Friday, July 31, 2020

Reminder: Backer Poll on the Fourth Bounty Hunter Lodge

Whenever I introduce a new faction, I like to run a Backer poll on it too. Once the poll is done, I'll cobble together the results, and turn them into a faction that is present in the setting.  Previous polls have resulted in:
  • House Tan-Shai
  • The Traders
  • The current depiction of House Alexus
  • The Emperor and his organization
  • Domen Khemet and Domen Tarvagant, the competing Death Cults of the Divine Masks religion
Now we have a poll on the Bounty Hunter Lodge.

Of course, my real purpose with these polls isn't to come together and create a particular, cohesive faction. Instead, the intent is to inspire you, to show you some of the things I think about when creating these groups, and to get you to think about creating your own.  Thus, even if you don't want to vote, it might be worth reading over the ideas, just to create your own faction.

The current leaders in the polling are:
  • They are located in the Sylvan Spiral
  • They primary hunt Communion users (they are "anti-Templars")
  • They hunt for money, and only for money
  • They are trained experts in Neurolash weaponry
  • They are secretive (you don't contact them, they contact you)
  • In addition to Bounty Hunters, they make heavy use of Spies
  • Unsurprisingly, most of the Galaxy has never heard of these guys.
But there's a lot more nuance than that in the polling results and the comments, and your own vote could change that too. The poll is open to $5+ Backers. If you're such a backer, remember to vote!

Review: GURPS Magic: the Least of Spells

As I perused Warehouse 23 one day, I noticed this little gem had popped up: GURPS Magic: the Least of Spells.  Without thinking, I ordered it (I perhaps should have waited until the Backerkit survey for the PDF challenge dropped and ordered it at an effective discount, but oh well, we can review it now).  I've read it, so let's review it.

TL;DR: Is it worth your time and money? No, probably not. I actually enjoyed it, but I can't see how most of you will get much out of it.

The Breakdown

So, the Least of Spells has three chapters:
  • Thinking Small: which introduces the concepts of the Least of Spells
  • Clever Tricks: the spell list
  • Making the Most of the Least: character concerns and how existing skills and advantages interact with the Least of Spells.
"Thinking Small" introduces us to the idea of the Least of Spells: they're IQ/A spells that anyone, even non-mages, can use. It includes new Mana rules that govern the Least of Spells (effectively, they count as one degree of mana higher), and they follow all other normal rules. It discusses the possibility of introducing these as prerequisites (and mostly dismisses the idea), a topic I'll revisit in my conclusion.

In Making the Most of the Least, they talk about a few standard tricks from Thaumatology, like invoking a particular language, and add a new Expert Skill that gives you detailed knowledge of the Least Spells; it also states that Thaumatology also knows all this information, and is also IQ/H, so I don't know why you'd ever buy this Expert Skill unless forced to.

Thursday, July 30, 2020

The State of the Blog (and its future): August 2019

I've lost some Patrons recently to two things, both of which I feel I need to address.  I'd also like to talk about some decisions I've made about how I'm going to handle content moving forward, as best as I can, and manage expectations in general.  Don't worry, this is not a "I'm out!" post, just a discussion pertinent to anyone thinking about supporting my blog, and a broad roadmap for content I'd like to work on and remain focused on, as well as pushing back some stuff I know you guys want to see, and why I'm pushing it back.

For a TLDR, I also have a list of projects that I'm working on behind the scenes for all backers, both to give you a sense of what I'm working on, and to invite feedback on what you'd like to see. It is, of course, not entirely exhaustive

Backers: Patreon and SubscribeStar

COVID 19

The first thing that's hit me has been that I've lost some backers to failing finances due to layoffs from COVID 19.  I think this is hitting the GURPS community harder than people realize. At least one big blogger lost his job and is blogging/producing content full time right now to support his family.  And I've lost a few backers to this, as has Chris.

