Sunday, March 29, 2020

A Minor Change to my Support Page

A lot of you viewing this blog are Patreons, and I want to thank  you for your support, and I'd like to continue creating content that rewards you for your support, and commissioning the art that will show you the world of Psi-Wars. 

However, not a year goes by when Patreon doesn't step into some controversy and scandal and they increasingly look like an unstable platform to me: they change their terms of use on a whim if they feel like it, they seem arbitrary, and they've somehow not managed to turn a profit the entire time they've been in existence (or so I understand it).  Some of these scandals have actually cost me patrons.  So, it seems foolish to rely exclusively on Patreon for this blog's income.

So, I've branched out.  I still have Patreon, and given its market presence, I don't see it disappearing soon, but if you don't like their approach to things, or just prefer a different platform to Patreon, I now have a SubscribeStar account you can also subscribe to.  You don't have to make the switch if you don't want to, but the option is there for those who do. If you are going to switch, I suggest quitting Patreon now, waiting until a new month begins, and then re-up via SubscribeStar.

I've also had requests to just give a one-time donation.  You can do so now through my paypal.me. If there's a specific special (or specials) you want, get in touch with me and we'll work something out.

Thank you as always for your support.  As stated before, nothing needs to change for you if you don't want it to, These are just new options for those who want them.

So you wanna support my blog?

It's no secret that a lot of bloggers, channels and other content creators rely on donations from people like you to keep going.  The truth is, I don't need a donation from you to keep going, though it makes it easier to justify to my wife, but I can take those donations and plow them right back into my work. The beautiful art you'll see popping up sometimes on this site are courtesy of donations from people like you.  The more donations I get, the more art I can commission and the sooner, and better, I can show this world to you.

In return for your fine donations, I have a collection of Patreon/Subscriber specials available for you here.

I also have a Discord Server, with various tiers available to all Patrons and Subscribers.  If you do want to subscribe, be sure to claim your Discord benefits and join us on the server.

There are three ways you can donate to me.

If you use the last one, be sure to get in touch with me over any specials you'd like access to, and I'll see if I can send them your way.

Whatever you want to chip in, I really appreciate.  You've helped bring my setting to life.

Patreon Preview: Trader Guildfleets

Quite some time ago (December 2019, I think), I created a poll for working out the technological infrastructure of the Poll-designed alien race, the Traders.  I've been busy with other things, but I managed to get a total of 5 ship designs out for the Traders:

  • General Technological Considerations
  • Their Interceptor
  • Their Blockade Runner/Smuggler Corvette
  • Their Defensive Frigate
  • Their "Battleships"
  • And, of course, their Arks.
This is an incomplete document and I offer it as a preview to my Companions ($5+) patrons.  Don't worry, Fellow Travelers, when it's done, it'll be available to you too, I promise.  It's just messy as of yet, and I wanted to get some feedback before I make it available to you.

Friday, March 27, 2020

Vehicular Upgrades

Ranathim Mechanic
by Dan Smith
I wrote the post on vehicular extra effort so I could write this post.

I've been struggling for a long time as to how to handle people kitting out their rides.  Several people have pointed out that Han Solo flew a "modded" YT-1300 light freighter, and even if we set aside Star Wars, the whole point of series like the Fast and the Furious is to brag about how cool your vehicle is.  Technologically minded characters will want to roll back their sleeves and upgrade or modify their vehicle somehow, and fighter Aces and Smugglers will want to brag about how their signature ship is "the fastest in the Galaxy."

The problem here, though, is that GURPS Vehicles is awfully complicated.  For example, if you swap out one engine for another that's twice as powerful in output, that doesn't mean your vehicle is twice as fast as it was.  What if the engine is heavier? And even if it isn't, aerodynamics (or hyperspatial hyperdynamics) will have something to say about it, as you get diminishing returns.  Thus, we need to break out the spread sheets every time we mod a vehicle.  In a sense, the genius of GURPS Spaceships was to waive all that complexity away by creating a very modular system.  In GURPS Spaceship, you really can just swap out one engine for another! But we've discarded that system, as it creates some other issues.

So, I built Redjack vehicles to tackle this problem. If you want a modular vehicle, you don't get a Valiant or a Javelin, you get a Wildcat.  In creating them, I did several quick variations, streamlined some elements, and then gave you the modules you could load.  But that gives you a modular vehicle.  That lets you swap out one blaster cannon for another, or slot in some accessory, like a hyperdrive, cloaking system or force screen. What if all you want to do is tune up your vehicle?  What if you just want it to be faster or tougher?

