.), to promoting a surviving character to the main spot to bringing in a new character, such as a relative, to carry on.

Other things I want are to have the game take place in my own imaginary world, rather than a pre-designed world or set of adventures/modules. And with characters, especially the main one/s, ones I have designed.

I've always enjoyed the dwarven race in fantasy settings; the Tolkeinesque, gruff, even stubborn, sturdy types with a strong sense of honor. So I'm thinking my game would start with a young dwarf coming of age and making his way out into the world on a quest to retrieve some long-lost family heirloom, like a fabled war axe. He would have some skills to start with, probably trained in axe-fighting, a bit of knowledge of languages in preparation for having to deal with other peoples, a little knowledge or some clues about the axe, such as something to help point towards where or how to find further info. (yes, I realize this has some aspects in common with The Hobbit and plenty of other fantasy stories. I'm not looking to create some new genre-shattering fantasy story. Just looking for a bit of fun playing the kind of story I enjoy reading or game I enjoy playing.)

So the first step, I think, is our hero would have to set off on his own and maybe follow some clues to the "big city" (which may not actually be "the" big city or even big) to do some research and/or consultation, or maybe the clues he already has (handed down from ancestors?) lead him to some location like a ruin or minor dungeon.

Actually, the first step may be to look through my miniatures collection and find "our hero"; create a character; and then start figuring out what happens next.

Assuming this goes anywhere I will probably start posting any adventures on my Tales of Mirth blog, but I will be sure to make a note on this blog, too.

Other than this foray I have plenty of miniatures on the painting desk and/or lead mountain. Terrain projects in the works, with more profile hills and mountains, trees made from plastic plants, buildings to make, etc. I have board games and card games to play, and should have some free time during the holidays to maybe even get a miniatures battle on the table.

Monday, November 26, 2012

Blogness


You say Liebster, I say Lobster - Let's call the whole thing off. ha!

I guess most regular bloggers (readers/writers) have seen the latest blog award going around. Alan "Tradgardmastare" over at http://tradgardland.blogspot.com/ nominated my blog as one of his 5 picks. I appreciate the nod, and would've picked his as one of the blogs I enjoy reading, for his imagination and ImagiNations, his bits about gardening and such, and his general enthusiasm.

You may also be aware of the fact that I don't always go by the "rules" so I'm not going to bother with making sure the blogs I list follow the Lobster rules.

So, without further ado, here are my 5 picks (trying to avoid ones already picked by others):
http://tidders-kingdomofwittenberg.blogspot.com/ for his "scrounging" - he finds the best stuff at car boot sales and the like and adapts them to his colorful and characterful settings, great scenics and vignnettes, and good-looking games in a restricted space.
http://solonexus.blogspot.com/ for lots of solo ideas, as well as irreverent and quirky humor.
http://saxe-bearstein.blogspot.com/ for ideas on campaigns, excellent pictures of games, organizing the group blog EvE, and general inspiration and knowledge.
http://tabletopdiversions.blogspot.com/ more inspiration and ideas for solo gaming
http://saskminigamer.blogspot.com/ for quantity and quality and variety of output, everything from magical fairy princess unicorns and fluffy bunnies to hardcore modern-day or near future armed and armored soldiers and vehicles, and great game reports involving friends and/or family.

Lots of fun and inspiring reading! Thank you! And thanks to all of the other blogs I read. I look forward to checking Google Reader everyday to see what's new!

As for my own gaming and hobby doings of late, I have purchased miniatures, and even prepped some, and repainted a few. Most of my precious little gaming time and energy has gone into board games and cardgames. I have played a few "deck-building" games, like Thunderstone and Rune Age, and am revisiting the Lord of the Rings "living" card game. I have played Castle Panic, a fairly light game rules-wise, but still tense enough to be interesting and fun. I also have a few other games I have yet to try. All games that can be readily played solo, with fairly quick setup and playing time. Key factors for me at this time. I hope to get back to painting up some of my "pile of lead" soon! And I still have plenty of ideas of where the Soweiter League, the Batrachian Empire, and various Colonial gaming efforts might head in the future.

Sunday, October 28, 2012

Still Alive (and even gaming)

I haven't done much in the way of miniatures gaming or painting since my last post, but I have been trying out various board games and card games. Especially ones that can be played solo, without too much setup, and go pretty quickly. I have enjoyed a fantasy card game called Thunderstone - there are several expansion sets, and a second game called Thunderstone Advance, which apparently is sort of an updated version but with different cards and its own expansion sets. I think most cards from both base games and their expansions can be used in any combination. Another game I have enjoyed is Castle Panic - a lighter game, but with a fair amount of strategy, as well as plenty of luck; it works well solo, an hour or less to play including setting up and putting away, and looks like a fun game to play with other people, too; even people who are not "hardcore" gamers.