I want to be clear about something here: I'm a computer programmer who works in the health insurance industry in the Netherlands, with a permanent contract.  You have no idea how hard it is to fire someone in the Netherlands with a permanent contract, and how hard it is to get a good programmer these days.  So I'm about as finacially stable as you can reasonably get.  Sometimes I use my backer donations to take my wife out to dinner or to buy a game, but for the most part I just funnel them back into Psi-Wars. I use them to buy art and to pay for books (this month's fund mostly went to the Kickstarter).

This is to say: I don't need your contribution.  I like it!  It's nice! We're making art together! I buy GURPS books with them! You're helping Psi-Wars! But I don't ever want anyone to feel like they must contribute to keep me going. If it's a choice between you and me, please choose you.  There are some writers that depend on this income for food.  I am not one.  If you need to go, go.  If circumstances change and you want to come back, I will welcome you with open arms.

Engagement

I've had at least one backer leave because I was not as engaged as he would like.  And let's admit it, I am less engaged than I was a  year ago, or even earlier this year.  It used to be we had at least two polls a month, usually several major polls a year, and lots of content streaming out.  Now, I've also seen worse Patreons, but mine could use a bit of a shine on the current content.

A lot of the change has to do with family life.  It's not the sort of thing I trot out often, because it's not really relevant to you.  I also don't want to this to sound like an excuse.  It's an explanation.  I have a very active 3 year-old son, who is charming and delightful, but needs constant monitoring so he doesn't rip the curtains from their rails by swinging on them, and an adorable 1 year-old daughter who loves to clamber onto chairs, bounce against their backings while doing her best impression of a very loud duck until the chair tips over and she runs crying to mommy.  Also, the fight over toys.

One of the things I've learned about parenthood is the inevitable zero-sum game of time management: every moment I spend here, writing a post, is a moment I don't spend taking my little girl on a bike ride and showing her more ducks (or birds or flowers) or taking my son on a walk through the woods, or swimming in "the big pool" as he calls it, or letting him tell me about his school day.

More than that, my wife is constantly exhausted from the fact that they get up all hours of the night, so any minute that someone can watch the kids is a minute she can sleep longer, or perhaps get a chance to unwind and play.  They've been worse than usual (my daughter is really at a point where we should sleep train her by letting her cry, but that wakes up the boy, who then must be helped back to sleep too, so one kid waking up can turn into an hour of putting the kids back to sleep, and this can happen 3-4 times a night!), and with school and daycare out because of COVID, my wife doesn't even get a flicker of time in the day to herself while the girl naps and the boy is at school.  Thus, slowly, I've found myself giving her more and more time to sleep, rest and recover and to be herself (like, getting a chance to play one of her favorite games for once).

This naturally cuts down on the amount of time I have to generate content.  Again, this is not an apology.  This is not meant to make you go "Awww," and be okay with the level of engagement you're getting, it's my explanation as to what's going on, and when it'll be fixed, which is "not soon." My wife is very aware of my writing, and she argues I need it to relax (and she's not wrong), and she does what she can to give me that space, but this level is probably going to be it for awhile.  Decide if you want to stick with backing me based on that.

That said, there are some things I can do to improve engagement, which is mainly about focusing on quick wins and what matters, which brings me to:

A Blogging Road Map: Iteration 7

The single greatest thing slowing everything down has been me working on space monsters and their environments, such as the Labyrinth (but also the Skairos, the Eldothic Deep Engines, the Dark Mothers of the Gaunt, etc). I've gotten very lost diving down that rabbit hole, and I've generated pages and pages of unreleased content. Given that, why not release them? I think the core problem here is that I've gotten ahead of myself and this is not what I should be working on right now.

The point if Iteration 7 is to build upon what Iteration 6 laid as a foundation.  We have the basics of Psi-Wars, such as the major factions and ideologies. Now we need to move those templates to the Wiki, round out all the major races, work out the major elements of technology, and hit up some of the major planets and factions, all with an eye towards standard Psi-Wars, the 250-300 point gameplay focus.