GURPS Action has a variant of this: they let you downgrade your vehicle for -10% price for some random problem, typically a -1 to something on your stat line.  Why can't we just do the reverse?  This doesn't represent do something like getting a fundamentally different engine, but doing some minor tinkering and gadgeteering, like tweaking the engine to be a bit more efficient, or rewiring the power system to be more resilient, or adding a turbo.  They're meant to be simple statline manipulations or a few minor tweaks to customize your experience, as an optional rule.

What follows is intended for Psi-Wars, but should work in any game with some modifications.

Saturday, March 21, 2020

Emergency Power Allocation

While working on Trader Tech for my Patrons, I began to ponder the nature of "Cobbletech" and what possible bonuses I could use to represent it.  While researching and poking around, I came across the old idea of "Energy Reserve for Vehicles to allow Extra Effort."  It's an intriguing idea, but how do you handle extra-effort for a vehicle?

Then it hit me: we already had such a system in place in GURPS Spaceships.  I always liked the Engineering actions that GURPS Spaceships allows, especially since it gave Psi-Wars tech-bots a reason to hang out in your Starhawk.  With the shift to Vehicles though, and discarding of Power Points, this no longer served a purpose.  But what if we could bring it back in the form of Extra Effort?  Not all vehicles would have spare energy reserves, so for most vehicles it would be moot, but for some, it might be an option.  I propose the following rules:

Emergency Power Allocation

Some vehicles have Emergency Power Reserves, which can act as Energy Reserves for the purposes of "Vehicular Extra Effort." These represent more robust power-transfer systems, distributed energy capacitors and spare energy banks. Vehicles without Emergency Power Reserves can still "redline" and reduce their HT by one to gain the benefits of "Vehicular Extra Effort" (see "Machines and Fatigue," page B16); this represents overcharging certain systems, blowing out energy transfer systems, etc.  Allocating Emergency Power Reserves requires a Passenger Action, a roll against an appropriate skill and a single point of the  vehicle's Emergency Power Reserve (or one level of HT).
  • All Power to the Engines:  Skills:  Electrician or Mechanic (Appropriate vehicular specialization). For a single Action Vehicular Combat turn, double the Move of the vehicle; as a simplified calculation, apply a +2 to its chase rolls.  This doubles fuel consumption for the turn (if that matters), and apply a cumulative -4 to the skill roll for this form of vehicular extra effort for each additional attempt to double your Move.  Critical failure on this roll disables your engines.
  •  Emergency Evasive Maneuvers: Skills: Electrician or Mechanic (Appropriate vehicular specialization). Success grants a the vehicle a +2 to a single vehicular dodge; this //always// counts as a High-G dodge.
  • Emergency Firepower: Skills: Electrician or Armoury (Vehicular Weapons). Success grants a single weapon +1 damage per die or +2 damage per die by the weapons Malf is reduced to 14.  A critical failure on your skill roll for this form of vehicular extra effort disables your weapons.
  • Emergency Screen Recharge: Skills: Electrician or Armoury (Force Screen). Rather than wait until your next turn to restore your force screen to full DR, do so immediately.  This usually works best when a force screen is under a particularly intense barrage of lighter attacks.
  •  Emergency System Purge: Skills: Electrician or Mechanic (Appropriate vehicular specialization). This allows a vehicle to ignore the effects of a failed HT roll due to a Surge attack, a roll to see if the vehicle remains operational, or a roll to see if a system was disabled, for the duration of one turn.  The GM may choose to limit the effects of this an emergency systems purge to temporarily restore the functions of the energy system or systems that draw power, such as weapons, force screens and some engines. This has no effect on Destroyed systems, nor can it prevent a ship's destruction.
  •  Emergency Weapon Recharge: Skills: Electrician or Armoury (Vehicular Weapons). Success restores half of all shots to a single weapon.

Vehicular Updates

Redjack Fighters would gain the option of an emergency power reserve as an option slot
Valiants would simply gain 3 energy reserve points.
Valkyries would gain a psychotronic power module which allows the user to supply the energy directly from his own fatigue (likely with an exchange rate, probably 5 fatigue for 1 vehicular energy reserve), and replaces the roll with a Will roll.

How to run an RPG VII: Narrative Flourishes Part II - Bisociation, Twists and Symbolism

Last time, we talked about alternative narrative structures. This time, I want to talk about diving deeper into your narrative, and allowing your players to extract more meaning from it. These tricks can spice up any sort of narrative!


Sunday, March 15, 2020

How to run an RPG VI: Narrative Flourishes part 1 - Alternate Narrative Structures

We've discussed a lot about narrative structures and the basics of storytelling, but "narrative" is a topic we could explore forever, as there are literally countless stories out there, all with different structures and motifs. This is an art, after all, not a science, so I wanted to expose you to a few different ideas to explore when spicing up your RPG narratives.


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