I bought a few other games, but the only other one of those I have tried to play so far is Mage Knight. This takes more time to setup, more space, more complicated rules. I think it will have to be saved for when I have more time and energy to spend a few hours on it.

In addition to being fun in their own right I find these games to be a good source of ideas for solo play in miniatures games and other games as well. For example, one of the ways some of these games put pressure on the player is to have some sort of "countdown" and/or "ramping up" of the enemy. So, as you play through the game time runs out to accomplish your mission, or the enemy gets stronger.

Friday, September 7, 2012

NNW Patrol, part 4

When last we left things the outpost was being overrun by bands of mounted and foot hillmen, and the patrol from the main fort was starting to arrive.

Turn 7
Captain Whillikers, Lt. Flanagan, and the remaining mounted hillmen continue their struggle. Lt. Flanagan is cut down, leaving Captain Whillikers the only member of the outpost left alive on that front.
On the other side of the outpost 2 Psmithshires and Captain Spaulding fight band 3, killing 2 of them. The other 2 Psmithshires and Lt. Hyde-Psmith fight band 2 and kill 1 of them.
Meanwhile, the Hussars spur forward towards the mounted band still struggling with Captain Whillikers. The Highlanders and Woostershires advance towards the outpost as well.
The lone survivor of band 3 runs away from the outpost towards the woods to the northwest.
Band 2 attacks the Psmithshires, scoring 5 hits! Lt. Hyde-Psmith makes his save, but Sgt. Psmythe succumbs to the attack. At the end of this turn the only members of the outpost left alive are Captain Whillikers, Captain Spaulding, and Lt. Hyde-Psmith.

Turn 8

The Highlanders move forward and reach the outpost wall. 
The mounted band turns to face the Hussars, killing Sgt. McLachlan, 2 troopers and the Dragoon who had accompanied them. The remaining Hussar and Captain Cholmonderleigh fight back but score no hits.
Captain Whillikers also fights the mounted hllimen, killing 1.
Lt. Hyde-Psmith and Captain Spaulding fight band 2. The lieutenant hits the leader, but the leader makes his save. Captain Spaulding kills 1 extra.
Band 2 fights back, scoring 1 hit on Lt. Hyde-Psmith but he makes his save.
The lone hillman who had fled to the woods takes potshots, but hits no one.

Turn 9

The Highlanders attack the mounted band and kill 1 extra. The mounted band fights back and kills 2 Highlanders. Captain Whillikers, the Hussar and Captain Cholmonderleigh also fight the mounted band, but only hit Yusuf, who saves.
The Woostershires make it inside the walls of the outpost, just as band 2 downs Lt. Hyde-Psmith and Captain Spaulding. While the lone sniper in the woods manages to hit 1 of the Woostershires.

Turn 10

The Hussar, Captain Cholmonderleigh and the Highlanders continue their melee with the mounted hillmen. The result is the Captain kills the last extra, Abu kills 1 Highlander, Yusuf kills the Hussar, and the Highlanders kill Abu and Yusuf, thus wiping out all of the mounted hillmen. 
Over on the other side of the outpost the Woostershires and Captain Flynn fire at band 2, killing 1 extra and the leader, Omar. The remaining hillmen in band 2 charge the Woostershires, killing 1 extra and Lt. Bertie.

Turn 11

The Highlanders get inside the outpost wall.
The Woostershires and Captain Flynn attack band 2, scoring 2 hits.
Captain Whillikers and Captain Colmonderleigh move around the outpost towards band 2.
Band 2 fights the Woostershires, killing 1 extra and Captain Flynn.

Turn 12

Captain Whillikers attacks band 2, killing 1. The Highlanders move in on band 2. Band 2 fails morale and runs away.

Well, that was a bloody affair!

Final tally of survivors in the outpost:
Captain Whillikers, sole survivor of the original garrison
Captain Cholmonderleigh
Lt. MacCaber
Sgt. Basset
Sgt. MacGowan
1 Woostershire
4 Highlanders

Looks like the outpost will need reinforcing, and a punitive expedition may be in order to quell the uprising of hillmen. Time to send the Malamar Field Force?

Monday, September 3, 2012

NNW Patrol, part 3

Meanwhile, back at the outpost...