A lot of you really want to see the 500 to 600-point level, with Templars and Tyrants, Akashic Knights, the Skairos, the Saruthim in their full glory fighting the Anacridian Scourge or the undead minions of Domen Tarvagant. I'd like that too, it'd be a lot of fun, but I think we need to finish this base.  If you're going to play an Imperial Knight uncovering a conspiracy that uses a criminal organization as a catspaw, we need to know the stats of your armor, your ship, and the criminal organization and what their ships and gear and vehicles and robots are, as well as the planet they operate on, before we need to think about the structure of the conspiracy or what full-powered Imperial Knights look like.

Given my short time and the need to prioritize, I'm going to focus my attention on this baseline and leave the "Epic Psi-Wars" material for "Iteration 8."  I'll still take requests and I'll still talk about it, but if I let myself delve down there, I'll lose focus and things will seem to seize up while I do so.  So, for now, it's not the priority.  Instead, I'd like to focus on:
  • Finishing up military technologies (Trader Tech and perhaps a few other factions)
  • Civilian/Spy/Law-Enforcement tech (some vehicles and spaceships that don't get involved in big space battles, but are still important)
  • Alien Races (filling out the remaining aliens, and adding more detail to the ones that already exist)
  • Factions and organizations (criminal cartels, pirate warlords, corporations, etc)
  • Some planets (not all, but a few)
  • Answering some long standing issues and questions (like navigation and travel times)
  • The Wiki
    • Finishing established templates and rules
    • Expanding out with a few new templates whose need has become obvious by now, or who need some sort of lens structure to address (the Mechanic, the Psion, the Pirate, etc)
I'd like to get back to polls, but mostly with a focus on "what to do next" and perhaps a few more "Let's build this together," especially when I get back to alien races and organizations.  But this should keep us busy for awhile.

Hopefully,  you're still enjoying it. I'd like to hear from you one way or the other.  I do this mostly for fun, but I do want it to be useful to you, and I definitely want to hear if some of my material is or isn't useful so I can adjust accordingly.

I will have more playtests in the future, but that depends on how much time I can get in large, useful blocks, and given the constraints and issues, they'll have to focus very tightly on timeboxed ideas, such as a singular adventure premise (like a heist) rather than a sprawling campaign idea.

Wednesday, July 29, 2020

Games I Didn't Run: The Calmquist Chronicles Finale: the End of the Galaxy

This is the final installment of Calmquist's one shot.  I've gone back through and put some links up in places so you can get more insights into what he's talking about, though he notes in his final conclusions that a lot is left off the wiki at the moment (There's just a ton of material to consolidate and edit), so not everything is well explained without diving through the whole blog (and avoiding that is the whole point of the consolidation).  Even so, I'm really impressed by how well Calmquist knows Psi-Wars.  He did a pretty nuanced and detailed version of Psi-Wars that I wouldn't dare spring on a new set of players, but they enjoyed it and the enjoyed Psi-Wars, and that says some good things to me about the quality of the setting.

It also explains why my readers seem more interested in consolidation than new material (new stuff is great, but they want a convenient way to access the old stuff first).

Note: Rosa’s player was absent.

Back to the Throne Room

The heroes were brought to the throne room with Astanya Xakkar the Dark and a few mook guards. Nathram was still loyal to the Tyrant. Raja was confused to see a Keleni Tyrant and succumbed to his charisma (the player chose to go along with it rather than opposing with a penalty). Milmeowna decided to go along with the Tyrant assuming she got paid well enough until she was ordered to take blood samples from the Princess.

Fighting Back

The Princess was able to reduce the Tyrant’s hold over the heroes, but only Milmeowna took advantage of the situation at first. Milmeowna attempted restraining or “binding” the Princess in order to give her a symbolism bonus, but it wasn’t enough to overcome Dark Communion’s hold over the desecrated room. Milmeowna grabbed Nathram’s blaster and tried firing it at the throne, but Nathram never fixed the malfunction from the previous session (Nathram’s player reminded me of this fact), so the attempt was futile.