We cut back to the outpost as the local hillmen start their attack prior to the relief patrol arriving.

The forces at the outpost:
In overall command - Captain Whillikers, hero: scuffle 15, shoot 16, save 13
The balance of the Ballyfoole Dragoons, 3 extras: scuffle 9, shoot 9
Lt. Flanagan, leader: scuffle 10, shoot 7, save 9
Sgt. McCormac, veteran: scuffle 6, shoot 9, save 7 (Is the sergeant getting a little up there in years? Or maybe he's a little too fond of his Irish whiskey? His scuffle isn't very good.)
The Psmithshire Muskets, 6 extras: scuffle 9, shoot 9
Lt. Hyde-Psmith, leader: scuffle 13, shoot 9, save 8
Sgt. Psmythe, veteran: scuffle 5, shoot 9, save 7 (An even worse scuffle. hmm, sergeants "ain't" what they used to be, eh?)
Famous American adventurer/explorer, Captain Spaulding, adventurer: scuffle 11, shoot 12, save 13

In all cases, characters were rolled up on the tables in GASLIGHT.

Native forces:
1 unit of mounted hillmen, 4 extras: scuffle 10, shoot 7
Commanded by Abu, adventurer: scuffle 12, shoot 11, save 11
His lieutenant, Yusuf, leader: scuffle 12, shoot 12, save 15 (Now we're talking! Too bad he's with the enemy.)
3 bands of hillmen on foot, 6 extras each: scuffle 10, shoot 7
Leader of band 1, Kasim, leader: scuffle 8, shoot 12, save 6
His lieutenant, Nadir, veteran: scuffle 8, shoot 9, save 10
Leader of band 2, Omar, leader: scuffle 8, shoot 8, save 10
His lieutenant, Jamal, veteran: scuffle 9, shoot 6, save 6
Leader of band 3, Haroun, leader: scuffle 7, shoot 9, save 11
His lieutenant, Jabbar, veteran: scuffle 7, shoot 9, save 9
And finally, the three mounted hillmen from the previous encounter, all extras: scuffle 10, shoot 7
I realize these are Arabic names, but I didn't have quick access to more suitable names if any.

To keep the post from being too long this part will cover the battle up until the arrival of the relief patrol on turn 6. I'm having them arrive on turn 6 because it took them 6 days to arrive. I know it's not a one to one time relationship. It's just a device to tie together the journey of the relief patrol to their arrival at the outpost.

Turn 1

Hillmen are spotted approaching the outpost from the woods to the northwest, the rocky ground to the southeast, and among the crags to the northeast. The woods and rocky ground are at a normal distance from the outpost and halve the movement of figures only within them. The mountains are more distant. It takes 1 turn to reach the foot of the mountains, and halves the move rate of figures moving away from the foot. A house rule I just made up to "telescope" the distances on the tabletop.

Turn 2
As the hillmen move in towards the fort the Psmithshires fire at the first band in the woods, killing 2 extras.

Turn 3
As the hillmen approach a flurry of shots ring out all around, but it's all at long range and no hits are scored.

Turn 4
Things start to heat up as the first band of hillmen reach the walls, as does the small band of 3 mounted hillmen. The latter encounter a strong volley from the dismounted dragoons and Lt. Flanagan, destroying the small band. The Psmithshires fire at band 1 at the walls, killing 1 and striking the leader, but he makes his save. Captain Spaulding also fires at band 1, bringing down another extra.
The main band of mounted hillmen charge the Dragoons, killing 1.

Turn 5
The dragoons fight back against the mounted hillmen. Lt. Flanagan hits the leader, Abu, but Abu saves. In return the mounted band strikes back, Abu kills 1 extra, Yusuf hits Lt. Flanagan, but the lieutenant makes his save. Captain Whillikers hits Abu, but again the tough hillman leader emerges unscathed.
Band 1 of the foot hillmen attack the Psmithshires, but score no hits. Band 2 reaches the walls. The Psmithshires fight back against band 1, killing all of the remaining hillmen in that band.

Turn 6
The patrol can be seen arriving to the west. It will take them a little time to reach the outpost. They're placed on the tabletop, but can't move or fire this turn.
The mounted hillmen continue their fight against the dismounted dragoons, killing all except for Lt. Flanagan who makes his save. Both Abu and Yusuf also hit Lt. Flanagan, but again he makes his saves. Captain Whillikers kills one mounted hillman.
Band 3 of foot hillmen reaches the walls unopposed, and attack the Psmithshires, killing 1 extra. The Psmithshires fight back, killing 3. Lt. Hyde-Psmith kills another. And Captain Spaulding kills the leader of band 3. Band 2 of foot hillmen get inside the walls and attack the Psmithshires, killing 2 more.

to be continued...