Seeing his would be assailant fail, he decided to give Milmeowna on more chance to live as his slave. Milmeowna refused, convinced Raja to distract the mooks while she pulled the crown of the Tyrant’s head. Raja succeeded at his task but received a hit with a pain glaive for his reward. As Milmeowna approached the throne, the Dark Tyrant entered the (greater) Avatar State. Milmeowna did not succumb to his majesty and resisted his dreadful mental assault (Rule of 16 has it’s benefits).

Milmeowna managed to grab the cables connecting the “crown” to the throne and yank on them. Xakkar was stunned for a second but suffered no additional trouble. After recovering, he drew his blade and attempted to attack Milmeowna. She attempted to interpose the cords and force the Tyrant to sever them, but the plan failed due to the “blade” being a telepathic psi-sword. Milmeowna fell unconscious and had to make a death check (it did a lot of damage) but survived (for a little while). With no one left to oppose him (and this being the final session), Astanya Xakkar the Dark won the day.

The Storm Came

With the Dark Tyrant’s victory, he amassed enough troops and Alexian artifacts to challenge Emperor Valorian. I never really decided if taking the “Throne” Ship to (or at least close enough to) Styx did what he wanted. Either way, a war was waged, the Cybernetic Union was allowed to expand and the Alliance was forced to fight for real. With the major powers weakened by the war, the Anacridian Scourge was able to return with no power strong enough to stop it. Rosa’s prophesy came true.

The Retrospective

What Went Well

Overall, the (multi-session) one shot went well. The players (including the GM) had fun and all had a reasonable amount of spotlight.

There was a good amount of action that was exciting.

We got to experience some space adventure without complicating things.

We had some fun duels, an exciting chase and clever con artistry.

The players got to experience Psi-Wars and GURPS for the first time.

What Went Poorly

It went longer than I anticipated. It was good that the players were happy continuing, but it meant my planning was off.

It was disappointing that the heroes failed and the galaxy was destroyed.

I think the players may have felt powerless at the end and hesitated for a while before the final struggle. I believe that Rosa would have tried to be heroic earlier if her player was present.

There was more combat than I normally like.

Other Thoughts

Given my players’ lack of GURPS experience (and books), the scattered state of the Psi-Wars material (currently being consolidated) and the current inability to meet in person, I would have a hard time doing a longer campaign. I usually like my players to make their own characters (even if I give significant help or do most of the mechanical work).

I think Psi-Wars is certainly done enough to play and have fun, but it requires a decent amount of familiarity with GURPS.

Metabarons, Incal and other Jodorowski Works on Humble Bundle

Humble Bundle is running a special on Humanoids comics right now.  You can pick up quite a lot of the Jodorowski-verse for slightly less than $13.  I bring it up because someone once compared my work to Jodorowski's, and this turned me on to the Metabarons, which became one of the founding inspirations for House Kain and a lot of the concepts of Ancestor Worship in Psi-Wars.  This is not to say that Psi-Wars is straight up Jodorowski, but you might find it interesting to explore. If you're interested, you're unlikely to get a better deal than this. 

Disclaimer: Before I steer you wrong, note that Jodorowski is weird, the comics are typical of french comics, with gratuitous nudity that often gives me a "creepy old man" feel, and they're wildly over-the-top with violence, and a lot of the art pushes towards the gloriously grotesque.  I invested in a full hardcover collection, but I'm into really, really weird things.  It might not be for you.  But if it is, again, you're never going to get a better deal.



Tuesday, July 28, 2020

Games I didn't Run: The Calmquist Chronicles Part 2: the Rise of Xakkar!

A continuation of yesterday's gripping tale!


Note: Session 2 was abbreviated and ended in a big cliffhanger, so the two sessions are reported to gether.

The Foes

Astanya Xakkar the Dark

Astanya Xakkar is Keleni Tyrant who is allegedly was originally a priest of Annara during the rule of Ozamanthim. His community was heavily oppressed and worked and abused to death - he was the only survivor. He attempted to get revenge, but he was captured and tortured. He eventually escaped and turned to Dark Communion and became a Tyrant, but Ozamanthim died before Xakkar was able to obtain his revenge. He has spent his time plotting and perfecting his mastery of his psionic powers and Dark Communion until the present day.

This story may or may not be true. He might be immortal, but he might have body swapped through the ages or might simply be insane (possibly with help from ancestral memory). In any case, he is powerful enough to override the Mithna Edict by becoming the new master (and applying the Path of the Devoted Slave) of individuals and taking slaves from lesser Tyrants.

He has captured the “Princesss” and has used her to activate a throne ship that he found in the Morass and take the ship “close enough” to Styx to become the heir of Ozamanthim (since it is a throne ship). He also plans to use her to activate other lost Alexian artifacts that will help him in his grand plot to overthrow Valorian and become the true galactic emperor.

Delia Khalli

I created Delia Khalli because Rosa executed “her brother” in the first session. Since Rosa’s action was sufficiently ignoble, I decided that she deserved an enemy.

Delia was sick of being ruled by the Mithna Edict. Astanya Xakkar promised freedom by becoming his slave (in addition to being able to issue orders to Mithanna). She took the princess to the throne ship while her brother (who doesn’t have a name because I didn’t plan for them to become important) finished taking care of business at the hideout on Sarai. Rosa executed Delia’s brother, so Delia desired revenge. Delia finally gained Dark Communion and the Path of the Devoted Slave by the time the heroes arrived.

Journey to the Throne Ship

The heroes contacted their employers (specifically the group affiliated with Jace Elegans). Raja knew that his previous fast talking would not survive scrutiny, so he decided to leave the room while the Rosa made the call. Rosa was played dumb when she was told that their pilot was not the correct pilot. In a real campaign, I would have pressed this more, but it was a one shot, so I let it slide. If they survive, there may be an arrest (especially if they don’t return with the princess).

Raja is Con Artist and not a dedicated pilot like a Smuggler, but he was an effective navigator. The 15 IQ helped. He rolled really well, and the heroes found the star chart, so he didn’t have any trouble navigating to the destination.

Thalline Filaments and Tractor Beams

The heroes exited hyperspace in an area with dense thalline filaments. Despite being a mediocre pilot, Raja avoided the filaments with a great roll. They traveled for a few hours before locating the target. Raja attempted approaching stealthily, but he had no real EW skills, so the heroes were located quite quickly. They tried to avoid the tractor beam, but they were captured fairly quickly.

The heroes decided to hide in the smuggling areas of the ship and pretend that their ship was uninhabited and was simply drifting. Three Tyrant’s troopers checked the ship but found no lifeforms. Rosa used Deep Scan (at default and in a twisted psionic area) to spy on the troopers. Milmeowna summoned a ghost who shot the troopers with their own blasters.

Milmeowna learned that the ghost was a member of the crew when the ship was disabled. The heroes tried to get more assistance and information from the ghost, but they quickly learned that the ghost was stuck in a loop. After a long debate, the heroes decided to use don the trooper armor and have Rosa as a “captive.”

Locating the Princess/Disabling the Tractor Beams

Raja’s great acting and telepathy got the heroes the location of the princess. He learned that the princess was allowed to roam mostly free but was wearing a locator beacon. Nathram volunteered to sneak off alone and “disable the tractor beams.”

Milmeowna and Raja took Rosa to the the princess with Raja doing all of the talking. It took a while, but they arrived with Rosa and the princess noticing each other rather easily (they are both blind and Awareness is an active sense). Milmeowna’s character misunderstood my description of Awareness and though the effect was the same as the locator beacon. They heroes explain the situation to the princess, and she reveals herself as Wren Alexus, heir to the Alexian Empire. She never revealed herself before because she had a weak claim, but now was the time to make it public.