Sunday, September 2, 2012

NNW Patrol, part 2

Following the attack by mounted hillmen on the first day out the patrol continues onwards.

Day 2
Falling rocks! With a lot of luck on the die rolls only 1 Highlander was injured. During the next encounter he will be at minus 1 on shoot and scuffle.

Day 3 A messenger from the outpost meets up with the patrol. The messenger had been sent off to the fort to inform the Colonel that the outpost was under attack and bring back reinforcements if possible. The messenger is a trooper from the Ballyfoole Dragoons (same shoot and scuffle as the Hussars, who he joins up with). After previously coming that way he leads the patrol around 2 bands of hillmen on foot, saving the patrol some time.

Day 4
Nice and quiet. Nothing eventful happens as the patrol progresses towards the outpost.

Day 5
More of the same. It's quiet (too quiet? shh! Don't say that!)

Day 6
Scouts find a shortcut, saving the patrol more time. They reach the outpost ahead of schedule or expectations.

Aside from the first encounter I was very lucky with the card draw and die-rolling. It could just as easily have gone a different way with more attacks, accidents and delays.

Next up, the showdown at the outpost. At this point I realize I don't have suitable structures to represent the outpost so I will have to make do with buildings more suitable for Europe. C'est la guerre.

NNW Patrol, part 1

The patrol, as described in the previous 2 posts, sets out from the fort. Just 1 day out they are attacked by 2 bands of Hillmen on horseback. Each band consists of 5 extras and 1 leader.
The leader of band 1 is Ali Baba, leader: scuffle 14, shoot 13, save 11
Obviously a well-seasoned fighter, excellent at close combat and shooting.
The leader of band 2 is Aka Akbar, leader: scuffle 12, shoot 13, save 10
Only a little less intimidating than Ali Baba.

Using a mix of regular GASLIGHT and Battles by GASLIGHT rules from the Compendium the battle played out as follows.
Apologies for the fuzzy pictures! I didn't realize I had the flash of until later. Call it "fog of war".

Turn 1
Scouts spotted the approaching tribesmen and the column was able to deploy quickly. I rolled 1 die, 50/50 chance to spot the approach. If they had failed the patrol would've had to remain in column until their first turn.

The Woostershires got off the first volley as band 1, led by Ali Baba, arrived within long range of their muskets. The first and only hit was against Ali Baba, but he made his save. Then Lt. Berite and Sgt. Basset fire. Sgt, Basset hits Ali Baba again, but this time the hillman leader fails his save and is struck dead.
In return the band of hillmen pass their morale roll and return fire, but score no hits.
The Highlanders also fire at band 1, but score no hits. These rounds of firing are all at long range, which halves the chance of hits.

Meanwhile, band 2 fires at the Ballyfoole Hussars, killing 2, including Lt. O'Toole, who fails his save.

Turn 2

The Hussars pull back behind the infantry to regroup.
Band 2 moves in towards the Woostershire Musketeers. The Woostershire Musketeers fire at band 2, scoring 2 hits at close range now.Lt. Bertie and Sgt. Basset also fire at band 2, with the Sgt. scoring a hit.
The Highlanders fire at band 1, scoring no hits. Lt. MacCaber and Sgt. MacGowan each score 1 hit on band 1. Band 1 fails its morale roll and runs away, its movement taking the remaining hillmen of that band off the table.



Turn 3
The Highlanders swing around to flank band 2 of the hillmen. As does Captain Flynn.
The Woostershires fire at band 2, killing 1 hillman. Captain Cholmonderleigh fires and hits Aka Akbar, but the hillman leader makes his save.
Band 2 fails their morale throw and fire and random. Aka Akbar fires at the Woostershires and kills i extra.

Turn 4
The Highlanders fire at band 2, scoring 3 hits. Aka Akbar fails his save and the last hllman is killed, ending the fight.

Final tally: 3 mounted hillmen survive to join the next encounter. 2 Ballyfoole Hussars and 1 Woostershire Musketeer are dead.

By luck of the die the sergeants made more hits than most of the officers.

A quick little action which altogether took well under 2 hours, even with time for taking notes and pictures and leafing through the rulebook and all. With greater familiarity of the rules (and maybe a quick reference sheet for the firing/combat tables and morale) something like could be played out in less than an hour I reckon.

One last picture that came out a bit sharper. A parting shot if you will.