Shortly after removing the beacon, Delia appeared and yelled at Rosa: “YOU KILLED MY BROTHER!” and hurled her force sword. Rosa avoided the attack. Milmeowna attempted to reason with Delia and offered to help her escape. Given the circumstances and her culture, Delia wouldn’t relent.

Encounter with Xakkar the Dark

Nathram ditched his disguise and made his way to the throne room. Assassinating his master’s enemy was a higher priority than disabling the tractor beams. That could come later. He arrived to find Xakkar the Dark sitting on the throne. Xakkar commended Nathram for making it to the throne room. He showed that he knew that Nathram was sent by his master and was being overzealous. He continued by reminding Nathram that he has never actually seen his master and offered to be Nathram’s new master and teach him the ways of Dark Communion.

Nathram initially refused the offer, but Xakkar’s Aspect and Dark Majesty had a strong effect on him. Xakkar sent his guard to deal with the intruder.

Nathram tried shooting the guard, but his first shot missed, and his second shot malfunctioned. After his gun stopped working, he tried throwing it, but the guard parried that without trouble. The guard approached slowly with a defensive grip. He kept Nathram at a distance for most of the fight and struck him with pain glaive and afflicted Nathram with a minor wound, terrible pain and max fatigue damage. Nathram used an IP to return to the fight. The guard attempted Reminder of Place, but Nathram critically succeeded his dodge causing the guard to lose his balance. Nathram defeated the guard with a all-out (double) dual-weapon attack. Two attacks hit, but the third missed (with a 17).

After Nathram defeated the guard, Xakkar told him to kill him. Nathram did it, and Xakkar offered Nathram to take the guard’s place. This time, Nathram considered the offer. He asked what the Xakkar would do to the princess. Xakkar said that he wouldn’t harm her and only needed her to activate certain “mystical artifacts.” Nathram also asked to be allowed to not harm his companion. Xakkar agreed, and Nathram to make Xakkar his new master. Xakkar performed a ritual to break Nathram’s oath to his former master while Nathram made the oath to his new master. Xakkar ordered Nathram to bring him the princess unharmed.

Escape Attempt

While Nathram was “disabling the tractor beams,” the other heroes tried to escape.

Arrival of the Tarvathim

While Milmeowna attempted to convince Delia to leave her master, Delia called the troopers to her location. Milmeowna’s attempts failed. The heroes heard marching and smelled the stench of dead flesh, and one player remarked “When did space zombies become a thing?” The players suspicions were largely correct. A half dozen Gaunt troopers appeared.

The Gaunt troopers who arrived were not terribly heavily armored (otherwise Milmeowna’s pistols would be entirely useless), but they were still incredibly tough. Delia started chanting, and Milmeowna and Wren ran (Raja’s player didn’t make it for session 3). The Gaunt troopers laid cover fire to let Delia finish her prayer (none of the characters knew anything about Communion).

Rosa vs Delia

Since Delia was insistent on killing Rosa, Rosa ran to start the attack. Delia switched to a defensive stance, and Rosa made her attack. Delia parried with TK-Grab. She released her hold and attacked with her force sword (also with TK-Grab). Rosa’s Combat Sense allowed her to defend against the attack from behind. They fought for a while, and Rosa was forced to spend an IP. Rosa finally got a lucky critical hit and finished the duel.

The Chase

The chase started with Milmeowna trying to defeat the Gaunt troopers. She defeated most of them with plasma grenades and fully unloaded, dual wielded pistols, but many more troopers appeared. Trying to fight them all would be pointless.

Milmeowna was far more dexterous than the Gaunt, but Wren (a Mystic) made the chase difficult for the heroes. Milmeowna’s Serendipity helped a lot. It caused old ventilation to fall and a missed shot to close the blast doors blocking the pursuer’s paths. Communion defended Wren with Armor of Communion, and Broken Communion defended Milmeowna with Shroud of Broken Communion.

They Betrayal

Nathram asked some troopers where the others were, and they gave him directions. When he arrived, he saw Milmeowna and Wren (and Raja in the background). He tried to convince them that Xakkar was actually a good guy and was only trying to overthrow the Empire. The truth was the Xakkar believed what he was doing was moral (Megalomania and Tyrannic morality), and he was trying to overthrow the Valorian Empire (and create his own utopia). Milmeowna was confused but got a sense that Nathram was under some sort of psionic influence (critical success on perception).

After Rosa finished her fight, she arrived and was able to confirm signs of some sort of psionic interference. Wren tried commanding Nathram with her psionic abilities, but Nathram got a critical success on his resistance. I let the player choose if it applied to breaking free from Xakkar’s influence (although he was still bound by an oath) or resisting Wren. He chose resisting the princess.

Troopers were on their way, and there was no time to lose, so Milmeowna tried to wrestle Nathram (which would have been difficult if she ever hit since Nathram was quite strong and Ranathim). Nathram tried grabbing Milmeowna and draining her energy (to subdue her with minimal injury). Their defenses were both too high, and nothing really happened.

This is where things began going comically wrong.

Rosa tripped and fell while trying to escape. Combined with the fact that the princess was a Mystic, this meant that capture would be inevitable.

Milmeowna tried running, but Nathram was faster and would catch her easily. She tried to drop a tangle grenade to catch both of them, but Nathram dodged, and she only caught herself. She tried a stun grenade which almost worked and with blaster set to stun, but she wasn’t able to hit in time.

The heroes were surrounded by troopers and captured (except for Nathram of course).

The Retrospective

What Went Well

Raja’s player was engaged with all of his con artistry.

Despite being an action heavy segment, there were opportunities for dialog and problem solving.

I gave some of the lore information before the third session started while waiting for the last player to arrive.

Despite the comical failures at the end, it was fun. Everyone laughed.

Nathram got to make some interesting and important choices. He did a great job at roleplaying his character and had fun.

What Went Poorly

We never really started on time (which is normal), and session two had to be abbreviated. That led to a little rushing.

Milmeowna’s player isn’t proficient at dialog, and she got stuck in a position where she was forced to do the talking. I like giving players the opportunity to exercise their skills, but I don’t like to make them too uncomfortable.

Session three was supposed to be the end, but crazy circumstances necessitate another one to reach a conclusion.

The reporting to base scene was unsatisfactory. It hoped Raja would have made an excuse for not reporting or something.

Ideas and Improvements for Next Sessions

The galaxy (or at least Humanity) might be doomed. I did not plan for this, and I need some time to think.

Other Thoughts

The Pain Glaive was quite effective against the Force Sword/Force Blade combination. It would have been easy for agony to end the fight against Nathram. In a fight to the death, it is basically the same as dying (it is the same for unconsciousness, so it makes sense).

I think throwing a force sword is probably a common enough trick to be worth some detail on the wiki. In Delia’s case, it was more of a trap anyway, so getting the specifics correct didn’t really matter.

I expected that Nathram might betray his master, but I didn’t anticipate that he would turn into a “he’s actually a good guy” fanatic. I also didn’t expect the rest of the party to be captured so easily (or comically).

Monday, July 27, 2020

Games I Didn't Run: Calmquist's One Shot: Part 1

I love it when people other than me run a Psi-Wars game.  I hear rumors of most, whispers and questions, but sometimes, someone will straight-up tell me about a session, and when I get very lucky, they'll post their notes so I can post them here.

This is from Backer "Calmquist," who played as Xerxes, the Morathi pirate in the Tall Tales of the Orochi Belt.  I've not reformatted or edited anything (though I may post links to some elements for reference, if I get time).

Without further ado:

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